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My first impressions of the Injustice DEMO

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GodsLonelyman

Kombatant
No one has said anything about figuring out the game. People are making observations and voicing valid concerns using logic after playing the demo. Maybe if the "pros" were a bit more professional and had social skills they'd explain exactly why mobility won't be an issue instead of posting mundane comments like "Walk" and "Untrue, it just feels like that".
 

16 Bit

Mash d+1~Cat Claws
Elder God
NetherRealm Studios
Even though the walk speed is slow you can walk up if you have the opponent occupied looking for something else like a character specific normal/special with range, a jump in or dash up d+1/d+3. You actually can cancel a dash late into it so you can dash up and block and blow up their attempt to blow you up for dashing. Then when you've conditioned them to do nothing you can walk up.

Movement is going to be different for those of us who played MK. Calm down and try things out.
 

KIllaByte

PSN: playakid700. Local name: BFGC MonkeyBizness
Batman has a fast ground dash, a double jump, a dive kick, and a full screen EX grapple that leads to combos. Wonder Woman has a fast ground dash and an aerial dash. I think these two characters are fine.

Lex Luthor's mobility, on the other hand, is atrocious. He moves like Zangief in AE. Master D. was zoning me with Batman who is not even a zoning character. I can only imagine what someone like the Green Arrow will do to Luthor.
Have you yet considered using Lex's Corp Charge as a dash or air dash?
On the ground, it's just as punishable as a regular dash- but has the potential to knock opponents into a setup- the instant air version is a bit safer, and I think it's his best (yet still dismal) mobility option.
 

NKZero

Warrior
Even though the walk speed is slow you can walk up if you have the opponent occupied looking for something else like a character specific normal/special with range, a jump in or dash up d+1/d+3. You actually can cancel a dash late into it so you can dash up and block and blow up their attempt to blow you up for dashing. Then when you've conditioned them to do nothing you can walk up.

Movement is going to be different for those of us who played MK. Calm down and try things out.
Ok so it turns out you can cancel the dash then, but only towards the end of it? With that being said can you cancel into specials/normals or is it only to block?
 

drift221

Shocking Your System
No real comment on Batman. I had a tough time with the AI cuz of stupid inhuman reflex parry and that god damn dumpster.

Speaking of the dumpster, what is up with the environmental interactions? Why are they unblockable? That shit is frustrating and not fun.
I would think that if some throws a dumpster at you, it would be very hard to block. I personally LOVE the fact that the environmental stuff is unblockable. It add so much depth to a fighting game. For guys like flash having an unblockable projectile to use is a god send. Plus if you're creative enough you can throw them to end combos with unblockable, unbreakable damage. Whats no to love? :confused:
 

Rabbit

thugs bunny
Dashing in this game sucks big time....whats the point of having a dash when you cant cancel it to a normal or special....

Good point Juggs

You can't dash cancel anything in AE and Third Strike. The character in both those games (Makoto) has the slowest footspeed in both and at the same time has one of the best rushdown games.

Gotta think outside of dash/d+3 dash/d+4 box.
 

Bildslash

Goro Lives 
You can't dash cancel anything in AE and Third Strike. The character in both those games (Makoto) has the slowest footspeed in both and at the same time has one of the best rushdown games.

Gotta think outside of dash/d+3 dash/d+4 box.
In SF33s dashes are like hops, short and to the point. Cancelling is unnecesary.

In VS series dashes are long but can be canceled into anything.

INJ could use shorter foward dashes.
 

dribirut

BLAK FELOW
Even though the walk speed is slow you can walk up if you have the opponent occupied looking for something else like a character specific normal/special with range, a jump in or dash up d+1/d+3. You actually can cancel a dash late into it so you can dash up and block and blow up their attempt to blow you up for dashing. Then when you've conditioned them to do nothing you can walk up.

Movement is going to be different for those of us who played MK. Calm down and try things out.
i understand def will give it a try but do you know the reason why there is no dash canceling?
 

Zyphox

What is going on guys, Ya Boi Zyphox here.
In SF33s dashes are like hops, short and to the point. Cancelling is unnecesary.

In VS series dashes are long but can be canceled into anything.

INJ could use shorter foward dashes.
yes! this is exactly my though, hopefully they see that the dashes are too long, love 3rd strike, now imagine batman parrying every one of lex luthor punches on his super, then super him back, daigo parry injustice edition LOL
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
In terms of Mobiltu vs zoning let me ask u guys this

How easy did u zone any if the characters out on very hard mode??

Maybe u should watch the Ai and how it plays because the testers had a programmer program It in

I'm guessing u definitely didn't zone them out
 
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