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My first impressions of the Injustice DEMO

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AC1984

Kaballin!
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.
Are you really gonna compare the zoning tools in 3rd strike to those in injustice?
 

Compbros

Man of Tomorrow
I think the walk speed is slow because Lex and WW are both slower, power characters.

This may actually be the case. Her shield/sword stance is soooo slow but it's a defensive stance anyway.


Edit: I spent 4 hours in Injustice yesterday, it took me 20 minutes to get out of "MK mode" and into "learn what's going on" mode. Unlike MK it's not gonna be easy to get in but it also rewards people for stray hits differently than SF with strings, specials/meter burn leading to full combo, etc..... A fighter is different than a shooter or Action Adventure game or what have it. It takes months, YEARS, to get a great grasp on what it is. It's hard to draw conclusions from a day one, super old build of a demo that "mobility is awful" and "I can't get in" and such. Strategies will develop, techniques will form, and we'll probably look back at our gripes like "well, that was just wrong".
 

Vilén

too smart to play MKX
Well isn't this forum fortunate that I've gots the insomnia. I also want it noted before ANY of this starts that I didn't notice the walk-speed as being slow; I noticed that the stages were fucking huge.

I was so pissed when I found out you can't dash cancel into attacks.
You have weird anger priorities.

Seriously what the fuck? Dash cancels are one of those things that you don't notice the importance of until there gone.
Really? Dash cancels are important in this game? I can't tell. I haven't played the game... Just the demo which doesn't exist to teach people about how to play the game, it exists so people who haven't preordered it yet can play as Batman until they agree to cough up the cash.

Think of the absence of dash cancels and supposedly shitty-walk speed in these terms:

Personally, I 100% refuse to judge what the average walk-speed of this game is/negative implications of no dash-cancels based on four characters, two of which are giants and probably should be slow, two of which have air-dashes, one of which has a means of latching on to the opponent and slingshotting his ass boot-first across the stage and into your face and two guys whose gimmicks are "walk through attacks like they're literally fucking nothing."

Seriously people. The word of the day is awareness.

Really makes the combos in this game feel weird and clunky, and also makes me feel like I have less flexibility.
You don't have less flexibility. You're going to end up having so many goddamn options by the time you get this game on the 16th and spend months learning how to play it properly you're not even going to miss it. Further adding to the flexibility you haven't lost is that the average character in this game is going to have 2.5x the amount of tools in their arsenal as an MK9 character.

Hell, look at it this way: Your imagination is as relevant to what the game will look like in six months as this demo is. Use it to think of some of the options characters will have available to them. Grundy for example. He's a dick-slow grappler in a game with unsafe dashing and tons of zoners... Does he really need a safe dash when he can stomp on the ground and stop you in place for a surprisingly long time from anywhere on the screen, then use his really far-traveling (though unsafe LOL) dash to get in on you? What happens then? Probably rape. Zoners don't usually have a functional reversal that costs less than 100% meter, if that. Then take Black Adam... his trait is basically "nullify three projectiles," not to mention a dive kick made by NRS.

Not forgetting that there will probably be are a ton of armored options.

I think NRS did a disservice to a lot of people with all that battle arena nonsense where they just throw shit out and the other guy doesn't block it. Created the impression that this game was going to play more like a mashy anime fighter... When all signs point to a more defensively oriented metagame like unsafe forward mobility, invincibility frames on backdashes (according to Arturo, IIRC), half the roster being zoners, most tools in the game being mid-ranged, and the developers clearly stating "This is not MK9 reskinned with DC characters." And it seems as though a bunch of people just didn't believe them for some reason.

But yeah. Let's all continue down the path of ignorant indignation.

Why would they do this? Who thought that this was a good idea?
Because, like I said above, they want this to be a different game. Dash cancels are only for aggressively minded fighter titles. Given that nearly 100% of the fighting games on the market right now are about dashing in and slamming your shit down on some buttons, maybe they thought it would be better to offer something different because there's a whole caste of FG players that have been basically given the finger by the industry for the last... almost forever, at this point.

Would making dashes attack cancelable be a thing they can patch in?
At this point, I sure hope not. Is anyone even considering the implications of dash cancels? No, screw that: is anyone actually comprehending that dash cancels even have implications? It'll create some seriously busted combos, and change the entire game to the opposite of developer intent. The game was designed around non-cancelable dashes, probably for a reason other than "them dudes at NRS is stupid."

Probably had something to do with the fact all these characters have a ton of mobility options in their tool boxes already and given the fact that every character I've seen anything from gives me the impression "holy fuck, that looks like one seriously good character," maybe it's all based on that, at some point NRS also realized they themselves might have some kind of clue as to what was going on in this game that they fucking made and thought "Hm... You know, all of these characters are really fucking good... Maybe we should associate mobility with... Oh, who knows? Risk. Lest we create a game where everyone can do whatever the fuck they want at any point with no consequences."

See what I'm doing here? I'm extrapolating a theory and strategy concept based on what we have rather than pitching a fit because it's different from that other game this company made that I played a lot of. Because that's a skill you develop when you've spent thirteen years playing fighters. Thirteen years, of which only the last three or four have taken place during the "PATCH THIS GAME TO MAKE ME BETTER AT IT" era. Otherwise known as the death throes of an entire genre.

I'm going to get in touch with someone who can write code and develop a fighting game that just plays itself. I'll make millions.
 

Danger317

Apprentice
The game just doesn't feel fluid at all. MK9 was stiff but this is a whole new lvl of frustration trying to dash and block or dash and do a d1. Wonder Woman's air dive whatever its called recovers so fucking slow even when you hit AND cross up the other person has advantage. Her walk speed is absolute shit. Somehow she walks faster in sword stance than lasso stance where shes hovering off the damn ground(WTF?)! Lex and Batman have decent move speed that feel more natural however.

Batman being able to just stop you mid combo is annoying as all hell though. I hope they changed that in the release version. Lex has an infinite which im pretty sure everyone found out in the first 10mins they played him. I don't totally hate the game, but the things that are bad in this demo are so bad...i almost wish i hadn't pre-ordered the game. I really hope the dashing gets fixed if nothing else from this demo changes, but that, I'll be happy.
 

Juggs

Lose without excuses
Lead Moderator
Haven't read every post, but just wanted to clarify. I never meant to imply anything needed to be changed or anything, just my initial observations of day 1 of the DEMO.

I know the point of my post seems as though I'm complaining about zoning, but my real problem is the mobility. And the fact that jumping, which is normally the last resort, is now the first and seemingly best universal move for mobility. Of course, the character specific stuff isn't factored in to this.

I'm not advocating for anything, and especially not cancel-able dashes. I have no problem with cancel-able dashes, but I'm not pushing for anything to be changed. I'm merely stating how I think the game is going to be played based on day 1 impressions. Which that sounds really retarded and if I were you guys I'd be putting me on blast. But nothing wrong with harmless theory fighting.

I'm just someone who heavily relies on my footsies and I don't see them being very strong BASED only on what I've experienced in the demo. This is all of course subject to change once the game actually comes out.
 

redeyes

Button Masher
So on release day how much hate do you think will be posted?
how much love?

cause from everyones opinion on the demo its looking like i wont go on TYM when injustice comes out for a good week. lol
 
Dash cancel is not needed in Injustice. Why? It would give the rushdown characters too much advantage.
Only walking, no running! Very Good! Thank you NRS! Learn to time your attacks. Learn to be patient. Learn to use the dash wisely.
Don´t rush into a wild button mashing! Enjoy the battle. It´s even a little more strategic now.
I love it! Finally a different beat em up!
Don´t whine about this new experience. Get used to it. Stand up. Try again. Win!

I´m ready for Injustice!
 

Vilén

too smart to play MKX
So on release day how much hate do you think will be posted?
how much love?
Depends on how many people just assumed NRS was lying to them for the whole development cycle about this being a completely different game.

cause from everyones opinion on the demo its looking like i wont go on TYM when injustice comes out for a good week. lol
I might transfer over to InjusticeSociety entirely after the game is actually released. I'm really here mostly because this forum burns my eyes less, but once the game is actually out, it'll just make more sense to be on the dedicated forum. Though it'll ultimately come down to which site's cloud of 'tard is the least toxic.
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Is anyone having problems with jump in punches on cross ups and general. I try and do them to get my combo goin but it always whiff. Is there a secret to not have them whiff?
You need to use crossups more and jump from sweep distance to land them

lex for example has a much larger crossup and can land from anywhere lol

Start using JI2 (crossover 2 )
 

CRUM

Warrior
Who would've thought the Capcom philosophy would backfire on the MKC? Because to me it sounds that we are dismissing this game based on a couple of aspects that we do not like. It also sounds to me that people don't want a challenge and will fallback to MK9 and not broaden the horizon. With this mentality, Capcom fanboys will body the MKC free. End of story.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Crum brings up something funny

Capcom boards are complaiing about what MKC is complaining about lol
Walkspeeds or dash cancels? And SRK's members can be as finnicky about shit as a lot of other forum-goers.

I think everyone expects this to be MK9 with DC characters. The walkspeeds are disappointing, but that's been an issue of a lot of recent games. That, and stage sizes. Also, there's factoring in no proximity blocking (LBSH, good walkspeeds + this would've been so fucked up...baiting whiffs would be beyond easy). Honestly, once people get an understanding of everything and aren't judging things off of 3 characters, a lot of the reasoning behind this stuff will make sense.
 

CRUM

Warrior
The Capcom community should be on the NRS penis because you could argue that they're the reason NRS changed up what they were doing. The game does NOT feel like MK in any regard. The environments and character models are similar, but the gameplay is nothing like MK to me. To me it seems like the MKC wanted MK9 with DC characters. I like something new and I'm willing to give a chance and see how it plays at the highest level.
 

Vilén

too smart to play MKX
Man, I've gotten half of what I want so far:

1) A game that is definitely not to be confused with MK9? Check.
2) A game that will receive more reasoned patch treatment than MK9? We'll see.
 

jbthrash

Nut Breaker
So far I think this game (demo build) has completely taken me by surprise. I was expecting MK9 with cross ups. But so far it feels kind of like a weird mix of capcom and nrs fighters. I will get it out of the way and say that the movement does feel slow. It reminds me of how the Tekken characters played in sfXt. With that said I won't say that it is really bad thing or really good thing yet. Only time will tell. After playing for a few hours on medium I felt pretty confident. By no means a master, but confident. The crossups were easier and the stage interactions were feeling more fluid, and I was zoning like crazy with Lex and landing his super without even trying.

Then I went to very hard mode, and that's when I saw how bad I was and how different this game really is. The A.I. is constantly burning meter to gain armor any time I want to out zone them or start any sort of pressure they just gain armor or counter and demolish me. Keep in mind this was me playing WW and BM and they don't even have armor traits. It truly felt like a whole new level and a whole new game. Some things to keep in mind is that I was using Lex 90 percent of the time and I generally don't zone in fighting games. I also use a TE fightstick and the meter burn button is in a weird spot for me so I don't use it as much as I should.

Overall I want to reserve my final opinion of the game once the real thing comes out and I can use a real training mode and try my main.
 
So I just register to basically voice my opinion on this game. Just some background I would consider myself a Capcom fighting game fan, I played MK9 and enjoyed for the first few months but my group of friends sorta fell away from it so I did as well. I still enjoyed it quite a bit and really liked the combo system.

Anyways, yeah Capcom fighter who didnt hate MK9.

Coming from someone who plays SF4 alot these days, I thought the game actually felt faster then an average fighter, somewhere closer to the pacing of a VS. game. I think someone mentioned her in this thread already but Makoto in AE has the slowest walk in the game and the longest dash and she's a rush down character. I know you guys are use to thise whole dash canceling but it's really just a change, not a game breaker. Give it more then a day (and you know..wait for the real game) and let it sink in.

Picking up a fighting game and having it play JUST like the last fighting game isnt really even fun.

Also something to mention that I'm not sure was mentioned yet is there are air dashes. I know Wonder Women has one, and looking at how many characters on the cast can fly I'd guess there's gonna be more.
 
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