What's new

Montreal 2013 thread

Status
Not open for further replies.

Chuckychuck

Warrior
I'll drop by Friday for Injustice. FYI I'm going to be showing up less and less on TYM and more and more on Injusticesociety.com.
 
Reactions: Jer

Chuckychuck

Warrior
I thought the game would be played very slowly and you would have to footsie your way in but after 2 hours of sparring you realize this game is actually pretty fast.

Initially I thought everything was safe and couldn't AA or reverse pressure but once you begin to see the moves and its frames you realize you can counter attack at the end of block strings, use meter to get out of pressure with push blocking, cross ups are real, the corner is dangerous, wake ups are not free and mindless rushdown can be reverse in the blink of an eye since everything leads to combos so watch out.

It's def extremely foreign if all you've played is MK9 but give it time, the game is sick. Granted, I have a sparring partner so it's much easier to take an hour or two to understand how the game mechanics work. I went in with an open mind and so far I'm having a blast with all the features this game has.
 

Chuckychuck

Warrior
Some notes to help you get started;
  • jump 2 seems to be the universal combo starter, so it's like jump in punch in MK9. Yes, it combos even if you AA with j2, just find the ground string that links. Some will initially whiff and that's just due to timing so keep looking
  • d2 is universal AA
  • d1 is universal poke
  • d3 is universal sweep
  • f3 is universal overhead, can be armored on the fly if you see someone attacking you
  • b3 is universal advancing wall bounce launcher, can be armored on the fly if you see someone attacking you
  • be mindful of your spacing during cross ups, some whiff while others don't so it's character dependent
  • WW and Lex have sick jump 3's
  • Batman has sick jump 2
  • you can press down or back to block
  • meter burn during block allows you to push block and get out of pressure
  • you get 1 breaker (clash) per round, activated on round 2. You only get this once
  • normals can trade so if you AA a cross up attempt you both get knocked down
 

xQUANTUMx

Twitter: @xxQUANTUM
It's foreign to me but I love it, I don't get all the hate about not being able to dash cancel, and mk was my first real serious fighting game (I did have exposure to sf before but I didn't gaf about its mechanics).

I noticed the cross ups were char dependent. Good, forces you to use your brain on how to fight a character...no more brainless f3'ing every body :-P

The dash doesn't really bother me other than I forget I'm not playing mk sometimes so I end up dashing mid combo and whiffing by accident.

WW has some nice shenanigans as does batman. I trolled a friend of mine with Lex's "gun cancel" for like an hour, lol (shutouts to Stryker homage). Unless im way off, i think Zoning will be very strong in this game until people figure shit out (kinda like reverse mk where rush down was king)
 

Quito

PSN : QuitoTheSecond
no more mk style cross up jump :I damm im so sad lol :O cross up work more like ssf4 now. how to do the clash move?
 
Status
Not open for further replies.