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Fundamentals of Injustice

RoboCop

The future of law enforcement.
Administrator
Premium Supporter
Judging from the demo instant air attacks are not possible. I've tried doing Batman's iSparks and WW's iAirdash with no success whatsoever.
Instant airs are definitely possible. BM's Sparks, WW's Flying Punch, and Lex's Corp Charge can all be done right off the ground.
 

MKF30

Fujin and Ermac for MK 11
Nice write up, one thing for sure now that we've all played the demo is that Injustice is VERY different from MK 9 lol.

It's fun, but very different from MK indeed.
 

Bildslash

Goro Lives 
there are instant air projectiles


instant airs are very possible in the demo
Instant airs are definitely possible. BM's Sparks, WW's Flying Punch, and Lex's Corp Charge can all be done right off the ground.
I see where the confusion lies. I'm talking about tiger-knee iAirSpecial moves.

I know you can jump and quickly do the special moves. But I'm talking about doing them really instant.
 

RoboCop

The future of law enforcement.
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Premium Supporter
I see where the confusion lies. I'm talking about tiger-knee iAirSpecial moves.

I know you can jump and quickly do the special moves. But I'm talking about doing them really instant.
I imagine that's because the demo is set to MK9 inputs. Once you can change them to SF inputs (QCF, etc), I would imagine tiger-kneee IA's will be viable.

Actually, someone posted that using the "BUG_ME" menu, you can change to SF inputs. Anyone want to test that out?
 

LEGEND

YES!
I see where the confusion lies. I'm talking about tiger-knee iAirSpecial moves.

I know you can jump and quickly do the special moves. But I'm talking about doing them really instant.
whats the difference? i have no idea what a tiger knee is lol

all i know is you can do specials extremely quick off the ground, quick enough to be able to land Deathstroke's gunshot on some ducking hitboxes
 

KingHippo

Alternative-Fact Checker
Bildslash

I've tried and tried but I think it's still on MK's system of jump~lowest height projectile rather than straight tiger knee to get the absolute lowest possible. Still, can get it pretty damn low in the case of Batman's Caltrops.
 

Bildslash

Goro Lives 
whats the difference? i have no idea what a tiger knee is lol

all i know is you can do specials extremely quick off the ground, quick enough to be able to land Deathstroke's gunshot on some ducking hitboxes
The difference would be mainly your special move would come out before the opponent can jab you out of the jump.
I imagine that's because the demo is set to MK9 inputs. Once you can change them to SF inputs (QCF, etc), I would imagine tiger-kneee IA's will be viable.

Actually, someone posted that using the "BUG_ME" menu, you can change to SF inputs. Anyone want to test that out?
Tried with SF inputs. Doesn't work, at least not in the demo. It seems characters have to be a certain number of frames in the air before being allowed to do any input.
 

RoboCop

The future of law enforcement.
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Premium Supporter
The difference would be mainly your special move would come out before the opponent can jab you out of the jump.

Tried with SF inputs. Doesn't work, at least not in the demo. It seems characters have to be a certain number of frames in the air before being allowed to do any input.
Gotcha. Why not just do the move immediately after jumping? I can get all aerial moves to go off while still almost touching the ground using that method.
 

Skkra

PSN: Skkra
While the juggling still feels much like mk9 with the partials and specials. Although the air to air -> combo seems a bigger deal in this one.
It feels a lot more like SFxT, where you can get a pretty damn big combo off of an air-to-air, particularly if you have meter.
 

Skkra

PSN: Skkra
Deathstroke is a hardcore linear zoning type, guns that go high, low, in the air, and a machine gun with ground and AA directions that eat armor right up.

Cyborg looks like a zoning/set-up hybrid right now with a really good getaway move and an advancing tackle.

Sinestro's got ground spikes and overheads that drop from the air.

Black Adam has bombs like Cyrax and some nice zoning tools as well as a divekick for mobility.

Ares was said to be a heavy zoner, has a teleport too, but nothing was shown of him yet.
Thanks for this. Really appreciate it. If this game ends up having a Guile in it, I'll probably pick it up. Sonic boom. Cr.HP. Be patient, stay solid, Dieminion style haha. I have zero loyalty to any DC character except for Batman, so I'll play whoever has a fast recovering projectile and strong normal pokes.
 

cyke_out

Noob
Pretty sure there's instant air attacks. I think Deathstroke will benefit from the dash system more than others due to the nature of his combos all throwing people full-screen when they get in again.


Deathstroke is a hardcore linear zoning type, guns that go high, low, in the air, and a machine gun with ground and AA directions that eat armor right up.

Cyborg looks like a zoning/set-up hybrid right now with a really good getaway move and an advancing tackle.

Sinestro's got ground spikes and overheads that drop from the air.

Black Adam has bombs like Cyrax and some nice zoning tools as well as a divekick for mobility.

Ares was said to be a heavy zoner, has a teleport too, but nothing was shown of him yet.

Excellent, Keep on forgetting about Green Arrow. It'll be much easier for me to win if no one even remembers he's in the game. :)
 

Slips

Feared by dragons. Desired by virgins.
Zoning: In MK9, for the most part, you can dash block your way to footsie range if you're careful enough. (Save for Freddy, Kenshi, Kabal) But in Injustice, zoning demands a little more attention. Mainly because you can't block during dash. Unfortunetly, every character's zoning works a little differently and there is no universal way of dealing with each character's zoning. Batman's zoning obviously works different than Lex's. Everyone's dash and jump are different as well. Lex's dash goes further than Batman's. Wonder Woman can use her air dash to get around zoning. Lex's jump is more floaty than Batman's ect. So a lot of zoning and your options to get around it will depend on your character and familiarizing yourself with the matchup. So be prepared for games where you get blown up trying to get in. Some matchups will be a learning experience.

The general principl is after you block a projectile, you are free to get a dash or jump in between the next one, but not always the case. Mainly depending on if you are full screen or not. For example: If you are playing against Batman and he throws batarangs at you and you block them, you would think you would be able to dash in without worry. But since Batman recovered a long time ago (batarangs travel pretty slow, like a jab fireball in sf) he actually has time to shoot you with a straight grapple if you try. So full screen, you have to be a little more careful.

Unlike sf4, few projectiles in the game have pushback. (like MK9) So you can always hold your ground that you made up. The max distance characters can be apart from one another seems larger in Injustice than MK9, so you have to cover a little more ground from full screen than what we are all used to.

Bottom line is to just be patient. Like any fighting game, zoning will be the first thing people try to expoit on people. Try some things and don't get mad if it dosn't work, try something different. Lex may be one of the best zoners in the game, so he should be good practice for everyone. :p
 

VOR

Noob
Good writeup and thoughts on things. Backdash also has invincibilty on wakeup. Obviously it doesn't work in the corner. I can see what NRS was going for with the forward dash not being cancellable into block. This game just has really diiferent spacing, and I think you're going to have to choreograph your gameplay more so than in MK9 where you're dashing around the screen and trying to land low pokes all the time. Plus now everyone has a crouching launcher. Moves have bigger hitboxes and cover more ground relative to the sprite size, so filling the screen with offense is gonna be more important this time around than just trying to stay on top of people. It's still pressure, but it's more marvel-ized. WW seems very Mk to me and there will probably be more chars that feel more MK. With how much chip there is in this game, I wouldn't want the dashing to be like an anime fighter, although I feel there is room for some tweaking.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
Good writeup and thoughts on things. Backdash also has invincibilty on wakeup. Obviously it doesn't work in the corner. I can see what NRS was going for with the forward dash not being cancellable into block. This game just has really diiferent spacing, and I think you're going to have to choreograph your gameplay more so than in MK9 where you're dashing around the screen and trying to land low pokes all the time. Plus now everyone has a crouching launcher. Moves have bigger hitboxes and cover more ground relative to the sprite size, so filling the screen with offense is gonna be more important this time around than just trying to stay on top of people. It's still pressure, but it's more marvel-ized. WW seems very Mk to me and there will probably be more chars that feel more MK. With how much chip there is in this game, I wouldn't want the dashing to be like an anime fighter, although I feel there is room for some tweaking.

To clarify, backdash has invincibility period, not just on wakeup and it does work in the corner. It's not that you're really dodging, the backdash simply has invincibility frames.
 

K7L33THA

Grapple > Footsies
Can someone fully explain wall bouncing? Why charge the B3? Does a B3 launch have the exact same properties as cancelling a combo with bb+mb? Does spacing off wall bounces change depending on where you are on the map, or is it universally wallbounce into jump in attack combo etc?
 

Bildslash

Goro Lives 
To clarify, backdash has invincibility period, not just on wakeup and it does work in the corner. It's not that you're really dodging, the backdash simply has invincibility frames.
How can you make it work on wake-up? Whenever I try to backdash the AI mauls me.
 

VOR

Noob
To clarify, backdash has invincibility period, not just on wakeup and it does work in the corner. It's not that you're really dodging, the backdash simply has invincibility frames.
Hmm.. I haven't gotten it to work in the corner, but thank you.