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Rokinlobster

Nightwolf of the galaxy
Thanks for your explanation. Does this mean that there is no equivalent concept of meaties in this game? Or do they just manifest in a different way? (For reference, in a Capcom fighter after a knockdown I might choose to time an attack on the opponent waking up such that I hit on the last active frame of a normally unsafe move to make it safe and force a block or reversal.)

As you can see, I'm still struggling to think about the game system in a non-Capcom centric view :p
I do not know enough to answer that, let me tag some people and see of they can help.

ZAQ
NKZero

can you guys help him out?
 
Hi,

I'm kind of new to fighting games. I've played them on and off over the years. But IGAU seems to really grab me. I'd like to spend some time and try to get decent with it.

Not sure if this is a good place for this question, but here goes.

I bought the Battle Edition of IGAU, the communicator didn't work so I exchanged it. I just got my replacement, this one seems to have issues where the wire connects to the controller. I think I'm going to return this one for a refund. I like to mess around with friends online, so a working headset mic port is mandatory.

So whats a good fight stick. I'm looking between the Madcatz or Hori SC5 sticks. I'm guessing Hori is better?

This will be for the 360.

Thanks in advance.
 

Rokinlobster

Nightwolf of the galaxy
Hi,

I'm kind of new to fighting games. I've played them on and off over the years. But IGAU seems to really grab me. I'd like to spend some time and try to get decent with it.

Not sure if this is a good place for this question, but here goes.

I bought the Battle Edition of IGAU, the communicator didn't work so I exchanged it. I just got my replacement, this one seems to have issues where the wire connects to the controller. I think I'm going to return this one for a refund. I like to mess around with friends online, so a working headset mic port is mandatory.

So whats a good fight stick. I'm looking between the Madcatz or Hori SC5 sticks. I'm guessing Hori is better?

This will be for the 360.

Thanks in advance.

His channel has reviews for about 20 different sticks. I don't play on stick, but I know the madcatz sticks are very popular.
 
What is a reset and how is it used in combat? How would you suggest practicing resets for someone who's never gotten deep into a fighting game? I'm maining Hawkgirl right now. Does she have any easy combos with resets I could try?
 

Rokinlobster

Nightwolf of the galaxy
What is a reset and how is it used in combat? How would you suggest practicing resets for someone who's never gotten deep into a fighting game? I'm maining Hawkgirl right now. Does she have any easy combos with resets I could try?
There are a few different kinds of resets, but the main idea is that you end a combo in a way where you are guaranteed to get more attacks in before your opponent can do anything. Some times you are able to get a whole new combo (combo reset) other times it is just block pressure or a mix up (Standing Reset)
I tried looking for a Hawkgirl reset but I don't think she has one. remember that resets are more of a bonus that some characters have, it is not an essential thing to have.

Here is the thread about Killer Frost's standing reset, hopefully this will help you understand it better. http://www.testyourmight.com/index.php?threads/29992/
 

Rokinlobster

Nightwolf of the galaxy
Thanks for your explanation. Does this mean that there is no equivalent concept of meaties in this game? Or do they just manifest in a different way? (For reference, in a Capcom fighter after a knockdown I might choose to time an attack on the opponent waking up such that I hit on the last active frame of a normally unsafe move to make it safe and force a block or reversal.)

As you can see, I'm still struggling to think about the game system in a non-Capcom centric view :p

If you have not gotten this answered yet maybe make a new thread for it. It is a fairly advanced question and I bet some other capcom players would like to know as well.
 

Ninj

Where art thou, MKX Skarlet?
Thanks for your explanation. Does this mean that there is no equivalent concept of meaties in this game? Or do they just manifest in a different way? (For reference, in a Capcom fighter after a knockdown I might choose to time an attack on the opponent waking up such that I hit on the last active frame of a normally unsafe move to make it safe and force a block or reversal.)

As you can see, I'm still struggling to think about the game system in a non-Capcom centric view :p
Hitting normals or specials on the last active frame and/or at max distance to make them safe = a meatie? If so, I'm pretty sure these exist in all fighters. They did in MK9, surely they do in Injustice.

IMO the biggest thing about Injustice combos is that they're very calculated in terms of setup and execution. No spamming involved, but I've found they aren't usually as unforgiving as I first thought. You can usually convert some damage even if you screw up. MK9 was way more forgiving. But I like it. It proves you actually meant to do exactly what you did.

Sent from my Galaxy Nexus using Tapatalk 2
 
There are a few different kinds of resets, but the main idea is that you end a combo in a way where you are guaranteed to get more attacks in before your opponent can do anything. Some times you are able to get a whole new combo (combo reset) other times it is just block pressure or a mix up (Standing Reset)
I tried looking for a Hawkgirl reset but I don't think she has one. remember that resets are more of a bonus that some characters have, it is not an essential thing to have.

Here is the thread about Killer Frost's standing reset, hopefully this will help you understand it better. http://www.testyourmight.com/index.php?threads/29992/
What is a block pressure?
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
Didn't want to start a new thread. How do you get the 2P costume color pallet when you are the only player using it for a character?
 

Rokinlobster

Nightwolf of the galaxy
What is a block pressure?
in the example you quoted that just means she is able to do a follow up attack after that combo that the opponent MUST block. If they try to attack they get hit. If they try to jump, they get hit.

Block pressure is continuing to attack your opponent while they are blocking. Lets say your string is "X, X, X" well you do the string and they block it, to keep up PRESSURE you would immediately keep attacking.
The words BLOCK PRESSURE and PRESSURE can almost be used for the same purposes. Pressure is just the continued attacking of your opponent.

Now the thing is, when certain attacks are blocked your opponent can do moves before you. These are known as NEGATIVE, or PUNISHABLE moves. This is used to keep very fast moves or very high damaging moves from being too powerful.

Block pressure is stapled around moves that are ADVANTAGE or NEUTRAL on block. This all has to do with the FRAME DATA in the game. Some times your moves give you so much ADVANTAGE after they are blocked that you are able to do another attack and your opponents only option is to block it, or they will be hit. These are called FRAME TRAPS.
 

SilverKeyMan

Dropping Combos like a MotherFucker!
"How do I learn to defend against ___________"

Step 1: Go into practice mode.
Step 2: Choose your character. Choose the opponent you are having problems with.
Step 3: Press "start" to pause. Go to AI and set to "record".
Step 4: Spam whatever you are having issues with (throws, Deathstroke's zoning, Solomon Grundy's super move, etc). Note that you might need to set the meter to "full" to spam certain moves.
Step 5: Hit "select" to regain control of your character while the AI recreates your previous inputs.
Step 6: Test out your character's options against this attack. See what works, what doesn't, and what can lead to a combo. Practice and enjoy.
 
I have a question about "release check". I read the description about negative edge and I understand what it says the principle of release check, but when I have tried it in the game ON or OFF, I don't really notice a difference (ok, that's not completely true, I have noticed a difference in command throws for characters like Shazam or Harley, but since I don't really play with those characters a lot I haven't worried too much about them.)

Which is the better way to play? Should I leave it on or turn it off? Or is it just a preference issue?
 

Rokinlobster

Nightwolf of the galaxy
I have a question about "release check". I read the description about negative edge and I understand what it says the principle of release check, but when I have tried it in the game ON or OFF, I don't really notice a difference (ok, that's not completely true, I have noticed a difference in command throws for characters like Shazam or Harley, but since I don't really play with those characters a lot I haven't worried too much about them.)

Which is the better way to play? Should I leave it on or turn it off? Or is it just a preference issue?
It is all a matter of preference.
 

TheSpore

Nurgle Chaos God of Death and Disease
I have a question about "release check". I read the description about negative edge and I understand what it says the principle of release check, but when I have tried it in the game ON or OFF, I don't really notice a difference (ok, that's not completely true, I have noticed a difference in command throws for characters like Shazam or Harley, but since I don't really play with those characters a lot I haven't worried too much about them.)

Which is the better way to play? Should I leave it on or turn it off? Or is it just a preference issue?
A place I have seen where this makes a difference is when you use Harley, try to perform a string that cancels into Tantrum Stance and likely she will keep shooting Pop Pop instead, if you turn it off she will not do this. IT is all preference, I refer it to be off, but it might work for you.
 
"How do I learn to defend against ___________"

Step 1: Go into practice mode.
Step 2: Choose your character. Choose the opponent you are having problems with.
Step 3: Press "start" to pause. Go to AI and set to "record".
Step 4: Spam whatever you are having issues with (throws, Deathstroke's zoning, Solomon Grundy's super move, etc). Note that you might need to set the meter to "full" to spam certain moves.
Step 5: Hit "select" to regain control of your character while the AI recreates your previous inputs.
Step 6: Test out your character's options against this attack. See what works, what doesn't, and what can lead to a combo. Practice and enjoy.
That's one of the most useful things I've read here. All the time I thought that option was for something else. this game really should have come with an instruction booklet.
 

Nemesis_Prime

<3 Fighting Games!!!
I am just a beginner but I have a few questions about advanced gaming:

1) I tried and tried to learn negative edge from SFIV but to no avail, and now that I am playing Injustice I really want to get this right. Is there a comprehensive vid out there that can help a n00b like me?

2) How do you do cancel with MB button? I see combo string like Superman's f23 xx scoop and I am wondering how to pull that off.

3) Teach me how to do Reversal please (again I had no success when doing it on SFIV). The tutorial didn't help a whole lot.
 

TheSpore

Nurgle Chaos God of Death and Disease
I am just a beginner but I have a few questions about advanced gaming:

1) I tried and tried to learn negative edge from SFIV but to no avail, and now that I am playing Injustice I really want to get this right. Is there a comprehensive vid out there that can help a n00b like me?

2) How do you do cancel with MB button? I see combo string like Superman's f23 xx scoop and I am wondering how to pull that off.

3) Teach me how to do Reversal please (again I had no success when doing it on SFIV). The tutorial didn't help a whole lot.
I can help with number 2

You can MB when you do cancel in two ways, one way is use the same timing when you MB a special move you canceled into, or you perform a bounce cancel by doing DF or DB MB

Example: 1112DB+MB will perform a bounce cancel and allow you to either wall bounce or send the opponent into a transition as if you pressed B3.

The other cancel such as say Hawkgirl's Mace Charge(MC)(BF2) would be done by inputting 112 MC+MB, you would input the MB after performing the MC input which can in some degree be delayed.
 

Gesture Required Ahead

Get on that hook
you want to hit 3 down back 1 really fast. The correct term is cancel, but i feel that term is counterintuitive, I think of it like chain, you are chaining his special move together with his normal standing 3.

In the notation I like to use "~"is the same as "XX" and I will update the op with that info.

I'm quoting you but I'm replying to Phragonist :

It's called "cancelling" because you're canceling the animation/recovery of a move to do another. Let's take Batman for example, go up to a practice dummy/opponent and do 223. Then do 223 x Up Grapple. As you can see, when you cancel into Up Grapple, Batman's leg doesn't ground smoothly after doing a kick. It just skips to the animation of the Up Grapple.
 
Hm, going to ask my noob question here, hopefully it's ok. How do you block when people jump OVER you and attack from the other side? Just met a Killer Frost who jumped over me and i held back, but she attacked from the other side...does this mean i quickly need to hold the other direction? Just want to make sure, thanks in advance.
 

Ninj

Where art thou, MKX Skarlet?
Hm, going to ask my noob question here, hopefully it's ok. How do you block when people jump OVER you and attack from the other side? Just met a Killer Frost who jumped over me and i held back, but she attacked from the other side...does this mean i quickly need to hold the other direction? Just want to make sure, thanks in advance.
Yes, that's called a cross up. Back is block, but since they're connecting with the hit from the opposite side, your backward movement direction switches, making what was forward into backward.

Sent from my Galaxy Nexus using Tapatalk 2
 
Yes, that's called a cross up. Back is block, but since they're connecting with the hit from the opposite side, your backward movement direction switches, making what was forward into backward.

Sent from my Galaxy Nexus using Tapatalk 2
Alright, will have to practice that. Seems like a very short window to block.