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Should MB B3/F3 Exist?

Should MB B3/F3 Exist?


  • Total voters
    126

God Confirm

We're all from Earthrealm. If not, cool pic brah.
MB B3/F3 in Injustice its an universal mechanic in Injustice at the cost of a bar, they're not flashy fast and they are not multi-hit like many armored moves where in MKX.
the only multi hit armored launcher in MKX was Goro's I'm pretty sure
 
MMH, Flash, Shield WoWo have 2 hit B3
Catwoman's F3 has 2 hit but on block only 1 hit comes out. In armor vs armor situation both hits come out, but she usually loses so... whatever
 
Don't ever mix MK into Injustice ever, two different games two different mechanics.

MB B3/F3 in Injustice its an universal mechanic in Injustice at the cost of a bar, they're not flashy fast and they are not multi-hit like many armored moves where in MKX, on top of this, the lastest BM B3/F3 trade activation wins, so you can for the most time counter them with your own MB B3/F3 if you want to, its not like they have different amount of armored frames or so.
Right, but this isn't "MKX doesn't have Clashes and Injustice does, put them in MKX", this is a mechanic that exists in both games but was removed in one and I think made it more fun to watch as a result. Seeing two people trade MB B3's all game isn't exciting to me, but to each their own.
 

Eddy Wang

Skarlet scientist
Right, but this isn't "MKX doesn't have Clashes and Injustice does, put them in MKX", this is a mechanic that exists in both games but was removed in one and I think made it more fun to watch as a result. Seeing two people trade MB B3's all game isn't exciting to me, but to each their own.
The armor concept work different in both games, don't assume its the same specially if you didn't played or transitioned from MK9 to IGAU, we did.
 

ismael4790

Stay focused or get Caged
The armor concept work different in both games, don't assume its the same specially if you didn't played or transitioned from MK9 to IGAU, we did.
If those mb b3/ mbf3 launch for +30% combos, allow to blowup most gaps, can be used as antiairs and can be thrown in the neutral, these are the main reasons why they got witch hunted in mkx, and removed in consequence.

These ones, on the top of that, have more range and are safe or plus on block.

And "they are slow" is not a good point, slow armors didn't survive October patch either. Only a few select one got the privilege to become two bar launchers.

I give props to op for bringing this subject to the table, nobody talked about this before. The fact that people were used to these moves in inj1 doesn't make less incoherent to defend them after what happened in mkx.
 

Eddy Wang

Skarlet scientist
If those mb b3/ mbf3 launch for +30% combos, allow to blowup most gaps, can be used as antiairs and can be thrown in the neutral, these are the main reasons why they got witch hunted in mkx, and removed in consequence.

These ones, on the top of that, have more range and are safe or plus on block.

And "they are slow" is not a good point, slow armors didn't survive October patch either. Only a few select one got the privilege to become two bar launchers.

I give props to op for bringing this subject to the table, nobody talked about this before. The fact that people were used to these moves in inj1 doesn't make less incoherent to defend them after what happened in mkx.
My point is:
If you never played IGAU competitively before and are making your assumptions based on how MKXL played out until the end you should stop now.
Its like trying to speak chinese on a english environment.
I2 is a game built on his predecessors, something that did not happened with MKX.
 

JDM

Noob
If those mb b3/ mbf3 launch for +30% combos, allow to blowup most gaps, can be used as antiairs and can be thrown in the neutral, these are the main reasons why they got witch hunted in mkx, and removed in consequence.

These ones, on the top of that, have more range and are safe or plus on block.

And "they are slow" is not a good point, slow armors didn't survive October patch either. Only a few select one got the privilege to become two bar launchers.

I give props to op for bringing this subject to the table, nobody talked about this before. The fact that people were used to these moves in inj1 doesn't make less incoherent to defend them after what happened in mkx.
You can't really armor gaps consistently with it though. They are too slow and the reversal timing isn't like an input like in mkx, it's manual timing.

They are completely different. You could literally mash a reversal input in mkx to get the move to come out on the first frame with armor and if there wasn't a gap or whatever it wouldn't come out.

And another reason mkx launchers were so op was because offense was so incredibly oppressive that one armored launcher could win you the game on hit.

Mb b3/f3 may not need to be plus though. But there's also a defensive push block for one bar to nullify that if need be in inj, so they aren't necessarily op.
 

B. Shazzy

NRS shill #42069
Lul they were cancer in mkx because, not only where they fast overhead/lows, not only were they imbalanced for the cast, but they were reversals frame one armor

I don't care if you spend a bar for what's basically a read because the move is so slow to antiair me good for you lul

you can tell who played inj 1 and who didn't lul mb b3s aren't a big deal man
 
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Espio

Kokomo
Right, but this isn't "MKX doesn't have Clashes and Injustice does, put them in MKX", this is a mechanic that exists in both games but was removed in one and I think made it more fun to watch as a result. Seeing two people trade MB B3's all game isn't exciting to me, but to each their own.
Did you even play Injustice 1 or the beta? There has never been a time where people constantly traded mb back 3/forward 3 all game. Trying to equate them is totally nonsensical.
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
@SkateNoob I think they're fine.

Also there is air tech in this game. So you could really be spending a bar to have them spend two, which leads to it's own mind game.

OH I just realized if the other person has 4 bars and you don't want to clash they can escape the b3 b3 combo. Yea that's gonna lead to some hype ass moments!
I don't think you can air tech after a MB B/F3
If those mb b3/ mbf3 launch for +30% combos, allow to blowup most gaps, can be used as antiairs and can be thrown in the neutral, these are the main reasons why they got witch hunted in mkx, and removed in consequence.

These ones, on the top of that, have more range and are safe or plus on block.

And "they are slow" is not a good point, slow armors didn't survive October patch either. Only a few select one got the privilege to become two bar launchers.

I give props to op for bringing this subject to the table, nobody talked about this before. The fact that people were used to these moves in inj1 doesn't make less incoherent to defend them after what happened in mkx.
They don't blow up "most gaps", this isn't MKX. The armour has start-up frames.

MB B/F3s are generally around 30f since the meterless versions are around 27f, plus the extra frames for the MB. They also come with a sound cue and a bright flash in case you really need help - if you're not reacting to and punishing a MB B/F3 then that's a 'you' problem. It's like removing jump-ins because you can't anti-air.

I can tell you never really played Injustice 1 since you're actually trying to compare the two mechanics. There's no way to say this without coming off as a dick, but your opinion is absolutely irrelevant if you barely played the game. At this point it's literally the same as taking a casual's opinion for Full Auto balance changes.
 
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Baconlord

Proud follower of the church of Cetrion
If those mb b3/ mbf3 launch for +30% combos, allow to blowup most gaps, can be used as antiairs and can be thrown in the neutral, these are the main reasons why they got witch hunted in mkx, and removed in consequence.

These ones, on the top of that, have more range and are safe or plus on block.

And "they are slow" is not a good point, slow armors didn't survive October patch either. Only a few select one got the privilege to become two bar launchers.

I give props to op for bringing this subject to the table, nobody talked about this before. The fact that people were used to these moves in inj1 doesn't make less incoherent to defend them after what happened in mkx.
You can actually blow up gaps with normals in injustice. No need for armor
 

B. Shazzy

NRS shill #42069
To put it in perspective for you 15ers I'd say mb b3 in injustice is about as abused as trying to armor break with double hitting command normals in mkx on a read against armor was lul
 

Wigy

There it is...
Against a lot of characters you could probably use mb f3's to negate wakeups in the corner.

On paper they're a bit stupid, like jasons f3 that launches and has armour. But nobody ever complained about it Inj1 so let it rock.
 
Did you even play Injustice 1 or the beta? There has never been a time where people constantly traded mb back 3/forward 3 all game. Trying to equate them is totally nonsensical.
Yes and yes. The trade comment was just a response to someone who said that was an option.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
These are pretty readily stuffed by quick multi-hitting strings -- which means that you have to really consider where and when in the neutral to use them, rather than just carelessly tossing them out.

Long startup, slow recovery on whiff. I don't see the issue here.
 

Indecisive

We'll burn you all—that is your fate!
Not going to read through the thread but going to rebunk something i saw. Not all F3/B3s where plus in Inj1. And from playing the beta in INj2 the same can be said. Atroc was 0 on block for both. IIRC. Should they stay in the game. Yes. It was a nice meta for the game. It wasn't as bad as MKX at all.
 

SM StarGazer

The voice of reason in a Sea of Salt
Not going to read through the thread but going to rebunk something i saw. Not all F3/B3s where plus in Inj1. And from playing the beta in INj2 the same can be said. Atroc was 0 on block for both. IIRC. Should they stay in the game. Yes. It was a nice meta for the game. It wasn't as bad as MKX at all.
Agreed. The only reason I felt safe fighting Indy was because I had defensive options. MB b3/f3 is great. The defensive optins in this game...are great. Much better then MKX. I prefer it SOOOO much more so ofnow. As long as youknow theengine, your character, and theoponents weakness this game is HONESTLY NRS's BEST. from just a BETA standpoint and each character breakdown. Options on options on options.Its not flowcharty. You hav CONTROL. Maybe thats due to the OBVIOUS fofus on making zoning a real threat. Neutral is back, footies, felt like playing SFV but with three times the speed.

Ask Indy, or Shazzy. When we played it was patience and edplosive action when you got that hit. then slow and meta as fuck. Most fun ive hadin a while. better action then mkx and iron fist COMBINED