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Injustice 2's Biggest Downfalls, which could be easily fixed

Some Gear-Only moves should definitely have been part of the character's competitive move set. Gear only moves should've only been replacements. Not regular moves that wouldve made your character more interesting.

I still think the stages in this game are too long. If you're playing a character with a better projectile you might do more walking than fighting.

Should've kept a separate stamina meter for rolls instead of having to use a bar of meter. Meter is super valuable in this game and MB rolls get stuffed all the time.
 
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Rooks

Cold Azz Mulatto
The implementation of 2 out of 3 in ranked or player matches is a necessary addition!
THIS IS THE BIGGEST META CRUSHING PROBLEM!!!!!!!!!!!!
All it does is reward learning gimmicks and exploiting them since there is little time to adapt or condition opponents. All the problematic MU's become so much more unbearable. Gimmicks coupled with an unknown opponent make for a race to see who can cheese the other first. The NRS Pro Tour is 3 out of 5 since matches can go so quick, (props to NRS for having the least downtime between matches I've ever experienced online!!!) so it's like they understand but don't think it matters for online.
 
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This isn't a problem though. It is supposed to work like that. If you want to cancel the first 2 you go fast. If you want to cancel after the second 2 you slow it down. You don't need to blast your inputs at full speed all the time. It gives you options.
Ideally, if you want the cancel after the first 2 you would just input 2xxdb2. If you want it after the second 2, you would do 22xxdb2. IMO if you press 22xxdb2 it shouldn't be circumventing the second 2 in the input chain no matter how fast you input the special, since the moment you input the second 2 it should completely disregard canceling off of the first 2 as even being an option.

This is just an example though, and not something particularly difficult to get around--just the first thing that came to mind in terms of the game taking liberties with your input sequence.
 

Scoot Magee

But I didn't want to dash
Does the ranked do anything like SF5 when it comes to ranking based matchmaking and etc or is it just random?
 

RNLDRGN

RONALD ROGAN
Pushblocking is way less consistent this time around. Granted I don't use it as much since I like to stay in close, but it just doesn't seem as reliable.

Inputs suck which everyone knows by now. I'm optimistic that they'll fix this eventually.

Interactables are terribly balanced. If you're an acrobatic character you are pretty much fucked. OTGs, umblockables, it's all there. Don't get me wrong I think interactables are fun and can add a lot of depth, but they ruined it with terrible balancing to be brutally honest. Acrobatic vs. power distinction should have never been a thing.

Training mode also isn't that great. I really wish you could set the AI to do reversals other than those listed (like trying to poke out of your pressure for example). I know that's probably just wishful thinking though.

I'm still really enjoying the game though.
I haven't seen an OTG interactable yet and I've been looking pretty hard. Care to share?
 

24K

Noob
Ideally, if you want the cancel after the first 2 you would just input 2xxdb2. If you want it after the second 2, you would do 22xxdb2. IMO if you press 22xxdb2 it shouldn't be circumventing the second 2 in the input chain no matter how fast you input the special, since the moment you input the second 2 it should completely disregard canceling off of the first 2 as even being an option.

This is just an example though, and not something particularly difficult to get around--just the first thing that came to mind in terms of the game taking liberties with your input sequence.

I get what you saying and I didn't mean to sound argumentative about it. But they way I see it is, depending on the string, but a 22xx would be hit-confirm-able. If you hit the first 2 and don't want to cancel it because it has been blocked you can abort. If it is on hit and you want to cancel you then do the cancel inputs. You wouldn't just blindly 22xx into anything because most cancels are unsafe on block. I forgot where I was going with this. But anyway. Having 2xx when you were after 22xx is also the starting point of where you can find an OS. When you don't exactly get what you want, but it sometimes helps you out, you should test what is happening and see if there is a secret OS hanging around there.
 

AK XEN0M0RPH

The lift is strong in this one
Interactables are still sick but NONE of them should be unblockables
I disagree with this. The fact that some interactibles are unblock able is what begins the fight for ground. A big issue I had with mix was that they were all blockable, so who cares. Without unblockables, it's just another 2d game where you push them to the corner
 

Wrenchfarm

Lexcorp Proprietary Technologies
Ranked play is a gimmick-fest as stated by several others in this thread. It exacerbates several smaller problems with characters and creates a kind of race-to-the-bottom in terms of cheese. I really think going to a best of 3 option would make ranked much better. I know I've lost matches I know I could have won with one more round.

Matchmaking is a dumpster fire. I know there is only so much a game can do to match players with similarly skilled players who happen to be online, available, and in the same mode as you at the same time, but c'mon. When I play ranked I'm constantly batted back and forth between players with 500+ matches under their belt and a 75%+ win rate and players with all of 10 matches to their name.

It feels bad on both ends of the spectrum. Getting bodied by people who are clearly on a different strata from you is only fun/rewarding if you learn something (which given ranked mode's "one-and-done" set up is questionable) and stomping the hell out of players who clearly don't even know their character's strings doesn't feel satisfying and probably contributes to players dropping the game early before they really find their footing.
 
I get what you saying and I didn't mean to sound argumentative about it. But they way I see it is, depending on the string, but a 22xx would be hit-confirm-able. If you hit the first 2 and don't want to cancel it because it has been blocked you can abort. If it is on hit and you want to cancel you then do the cancel inputs. You wouldn't just blindly 22xx into anything because most cancels are unsafe on block. I forgot where I was going with this. But anyway. Having 2xx when you were after 22xx is also the starting point of where you can find an OS. When you don't exactly get what you want, but it sometimes helps you out, you should test what is happening and see if there is a secret OS hanging around there.
I feel you, not arguing either just stating a viewpoint. In the case of Scarecrow though, db2MB is +6 on block and leads to a 400dmg combo in the corner, so there are a lot of instances where you might cancel into it regardless of whether it hits or is blocked. 22 doesn't combo into death spin midscreen either, so most of the time it gets thrown out is with the intention of canceling into db2MB, or as a stagger (it's -4).

Anyways, I'm getting further away from my point though. I'm just saying that it would be better if the game properly recognized your input chain rather than being so lenient/having such large input buffers that things like 2,2xxdb2 somehow get rearranged as 2xxdb2,2 or whatever the case may be. I'm not home to test right now, but based on Brady's thread the real problem might be that even if you just input 22xxdb quickly you may still get 2xxdb2, which means that the real problem is that it's taking the 2 you pressed earlier in the chain and relocating it to after the db, which is an issue.
 
Online Matchmaking could be a list of options that you want to search for and are okay with:

Ranked
Ranked with abilities
Casual with gear
Casual with abilities
Casual with gear and abilities

I don't think ranked with abilities is a good idea because most people don't have access to them, you'd also need a way to show what someone has picked in their loadout.

Input issues need to be fixed, cancel Windows need to be extended slightly but inputs for specials need to be tighter but with some leniency in directional inputs. BF button shouldn't be that hard.

Make every command grab bdf or hcf with alt inputs, don't think this causes problems for anyone and never overlaps.

Make the screen size smaller, just a little
 
Not sure if someone asked this yet, but can we get a comp mode always on koth option?

My friends and I don't care about abilities etc we just want to practice online koth but having to press square then R1 every time sucks.

Does NRS care enough to read these posts?
 

Dankster Morgan

It is better this way
Most of the characters look really cool, but man fuckin Firestorm looks like Captain Magma from Spongebob, Green Arrow looks like Joe Dirt and his hood is MIA, Blue Beetle looks like a 40 year old alcoholic instead of a kid, and Black Adam looks like Mr. Bean. They coulda made Firestorm look better and just copied the I1 versions of Arrow and Adam.
 

leoj89

Noob
Some Gear-Only moves should definitely have been part of the character's competitive move set. Gear only moves should've only been replacements. Not regular moves that would've made your character more interesting.
Yeah I'm looking at Cheetah big time when it comes to this. I maybe and most likely am playing her wrong but when I look at other characters base tools vs hers I'm left bewilder in a lot of respects.
 
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