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How do you go from blocking low/ducking to doing a F2 without the game reading the input as DF2.

ImperatrixSindel

Too bad YOU... will DIE!
Is there any good reason why it's down to block low instead of down+back like in Street Fighter? This feels like it'd fix the issue completely.
 
I think people who think Superman is totally potato, would play him for a few days, get a bunch of rising grabs instead of f2s and cry to their mommies.

It's a real issue and we just deal with it because we have to. A lot of character communities don't understand it because they don't have it as bad as a character like Superman or Fate.

Apparently it never got fixed on Inj 1 so letting it deter you in 2017 is pointless. Either deal with it or play a different fighting game. :(
I get around this cause I don't have a df input other than 1.... and I don't have a f1 input. Yay blue beetle!

Actually, his f23 is designed to make you accidentally do f23 on whiff instead of f2 bf3.... its annoying, especially since superman can f23 cancel..... but its the only thing that irks me, now that I think about it.
 
I think most should have
I think people who think Superman is totally potato, would play him for a few days, get a bunch of rising grabs instead of f2s and cry to their mommies.

It's a real issue and we just deal with it because we have to. A lot of character communities don't understand it because they don't have it as bad as a character like Superman or Fate.

Apparently it never got fixed on Inj 1 so letting it deter you in 2017 is pointless. Either deal with it or play a different fighting game. :(
But my issue is I would 100000% be a dr fate main but he is literally unplayable for me. I think unless u are in stick with alt controls ur in trouble
 

Cashual

PSN: Cansuela
I think people who think Superman is totally potato, would play him for a few days, get a bunch of rising grabs instead of f2s and cry to their mommies.

It's a real issue and we just deal with it because we have to. A lot of character communities don't understand it because they don't have it as bad as a character like Superman or Fate.

Apparently it never got fixed on Inj 1 so letting it deter you in 2017 is pointless. Either deal with it or play a different fighting game. :(
My guy lantern gets it a lot going from crouch to b13 and getting fucking lift instead and dying.

Probably my biggest issue with the game.
 

Marinjuana

Up rock incoming, ETA 5 minutes
This isn't really a problem in SF though.
I don't really play street fighter, can jump attacks hit NRS style mid in the game? Also it's more casual friendly to just have low block, and it let's you option select pokes for some gaps though I'm not sure that was an intended feature.
 

Undergroundepict

I am like the blue rose
The best was to get around this is just to go to the lab and practice hitting d1 into your directional normals. The large buffer window is a problem, sure, but it is nothing that cannot be practiced around. Patience is usually the key. D1's in this game appear to have longer than normal animations (somebody who is familiar with more fighters and the average total frames from startup to end of recovery can correct me if I am mistaken), so as such you must resist the temptation to immediately input your forward/backward normal after you connect your poke, and instead wait for the recovery animation of your d1 to end and your plus frames to begin. It will be different for every character, so it is an important thing to practice as you are picking someone up. Cyborg's recovery animation is exceptionally long, for example, while Superman's is short (still long enough for you to kill yourself with rising grab) relative to others in this game, afaik.

D1xxrising grab still comes out occasionally for me, and when it does it is usually followed by a series of d1xxrising grabs. I find that this is a result of me playing too tense and needing a moment to take a deep breath and stretch/massage my thannar muscles.

Also, do not turn off input shortcuts if you are used to them as an attempt to solve this problem. It is much easier to learn how to go from crouch to a directional normal than it is to retrain your muscle memory on each and every special move. If you pay attention to the button settings players use at majors, you will see that most top players leave input shortcuts on.
 

B. Shazzy

NRS shill #42069
It is for charge characters.
what's the problem? mids and lows crossing charge characters up?


I don't really play street fighter, can jump attacks hit NRS style mid in the game? Also it's more casual friendly to just have low block, and it let's you option select pokes for some gaps though I'm not sure that was an intended feature.
jump attacks are always overheads
 
I don't really play street fighter, can jump attacks hit NRS style mid in the game? Also it's more casual friendly to just have low block, and it let's you option select pokes for some gaps though I'm not sure that was an intended feature.
casual friendly = block button
 
You can't have crossups with a block button man it's not the same thing.
You can have a solid game with/without a block button and/or cross ups. But I think its more casual friendly to have a block button. Your right, they are different, but one has a higher dexterity learning curve.
 

Marinjuana

Up rock incoming, ETA 5 minutes
You can have a solid game with/without a block button and/or cross ups. But I think its more casual friendly to have a block button. Your right, they are different, but one has a higher dexterity learning curve.
I don't think anybody would argue that a block button isn't more casual friendly. But I'm talking about down to block as opposed to down/back to block.
 

ChaosTheory

A fat woman came into the shoe store today...
I don't think anybody would argue that a block button isn't more casual friendly.
Is it, though? Either system of blocking seems to have elements that are weakened or exacerbated depending on the system in play.

What's stronger in one system might be weaker in the other and vice versa.

Or maybe I misunderstand.
 

Marinjuana

Up rock incoming, ETA 5 minutes
Is it, though? Either system of blocking seems to have elements that are weakened or exacerbated depending on the system in play.

What's stronger in one system might be weaker in the other and vice versa.

Or maybe I misunderstand.
I think it's just easier for people to wrap their head around, and that's been my experience playing various different fighting games casually with buddies who don't shit about them. You make a good point though, easier to block shit in Injustice then it is in MKX.
 
Also it's more casual friendly to just have low block.
Also, its more causal friendly to have a block button.

If my comment isn't applicable, then how is yours?

My point being, if the reason it is different is for the sake of simplicity, they failed because this does simple, better. Hence, that is not the reason they chose this avenue.

You make a good point though, easier to block shit in Injustice then it is in MKX.
But.... its not..... (?_?)
 
Is it, though? Either system of blocking seems to have elements that are weakened or exacerbated depending on the system in play.

What's stronger in one system might be weaker in the other and vice versa.

Or maybe I misunderstand.
I would really like some examples, cause I can't think of any that aren't a one way street. But I also started playing competitive games initialy with a block button game, so maybe *I* misunderstand
 

Error404

Noob
depending on the character I either go from down to back and then forward if the character doesn't have a bf2 special . If they do i let go of down and then press f2
 

ChaosTheory

A fat woman came into the shoe store today...
I would really like some examples, cause I can't think of any that aren't a one way street. But I also started playing competitive games initialy with a block button game, so maybe *I* misunderstand
Well I suppose I could write out specific hypotheticals... but broad example is the meta spawning from having to consciously stop other actions and defend... As opposed to covering ground (retreating) while simultaneously defending.

You can't cover space and also block in MK. You have to halt, which trickles down.

So whiff punishing is less risky and more prevalent in Injustice. If your spacing is off, you still block. In MK, you die. If you want to test your spacing against this ranged jump-in attack, there's a big difference in risk between the two games.

Off the top of my head ^^ but I think it extrapolates to more general examples.
 

MGTarkus

Kohustle
I think people who think Superman is totally potato, would play him for a few days, get a bunch of rising grabs instead of f2s and cry to their mommies.

It's a real issue and we just deal with it because we have to. A lot of character communities don't understand it because they don't have it as bad as a character like Superman or Fate.

Apparently it never got fixed on Inj 1 so letting it deter you in 2017 is pointless. Either deal with it or play a different fighting game. :(
I'm not sure what controller you use but the Xbox dpad is 100,000x more crisper on touchy inputs like the rising grab or healing spell. I didn't find this out until I had switched consoles altogether but between my supes and deadshot I literally never have this problem. Well except for sloppier inputs on wake up which will cause a f2 to become rising grab after attempting to delay wake up. But that's my fault not the game.