Foreskin Fissure
Noob
Not sure how burst damage is a direct counter, not every character has a move like mini gun or trident poke.
Surely you jest.. Everyone has a D1,D1,D1,........Not sure how burst damage is a direct counter, not every character has a move like mini gun or trident poke.
IT IS huge. If you think of it:huge?
ok pic incoming
can u come to Reno_Racks house tomorrow night 5-12?Disclaimer: This is going to be a very long theory-fighter post, wherein I will hopefully lower Doomsday's placement on the current community Tear List. I realize most people here probably have never read one of my in-depth breakdown style posts, so I just wanted to clarify that in the harsher bits of what I'm about to say, I'm not trying to be an asshole and nothing is directed to any one person specifically; "It's just the way I talk!"
I'm going to respectfully disagree here by stating that Doomsday's trait is NOT broken. I actually believe it's one of his weaker tools, and could use a buff.
First, let's look at what it does:
- Gives Doomsday Stoneskin for a limited time. When stoneskin is up, Doomsday cannot be knocked down or launched, or hit by something that will lead to either of those states (throws).
Then, let's examine its uses:
- Activating when being zoned makes it easier to "plow through" said zoning and get in
- Forces your opponent to change their offense since certain normally safe moves on hit are now punishable
The first usage is self-explanatory. If you're getting zoned hard, trait up and try to close the gap.
I keep seeing people refer to it as "armor." Simply put, that is not true, or at the very least a misleading or poor usage of the terminology. You know what the major distinction between actual armor and Doomsday's trait is? Real armor is not interruptible. If you MB b3 and someone hits you, your b3 still happens. With Doomsday, your attack is immediately stopped and you recoil in a brief hitstop animation. Now, this can be a good thing for Doomsday in that he can punish moves that are normally not punishable. For example, if his opponent uses something that would normally be very plus on hit but with a long recovery animation, DDay's short recoil animation will recover before their move's entire animation, letting him get a nice punish.
If you were to stop after those two points, then yes, it would probably seem pretty broken. But did you realize what we did not just cover? Its downsides:
- The trait lasts 5 seconds, takes 15 to recharge. The absolute maximum you can use it in a match is 5 times (99 seconds plus a few for the round transition, which counts toward resetting trait timers), and once you're in, you're probably not going to be riding that timer hard enough to get all five potential uses, if the match even goes that far. Realistically, you're probably looking at 2-3 uses per match.
- The trait has poor startup time. Doomsday has trouble creating enough breathing room to apply the trait against a player applying tight offense pressure, including zoning.
- Doomsday takes full damage from all non-blocked hit while trait is up.
- The recoil can be combo'd from, meaning if you hit him with fast or multihit moves just as his trait wears off, you get a full length, full damage combo.
- Doomsday cannot use real armor during his trait--for example, hitting him out of MB Venom will interrupt and cause the recoil instead of him absorbing the attack and continuing the Venom.
- Stoneskin is vulnerable to supers.
- In the Superman matchup specifically, Superman's moves performed while his strength boost os active will break Doomsday's stoneskin, greatly impairing its usefulness.
Now that its weaknesses have been explained, let's reflect on WHY the advantages granted are necessary, albeit with the heavy restrictions above:
- Doomsday is a pure rush down character--he MUST get in to run his gameplan (knockdown > oki > put them in the meat grinder, possibly corner pushing first for added effectiveness). At full screen he has nothing but MB Supernova, an overrated and easily punished gimmick. He has no other way to deal with good projectiles aside from jumping them, but his jump is slow and floaty, making him anti-air bait or causing him to fall onto another projectile. His forward dash covers great range, but the animation itself is lengthy and DDay is vulnerable (at least until the hop is completed, at which point he could jump cancel). A smart player will merely poke you out of it as you dash in, or even worse, coerce you into dashing in for that very reason--Pig can be seen doing this to me in the later portion of our BnB sets, where he would intentionally bait me into dashing forward, then hit me out of it with Sinestro's standing 3 (I might be wrong on the move name here; it was the upward axe swipe normal).
Got all that? Good. If you didn't, re-read everything so this next part will make sense:
Doomsday's trait isn't broken, but 99% of Injustice players are not dealing with it correctly.
Doomsday's full screen. You're zoning him and he traits up. What do you do? Actually, we don't have to web explore that hypothetical since I main Doomsday and have seen what many players do in that very situation. They either:
- Keep throwing the same projectile like I DIDN'T just activate a trait whose very purpose is to marginalize those
- Pushblock. Since Stoneskin negates this, they just threw away a bar.
- Hold up back and jump away like morons, which of course I have no problem with since I can take my pick of MB b3/jd3/Venom/Up Venom/Supernova/Super anti-air
- Think "TIME TO GO ALL OUT" and go straight into a heavy-hitter string, handing me 40% + corner carry on a silver platter when I block or recoil through it
- Use some big special for the same reason I just mentioned with the same result
- Ignore it completely and fight as if the trait isn't up, at which point I ignore that they're a human opponent and treat them like a training dummy
- Ragequit... lol.
However, all of that is merely what most players do. What some players do is realize doing any of that is giving me a free pass to slaughter them, so instead they do one or more of the following:
- Turtle or play keep away long enough for the trait to wear. They only have to do this for a whole 5 seconds. At the very least, they can stall and make me waste some of that 5 seconds. Note: this does NOT mean jump away when in my anti-air range. Try back dashing or using an evasive special move that won't easily be Venom'd.
- If I do close the gap, they man up and block it out, then escape or push me away so I'm back at step one (or maybe step zero since now I have to wait 15 seconds to use my trait for another attempt).
- d1 or another quick move. Doomsday's fastest normal is his own d1 at 7f. Many other characters have faster normals; using them will hit me out of whatever I'm doing and force me into recoil. This makes a typical d1 very effective at shutting down DDay's momentum once he's traited and in.
- Wait for me to do anything, then super. Remember what I said about his forward dash?...
- Use a quick multihit move or string to keep me locked in recoil until the trait is over. MB Gatling Gun with Green Lantern is great at this. Bonus: if you do this just before the trait wears, you might be able to pick up a combo by continuing it out of Doomsday's recoil!
- Before I can even get Stoneskin up, they hit me out of its startup. A really easy way to do this is to pay attention to when the Doomsday is using trait. Example: notice him immediately traiting after a blocked projectile full screen? MB it next time to hit him during startup.
To summarize: Again, Doomsday's trait is not broken. What's broken, in the sense that it doesn't function as it should, is the mindset of so many players who refuse to theorize or experiment with counterstrategies knee-jerk reacting and claiming "Well since I can't get around it, CLEARLY the mechanic or move is overpowered." Doomsday's trait isn't overpowered--you are underpowered.
The counters above are what smart players do, but it's what ALL players should do. Just because someone thinks playing a game at high level doesn't mean figuring out and adapting to their opponent's varied strengths and weaknesses, but instead shining the Nerf Signal in the skies above Netherrealm City, doesn't mean their strategy or move is broken--it means you aren't even experienced enough yet to make that judgement. "Broken" is a term applied to moves or strategies which have zero/very minimal drawbacks or counter strategies, not something you're too lazy to realize you can spam d1 against.
Them Doomsday dick pics? :Ohuge?
ok pic incoming
Yup, them Doomsdays showing off their doomsdaysThem Doomsday dick pics? :O
You're mad for getting better when everyone else has to dash?Yup, them Doomsdays showing off their doomsdays
I am kinda biased and salty i have to react on his stupid splash with a command dash, while the rest of the cast doesn't have to, so i won't comment on Doomsday proper.
I mad that whether or not i win against a Doomsday depends entirely on if the connection is merciful enough to let me react XDYou're mad for getting better when everyone else has to dash?
Hum, even with the weaknesses you list, I think you've still just described an incredibly powerful tool, maybe too powerful.Disclaimer: This is going to be a very long theory-fighter post, wherein I will hopefully lower Doomsday's placement on the current community Tear List. I realize most people here probably have never read one of my in-depth breakdown style posts, so I just wanted to clarify that in the harsher bits of what I'm about to say, I'm not trying to be an asshole and nothing is directed to any one person specifically; "It's just the way I talk!"
I'm going to respectfully disagree here by stating that Doomsday's trait is NOT broken. I actually believe it's one of his weaker tools, and could use a buff.
First, let's look at what it does:
- Gives Doomsday Stoneskin for a limited time. When stoneskin is up, Doomsday cannot be knocked down or launched, or hit by something that will lead to either of those states (throws).
Then, let's examine its uses:
- Activating when being zoned makes it easier to "plow through" said zoning and get in
- Forces your opponent to change their offense since certain normally safe moves on hit are now punishable
The first usage is self-explanatory. If you're getting zoned hard, trait up and try to close the gap.
I keep seeing people refer to it as "armor." Simply put, that is not true, or at the very least a misleading or poor usage of the terminology. You know what the major distinction between actual armor and Doomsday's trait is? Real armor is not interruptible. If you MB b3 and someone hits you, your b3 still happens. With Doomsday, your attack is immediately stopped and you recoil in a brief hitstop animation. Now, this can be a good thing for Doomsday in that he can punish moves that are normally not punishable. For example, if his opponent uses something that would normally be very plus on hit but with a long recovery animation, DDay's short recoil animation will recover before their move's entire animation, letting him get a nice punish.
If you were to stop after those two points, then yes, it would probably seem pretty broken. But did you realize what we did not just cover? Its downsides:
- The trait lasts 5 seconds, takes 15 to recharge. The absolute maximum you can use it in a match is 5 times (99 seconds plus a few for the round transition, which counts toward resetting trait timers), and once you're in, you're probably not going to be riding that timer hard enough to get all five potential uses, if the match even goes that far. Realistically, you're probably looking at 2-3 uses per match.
- The trait has poor startup time. Doomsday has trouble creating enough breathing room to apply the trait against a player applying tight offense pressure, including zoning.
- Doomsday takes full damage from all non-blocked hit while trait is up.
- The recoil can be combo'd from, meaning if you hit him with fast or multihit moves just as his trait wears off, you get a full length, full damage combo.
- Doomsday cannot use real armor during his trait--for example, hitting him out of MB Venom will interrupt and cause the recoil instead of him absorbing the attack and continuing the Venom.
- Stoneskin is vulnerable to supers.
- In the Superman matchup specifically, Superman's moves performed while his strength boost os active will break Doomsday's stoneskin, greatly impairing its usefulness.
Now that its weaknesses have been explained, let's reflect on WHY the advantages granted are necessary, albeit with the heavy restrictions above:
- Doomsday is a pure rush down character--he MUST get in to run his gameplan (knockdown > oki > put them in the meat grinder, possibly corner pushing first for added effectiveness). At full screen he has nothing but MB Supernova, an overrated and easily punished gimmick. He has no other way to deal with good projectiles aside from jumping them, but his jump is slow and floaty, making him anti-air bait or causing him to fall onto another projectile. His forward dash covers great range, but the animation itself is lengthy and DDay is vulnerable (at least until the hop is completed, at which point he could jump cancel). A smart player will merely poke you out of it as you dash in, or even worse, coerce you into dashing in for that very reason--Pig can be seen doing this to me in the later portion of our BnB sets, where he would intentionally bait me into dashing forward, then hit me out of it with Sinestro's standing 3 (I might be wrong on the move name here; it was the upward axe swipe normal).
Got all that? Good. If you didn't, re-read everything so this next part will make sense:
Doomsday's trait isn't broken, but 99% of Injustice players are not dealing with it correctly.
Doomsday's full screen. You're zoning him and he traits up. What do you do? Actually, we don't have to web explore that hypothetical since I main Doomsday and have seen what many players do in that very situation. They either:
- Keep throwing the same projectile like I DIDN'T just activate a trait whose very purpose is to marginalize those
- Pushblock. Since Stoneskin negates this, they just threw away a bar.
- Hold up back and jump away like morons, which of course I have no problem with since I can take my pick of MB b3/jd3/Venom/Up Venom/Supernova/Super anti-air
- Think "TIME TO GO ALL OUT" and go straight into a heavy-hitter string, handing me 40% + corner carry on a silver platter when I block or recoil through it
- Use some big special for the same reason I just mentioned with the same result
- Ignore it completely and fight as if the trait isn't up, at which point I ignore that they're a human opponent and treat them like a training dummy
- Ragequit... lol.
However, all of that is merely what most players do. What some players do is realize doing any of that is giving me a free pass to slaughter them, so instead they do one or more of the following:
- Turtle or play keep away long enough for the trait to wear. They only have to do this for a whole 5 seconds. At the very least, they can stall and make me waste some of that 5 seconds. Note: this does NOT mean jump away when in my anti-air range. Try back dashing or using an evasive special move that won't easily be Venom'd.
- If I do close the gap, they man up and block it out, then escape or push me away so I'm back at step one (or maybe step zero since now I have to wait 15 seconds to use my trait for another attempt).
- d1 or another quick move. Doomsday's fastest normal is his own d1 at 7f. Many other characters have faster normals; using them will hit me out of whatever I'm doing and force me into recoil. This makes a typical d1 very effective at shutting down DDay's momentum once he's traited and in.
- Wait for me to do anything, then super. Remember what I said about his forward dash?...
- Use a quick multihit move or string to keep me locked in recoil until the trait is over. MB Gatling Gun with Green Lantern is great at this. Bonus: if you do this just before the trait wears, you might be able to pick up a combo by continuing it out of Doomsday's recoil!
- Before I can even get Stoneskin up, they hit me out of its startup. A really easy way to do this is to pay attention to when the Doomsday is using trait. Example: notice him immediately traiting after a blocked projectile full screen? MB it next time to hit him during startup.
To summarize: Again, Doomsday's trait is not broken. What's broken, in the sense that it doesn't function as it should, is the mindset of so many players who refuse to theorize or experiment with counterstrategies knee-jerk reacting and claiming "Well since I can't get around it, CLEARLY the mechanic or move is overpowered." Doomsday's trait isn't overpowered--you are underpowered.
The counters above are what smart players do, but it's what ALL players should do. Just because someone thinks playing a game at high level doesn't mean figuring out and adapting to their opponent's varied strengths and weaknesses, but instead shining the Nerf Signal in the skies above Netherrealm City, doesn't mean their strategy or move is broken--it means you aren't even experienced enough yet to make that judgement. "Broken" is a term applied to moves or strategies which have zero/very minimal drawbacks or counter strategies, not something you're too lazy to realize you can spam d1 against.
<-My personal opinion, charcters like nightwing where his power handicaps him where can't even fucking jump, and the characters like Grundy who if used correctly can enable 60% grab which is unclashable, load of shit in my opinion
Dammit man, I hate when someone says everything I wanted to say before I could say it. I have been saying the same exact thing about Batman, Aquaman and Sinestro's traits it's friggin weird. Anyway I agree 100%. It's not gonna take any major changes to bring a little balance just minor tweaks like these:there are 11 characters off the top of my head who counter AM's trait. Thats not the definition of "get out of jail free".
The correct way to adjust Batman's trait is NOT a charge like Sinestro, its adjust the cool down per bat so that it takes more time before Batman can summon a bat after using them all.
The correct way to adjust AM's trait isn't to disable it after he uses it, its add cool down to it. It has an 8 second cool down, double the cool down on it.
HOWEVER... if you nerf these 2 traits, how about Superman.. Fine is it? 70-100% combos, breaks armor including supers.... AAAAAND, he ALWAYS seems to have it when he hits you for those safe, game ending corner combos.
IMO, people should stop crying for nerfs and think positive. How about for buffs that are reasonable?
Sinestro - How about LESS charge time? Also, How about his trait not leaving after clashes, supers, and transitions?
Bane - How about he has a dash like Doomsday when he is level 3? How about his downtime and down side effects are all like his level 1.
I want you all to realize something... This time around, IF you all get the 99999999999999999999999999999999999999999 nerfs you want, if there ends up being a "Kabal" character... it will be because YOU asked for it.
Don't touch Deathstroke. Just... just don't. That is my opinion. Let him be, any tampering with his trait will cause unforseen consequences, his issue is sensitive as it is.do you think that Deathstrokes trait needs a buff to be more viable, or is good as it is and Deathstroke players should start going after it and including it into their gameplan?
Tonight? Yep, Eshi and I will be there. Looking forward to itcan u come to Reno_Racks house tomorrow night 5-12?
Yay!!Tonight? Yep, Eshi and I will be there. Looking forward to it
Looks you underestimate the power of staff stance heavily, the fact that his jumps are so low is a strength and a weakness. Allows him to quickly continue his pressure of a jump and AA people with ease.My personal opinion, charcters like nightwing where his power handicaps him where can't even fucking jump, and the characters like Grundy who if used correctly can enable 60% grab which is unclashable, load of shit in my opinion
Check my channel out for combo videos ranked matches montages and more http://www.youtube.com/user/TequilaMockingburd
I mentioned MB projectile as a simple example and said so in that same sentence. Several other options are covered in the post.Hum, even with the weaknesses you list, I think you've still just described an incredibly powerful tool, maybe too powerful.
I can see where maybe fast characters with multi-hit moves could flinch-lock him. That's reasonable. MBing projectiles to knock him out of the start up? Ehh, that depends on the character and projectile, many can't do it at all and even fewer could do it on reaction after noticing a block and the initial start up of the trait, not even sure who to be honest.
What can Lex do against it? I'm asking earnestly. His combos are too slow to flinch DD, he has no MBable projectile to knock him out (well probes might, but that would be the DD player using the trait at a dumb time). He can D1 spam with the best of them, but I don't think DD activating trait should mean every other character has to go on panic lockdown mode of mashing low.
Comparing Lex's trait, he can activate a single hit of super armour after a significant animation, with a very short duration off lv 1 trait. He has to secure a solid combo/knockdown or good probe/mine defence to set it up, and even with the dash cancel it can still be tricky to get it all the way up to lv 3 (still only a single hit, but no damage taken and longer duration). All that work to get an inferior version of what DD gets for free? Seems a little out of whack.
I don't want to see DD nerfed into the ground, and I can understand why a close range rushdown character needs an ability to help get in, but it still seems pretty damn good compared to most other traits. A lot of advantage for a single button press.
Well lets try again.I mentioned MB projectile as a simple example and said so in that same sentence. Several other options are covered in the post.
But it seems your post is mostly devoted to complaining about Lex's trait though, which I fail to see how Stoneskin relates to at all. Wouldn't it make more sense to ask for Lex's trait to be buffed instead of essentially saying "my character's trait sucks, therefore someone else's trait needs to suck too?"
Not let him activate it?Well lets try again.
Please tell me what Lex should do against DDs trait.
.
Of course the best defence is to make sure he never gets an opportunity, and that is a legitimate step to handling DD. But I would also like some advice for what to do after he scores a knockdown and traits up.Not let him activate it?
With a heavy zoner like lex and taking in consideration the 1.5-2 seconds it takes to activate it...Lex is a heavy zoner, if used correctly , doomsday SHOULD'T have a second to activate trait, all his time should go into trying to get in....
unless he connects a string like f23~4 that is...
characters with fast projectiles own a slow activation trait like DD's....
Well lets try again.
Please tell me what Lex should do against DDs trait.
As for nerfing DD or buffing Lex, I didn't say anything either way. This thread is about trait balance and I compared two traits with a similar purpose but a gulf of usability. That is an issue at the heart of balance.
You said yourself he can d1 with the best of them. And even if he couldn't, you could always, I don't know... Block? I mean, oh no, it's a situation in a where Lex is at a slight disadvantage! You're acting like that one disadvantageous situation is enough to even begin discussion of nerfs or heavy-handedly altering a character, but it's not. "You know what I normally see those instances referred to as? A bad matchup," is what I would say, but that's hardly even enough by itself to make the matchup bad.Several other options are covered in the post.