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Did You Know? Weird tech stuff in Injustice.

Sultan

Kitana, Scorpion
So I just wanted to highlight some weird things at the core of how this game is played and how certain things interact that aren't getting much attention, but could be very important as the game develops. I was initially turned on to some of this stuff by a rogue post by deg222 that I saw earlier and another post by GGA 16 Bit. On top of that, I discovered some tech with Frost that, when exploring it's mechanics further, revealed a great deal about how reversal wake-ups, and how corner interactions in general, work in this game.





Did you know: there is more than 1 timing for reversals?

This is something I haven't explored myself, but when I read this it made me wonder if it has any potential to change certain match-ups or the usefulness of certain tech (certain tech traps in particular).

Young @SonicFox5000 you are right. I was using the CPU training mode reversal to test it. I guess the CPU doesn't do a reversal at the earliest possible frame. Looks like Lex truly cannot though.
(the thread link: http://testyourmight.com/threads/drop-2d21-set-up.41945/)

Did you know: there are at least 3 different wake-up timings?

Imma virtual smack the next person that says this. There's something called delayed wakeup attacks, they're hard to perform but can make useless wakeups (Aquaman's and Zod's) to viable wakeups. What blows up a delayed wakeup attack is an attack that hits multiple times (Catwoman's standing 3, Harley's Cartwheel, etc.). There are still wakeups (like Raven's) that are shit even if you use a delayed wakeup attack though.

If you guys are basing this "my wakeup is not viable because it's not fully invincible" by stuffing the computer waking up, you should be setting the computer on record (stuffing the wakeup) and yourself waking up instead.
I was messing around with Frost's Flash Freeze wake-up reversal tech and discovered that there are actually at least 3 different timings. Here's the post describing it:

So, to confirm some stuff in regards to my last post:
There are certainly at least 3 different wake-up timings in the game, if not more.

I recorded Frost p1 performing a sweep into a meaty command throw, while also mashing 1.
I was controlling Frost p2. There were 3 different scenarios:

1) I performed an early black ice and it came out in the proper direction and beat the flash freeze.
2) I performed a late wake-up, and black ice was reversed. When Frost p1 performed a 111 string, I could block it
3) I performed a wake-up timed somewhere between the above: my black ice was reversed, but I could not block the 111 string.
Did you know: not all corners are the same?

For example,

Batcave Lab and Atlantis have similar, unique "properties" on the right corner of their stage. Frost can perform a character specific loopable reset via her Flash Freeze (the command throw) on the right corner of these stages. This tech doesn't work anywhere else except the left corner of Watchtower Bridge. Odd right?

Also, virtually all left corners in this game are identical in terms of "properties," except Watchtower Bridge.





What's most interesting to me is what all of the stuff above says about training mode in this game: there are so many variables going unaccounted for based on how training mode works. If you have a favorite stage to train on, than maybe your corner tech won't work in an actual match because this whole time it only worked on your favorite stage on the right hand side. Or maybe that tech trap you've been developing doesn't actually work against someone who performs their reversal at the earliest possible frame. Or maybe you can wake-up against Bane, it just turns out you had to time your wake-up attack to the last possible frame to throw off his meaty set-ups.
 
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