Very informative Breakdown, And i can see this requiring alot of skill, the higher level play will be you know when to just take it, or activate it, or how much you want take from it, predicting the char combo damage, i hope they keep this,,, the only thing is WE get it, but how will other people??To further explain how the clash mechanic works(or how I understand it to work).
There was a post by colt on the forum before TYM that explained it a bit, but it was lost, I think I basically remember it.
Say there is an attacker and a defender, the defender is the one that activates the clash.
The defender has to waste 2 bars to start it, and these two bars do not go towards the amount bet, so if both players have 4 bars, the defender is always at a disadvantage, as if they spend the max amount of meter, the defender will always lose and the attacker will still have 1 bar left over.
A0/D0 No one spends any bars, works just like a combo breaker, position is reset and combo stops.
A1/D1 Same but both players lose a bar of meter
A0/D1 Combo breaks position is reset Defender gains 10% health back
A0/D2 Defender gains 20% health back
A1/D2 Defender gains 10% health back as he only wins by one bar
A1/D0 Combo still breaks and position is reset, but the defender takes an extra 10% damage
A2/D0 Defender takes 20% damage
A3/D0 Defender takes 30% damage
A3/D1 Defender takes 20% damage as he loses by 2 bars
A3/D2 Defender takes 10% damage
There is also a knockdown component, the player who loses the wager is knocked down. If you tie with 1/1 or 2/2 no one is knocked down.
Super casual players who will only play the story and a bit of online and get there ass kicked probably won't understand it, but they don't need to. Casual fighting game fans might be slightly confused the first couple times it happens, but by the end of there first arcade ladder they should have it down, its not exactly rocket science, though I'm sure there will be some outliers who can barely function as human beings.Very informative Breakdown, And i can see this requiring alot of skill, the higher level play will be you know when to just take it, or activate it, or how much you want take from it, predicting the char combo damage, i hope they keep this,,, the only thing is WE get it, but how will other people??
@Urbanjabroni Just to let you know I am compiling all kinds of feedback on Injustice for NRS from fans. Video Letter will be sent Wednesday.
I look forward to it.
Actually I'm pretty sure he does have the same problem. I can't imagine its intended, its not exactly hard to switch between stances, so its not really a form of punishment.Wonder Woman switches automatically to lasso stance if she gets hit in sword stance. If this has a purpose let NRS explain, if not than it should be removed, since Nightwing doesn't have the same issue with his stances.
Also the starting animation of supers make them useless as offensive tools since they can be blocked right after the animation ends, only useful as counters or in-combo. Maybe make them have start-up like MK x-rays and if they hit, than the animation starts, or if the animation has begun the opponent should freeze so the super will connect.
The Russians said Nightwing doesn't have it.Actually I'm pretty sure he does have the same problem. I can't imagine its intended, its not exactly hard to switch between stances, so its not really a form of punishment.
Thank you for this. I will be reading and screenshotting a lot of stuff for this so I will pour through that. I hadn't checked back on shoryuken in a few months so I'm glad to see it picked up over there. I can definitely say that GAF is pretty "meh" about the game though. I'm not going to focus on that though. I plan on focusing hard on all these mechanics.SRK has been praising the game, read the thread. The only bitching I see is just some, skepticism but that's not to a great extent, and it's warranted.
Injustice has the biggest thread in the General Fighting Game section out of all the to be released FGs on there.
http://shoryuken.com/forum/index.php?threads/injustice-gods-among-us-new-game-by-netherrealm-studios.161289/
70k+ views and 50+ pages of discussion, Injustice is the biggest thread there. Every time there is an Injustice post, the majority of the opinion is vastly positive, aside from the few neckbeard haters that hate for no apparent reason. Generally the FGC is liking it. The combo system from people who've played it they like, they say it flows together well, that each hit feels as if it were meant to be as opposed to MK9.
Screw GameFaqs, and NeoGaf too, those people discuss dumbshit, but on a gameplay level people aside from the average joe/casual are liking it dude.
I dunno...an unblockable move that can only be done on offense in the corner? I know it has to be charged making it pretty well unusable in blockstrings, but what about guys like Cyborg who can pop a missile over you head then go for a standing move? Wouldn't it make him get free unblockables? Im not certain if this is possible, but I wanted to play devil's advocate on this.1)Flash trait slowing time must be redone somehow because right now it gives free block strings of whatever you want and opponent can do nothing but block
2)Grundy must become faster. right now he dashes like an obese kid jumps and all attacks are too slow - he will be raped by any character. especially zoners
3)b3 (present: must be charged to make an arena transition or a bounce off the wall) should become unblockable otherwise it looks useless to me.
the same is with Ermac, Cage and Sub Zero who have charging moves which are unblockable only at FULL charge, no disbalance. in today's build the time you spend to fully charge the move looks quite similar.I dunno...an unblockable move that can only be done on offense in the corner? I know it has to be charged making it pretty well unusable in blockstrings, but what about guys like Cyborg who can pop a missile over you head then go for a standing move? Wouldn't it make him get free unblockables?