It looks like back-dash whiff-punishers are still in. A great example can be found at 5:41 in the following video:It doesn't compensate anything, If backdashes and forward dashes cannot be cancelled by crouching (which is not possible in MK9) it's gonna be very difficult to try to bait/force whiffs and punish them with launchers.
Umm...I play that game and though it'll give them a feel for inputs it is WAY different in terms of how Injustice will likely feel. Its got a run, hops, super hops, guard breaks, and some of the hardest inputs around.If some of you are that concerned about losing a block button, get KoF XIII.
It's pretty cheap, 2 punch attacks, 2 kick attacks, back to block. Just to give you a feel of what to expect.
Every build I've played has been really really really fun, with bags of potential to be really deep.
Yes, I'm incredibly confident, and trust NRS to give us a grand fighting game, which will fill the slot many players need very nicely.
The combos feel a little like MK9, but it plays like it's own game.you played the builds? let me ask but does it play similar to mk9 or more like sf?
i never cared for sf button system so
The combos feel a little like MK9, but it plays like it's own game.
I play both those games, and Injustice is it's own game hands down.
It's funny you say this considering how relatively weak zoning in MK was/is.As long as this game doesn't have special moves as big as hitboxes (Kenshi shoulder, Kabal NMD, Cyrax Net) then retarded zoning shouldn't be an issue in this game like it is in MK.