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I2 Beta: What Are Your Thoughts?

Indecisive

We'll burn you all—that is your fate!
So if one player doesn't like the gear mode he's fucked because both have to choose competitive mode to not use them? Looks akward since tournaments will make you play competitive mode only correct? I've never played destiny but my question regarding gears is what it actually is? How do you get them? Do you keep them on your game? Etc.
In tournaments they will have gear off. Unless someone decides to run a gear on touranament. Which probably won't happen. After every match you get random gear. You keep them in game. The gear powers up your character and changes the look
 

Indecisive

We'll burn you all—that is your fate!
He was making a point that the idea behind it being forward in many games (not just SFV, mind you) is so you can bait a person into doing it instead of there being no repercussion. No need to jump down his throat.
I know its not just in SF5. But he made the reference from SFV. I keep seeing people compare it to SF5. And its like it has auto block making it easier to do. Unlike inj2 where you can hold forward and get comboed or get clash sometimes. Also thats not me jumping down his throat.
 

KingHippo

Alternative-Fact Checker
I know its not just in SF5. But he made the reference from SFV. I keep seeing people compare it to SF5. And its like it has auto block making it easier to do. Unlike inj2 where you can hold forward and get comboed or get clash sometimes.
It is easier to do in SFV, but there are other games that don't have autoblock and a big part of using pushblock was that you could potentially mess up if you weren't careful. And I think if you look across the board, they have tightened the timing on a lot of MB followups and other things in order to make that aspect of the game a little more based on player skill.

Also thats not me jumping down his throat
You met a non-argumentative, accurate comparison by coming in swearing and demanding he stop lol but hey, I apologize if I misread the intent.
 
I've had injustice 1 for months laying around, came with another game I bought on Craigslist but I've never ever played it. Should I start playing it to get the feel for inj2 or nah, just learn inj2?
 

B. Shazzy

NRS shill #42069
Okay stop wtih this SF5 does something similar crap. SF5 also has fucking auto block. Inj2 doesn't
lul is this guy serious. Did you even play the beta?

you can mash buttons in inj 2 on block and they'll come out if it's not a blockstring just like sfv. Like through supergirls breath hold you just mash your normal/throw out and if she doesn't mb it's a guaranteed punish
 
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Indecisive

We'll burn you all—that is your fate!
lul is this guy serious. Did you even play the beta?

you can mash buttons in inj 2 on block and they'll come out if it's not a blockstring just like sfv. Like through supergirls breath hold you just mash your normal/throw out and if she doesn't mb it's a guaranteed punish
This has nothing to do what we were talking about. we where talking about the issues with push block. Not mashing buttons out of block. Sometimes i consider asking you what drugs you are on cause i would love to be in the delusional world you live in sometimes. It actually seems really fantatastic.
 

trufenix

bye felicia
So if one player doesn't like the gear mode he's fucked because both have to choose competitive mode to not use them? Looks akward since tournaments will make you play competitive mode only correct? I've never played destiny but my question regarding gears is what it actually is? How do you get them? Do you keep them on your game? Etc.
As long as the presets are vanilla it doesn't matter if the competitive tag is on. Online its rough, cause you have no way to know if your opponent has tricked out his character. My assumption is when the game has real online options "competitive mode only" will be a match search option.

As for how it works, you get gear after (just about) every match win or lose and when you level up. You put gear on like clothes, and sometimes (usually) they have an associated buff, like more damage, more health, make x unbloackable, etc. You also have two extra move slots which can modify or outright change the character movelist.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
But ya beta was fun. Fix push Block pls. Fix air tech pls so i don't have to mash it til it works. Input window change possibly. Idk
what needs fixing about push block?
i only tapped to air tech rather than mashed and had no issue with it coming out unless was playing in a dodgy connection 150+ ping

pushblock needs fixing

input buffer needs a LOT of narrowing
again what needs fixing?

I'm not sure I'm sold on how to pushblock in this game

You can argue it's an extra execution layer so it's adds more depth, but you can also argue for the purpose of the action it doesn't necessarily need to be harder to do and turns to be more of an annoyance.

Btw I'm talking about pressing Firward R2 this time to pushblock
on how to pushblock??

i get what your saying for when trying to pushblock the 1st hit of anything but any 2nd hit not so much.
it was really weird at 1st getting use to it as u block and then press forward after the block but as evidence from our billlion games i was getting it out when i wanted 99% of the time vs atro f233,only twice clashed by accident. maybe its easier cause im on stick? i dunno
 

B. Shazzy

NRS shill #42069
This has nothing to do what we were talking about. we where talking about the issues with push block. Not mashing buttons out of block. Sometimes i consider asking you what drugs you are on cause i would love to be in the delusional world you live in sometimes. It actually seems really fantatastic.
ya and he said pushblock is like v reversal where you have to time it. And then you said sfv has auto block and inj 2 doesn't so it's different in this game. auto blocking doesn't make a difference it's practically the same situation.

So my question still is... do you even know what you're talking about? people don't pressure with blockstrings in sfv. it's not mash blockstrings at each other likes nrs games there's gaps in pressure all the time even in target combos. most v reversals are on reaction to blocking one specific thing and not some kind of " os autoblock just hold forward it's different in that game bro" narrative you're crying about. people miss the timing to get an accidental move for v reversal or tap forward for the input and get clipped all the time for it in sfv it's not an excuse.

so either get gud I guess or just don't talk about games you don't even play lul
 
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KingHippo

Alternative-Fact Checker
Absolute guard auto blocks like fast chains, it really doesn't come up that often in the more recent sf games. I know it's in vsav as well, but I have no clue if it's impactful at high level play.

This is all to say that I have never seen that used as justification to include the forward input for a pushblock/advancing guard...It's usually there so the act can be baited and punished.
 

trufenix

bye felicia
I just don't think "make it more like sf5" is a good mantra to have, that sounds like a good way to get shit removed.
 

DDustiNN

MK11 Pocket Guide: Koming Soon to the App Store
Inj1 pushblock was block plus meterburn button.

Inj2 pushblock is like block first hit then hold forward and press meterburn button. It's really wonky feeling.
I think that's how it works in SFV, right?

EDIT: Whoa, should've continued reading before replying. Touchy subject.
 

B. Shazzy

NRS shill #42069
I just don't think "make it more like sf5" is a good mantra to have, that sounds like a good way to get shit removed.
substitute making it "more like sfv" with making it " more nuanced" is that better lul. sfv v system is different than pushblock you can os them, punish them, parry them, bait them, they can whiff on activation, they have unique properties and kds somethings you cant vreversal etc. nrs you just block anything > pushblock> done so relax resident nrs apologist.

is fixing the garbage input system making it to something not trash making it more like sfv too? we better not fix that then u guise otherwise we might as well just be playing sfv according to true Felix over here lul
 
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Tundra81

Kombatant
Neutral was really good, anti airs were great,
I've had injustice 1 for months laying around, came with another game I bought on Craigslist but I've never ever played it. Should I start playing it to get the feel for inj2 or nah, just learn inj2?
It couldn't hurt. I never played Batman in IGAU and I got roughly 400 matches with him in the beta. Definetly going to keep playing him in IGAU until May because to me he feels very similar.
 

trufenix

bye felicia
Also what are traits in inj2?
The fourth primary button injustice (I think it's called special, technically) does something unique with every character called a trait. Batman summons protective bats, Superman buffs his damage, Atrocitus gets cat, Black Canary does her scream, etc.

Most of them need time to recharge inbetween uses, but it varies. Hawkgirl for instance, could fly whenever she wanted.
 

Aqueous_Echo

Kombatant
*Pros & Cons from what I found in my month or so with the beta. Of course this could all change*

Pros:
  • Great walk speed!
  • Great d2 anti airs especially against corner air dash setups. Wake up d2 seemed to work great against most of those. Other times you gotta make the guess.
  • No launcher wakeups have armor
  • Meter build is almost too good. I'm unsure if this is a pro or a con at this point.
  • Air tech (when it works) is a great option for a full combo, HOWEVER, I dont recommend doing it against characters in the corner who have float combos i.e. Supergirl/Blue Beetle, as they essentially can continue the combo free and reset their float count.
  • Block stun: most blocked normals/specials have 0 block stun and you can punish almost immediately. Superman has probably the most block stun & pushback from his toolset.
  • Blocking AIR specials/normals: It seemed that most times when punishing something in an air state (on the way down), the one being punished would ground themselves so that your punish did not get an unwanted juggle.
  • Hit confirming is EASY thanks to the great sound effects! Definitely a game I'd recommend having headphones in tournament.
  • Classic, but revamped, Injustice 1 menu music! Was a nice thing to hear honestly.
Cons:

  • Push Block: I used a FEW times. I eventually stopped due to getting full combod for attempting it because you have to hold forward. Until there's a way to practice I left it alone.
  • Supergirls trait, in my opinion, needs an adjustment. Everytime she uses a trait laser it uses about 20% of her trait meter but refills from that spot (80%~) so with lasers being plus on block, her having a low profiling d1, and the guessing game of her ice breath (easy hit confirm for full combo) it reminded me a lot of vanilla Tempest Lao pressure with Mileena low profiling properties. The guessing game is ice breath (no gap, hit confirmable, safe if MB'd/ combos if hits) & trait laser pressure (has an interruptable gap, + on block). You can take the risk to interrupt laser and get frozen, or respect the freeze and get trait lasered and shes plus all the while her trait laser is always refilling as she continues pressure and building more and more bar. My recommendation is to slowly deplete her trait once she uses it, when it empties start to refill it.
  • Character select screen had a half second delay after the last patch (probably just something we don't need to worry about).
  • Weird input buffers (after 1st or 2nd health bar, after clash) would make random backdashes or normals come out i.e. *Clash ends* you hold back = Backdash.
  • Weird input buffers #2: Sometimes when being crossed up you'll get a backdash/forward dash when reacting to the correct side to block i.e. hold back against incoming crossover then switching your block to the other side quickly you'll sometimes see backdash come out before getting hit in recovery.
  • MB roll had weird invulnerable properties. I never fully trusted to use it unless I was desperate but sometimes only dash would come out. Never figured out what caused this.
  • No mute option (at least in beta version). Trust me, 90% of the people who got the beta rage and they'll let you know you're garbage when you win.
Since I stuck with Blue Beetle through the entirety of his release I'll add a few notes for him as well since I feel he's the weakest out of the 6 cast members in the beta:

  • Most normals very slow startup to compete with negative frames of the opponent
  • f2(3) seems to be designed to whiff punish but is incredibly slow, and highly PUNISHABLE on block, moves his hurtbox forward, and gets caught by air normals VERY easy.
  • B1 restand doesnt guarantee any of his normals and can be mashed out of very easy. B1<plasma sends him too far away with push back to make any normal connect.
  • Most normals, aside from standing 3 and 111, are either too slow, no range, or highly punishable on block/whiff to be effective in the neutral. You have to play very precise or you're going to eat huge damage.
  • Float recovery is reactable/ very easy to punish during recovery by any of the other cast members. Supergirl/Superman recover incredibly quick from their floats that are quicker and more ambiguous.
  • Avoids Superman full screen lasers well with full screen float shenanigans but doesnt have a great answer for stopping any of it necessarily.
  • Shield bash is a great (safe-ish on block) tool to use to challenge the opponents execution and block pressure. It's certain death on whiff.
  • Damage is not great at all. Probably the worst damage in the beta, but 111<bbMB/ffMB combo starter deals excellent 50%+ damage (2 bars) & 111<df1MB<111bf3 was a good 34-35% for a bar midscreen
  • Corner damage is his best but ha to respect a LOT if the opponent gets knocked down as he has no real dirt to deal with on oki. It's mostly gimmicks.
  • Great projectile
  • 13<float cancel<crossover was a good gimmick but 13<float on block can be mashed out of on reaction.
I had fun with Beetle, and he's the closest to my playstyle as I could find, but he had his problems. I'm sure they're working on these chars and this may have been an incredibly old build of the newer chars released. Overall the game played and felt FANTASTIC. The beta was more for them to fix things on the backend, but I had tons of fun playing despite not getting as much info as I'd have liked MU and gameplay wise.
 

ChatterBox

Searching for an alt.
what needs fixing?
On pushblock, I found it to not come out consistently at all for me. It may be because there is (gloriously) not the blockstun I'm used to in NRS games, or maybe it was dropping inputs but I played several matches just trying to use all my meter to push block and didn't get it consistent at all.

Input buffer gave me way too many d1 on hit into f1 to start pressure, psyche no you got df1 instead and lose now moments. Or blocking a negative string, then doing f3 to start pressure and getting the same thing, even if i left a gap or used an extra direction I sometimes got unwanted specials. I think the buffer shouldn't last as long to prevent these things.