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INJUSTICE DEMO: General Discussion

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JJocelot

Don't give up!
Okay so I set up a battle with my 2nd controller and decided to let the game idle to see this supposed "sudden death" or whatever mode people were talking about when the timer runs out when both players have equal health.

The clock ran out, but then the 2nd player just kinda... won the whole thing for some reason lol. I guess it wasn't implemented in the demo.
 

EGGXI

Scary Bat
Um, sorry to be a total noob on this one, but how do you initiate a stage transition, I know it has to do with the heavy/charged-up move you can do, and you have to be at the edge of an arena, but I can't seem to do it?
 

NightTrauma

Kung Fu Treachery
I'm sorry if this is out of the blue but I thought I'd see if anyone else thought the same as me!

I'm really loving the little things in this game. Like how when you hover over a character in the selection screen, there's a little animation in the bottom corner that relates to the character.

I also like the voice that announces which character was chosen and does the whole "Begin!" and "Batman wins" stuff. I imagine it like, being the Bat Computer's voice.

I dunno, its just awesome.
I had the same thoughts! A friend and I spent several fights just looking at the backgrounds, trying to suss out all the little details. It's really impressive if you actually take the time. Particularly the alley portion of the stage. I can't wait to do that on every stage.
Um, sorry to be a total noob on this one, but how do you initiate a stage transition, I know it has to do with the heavy/charged-up move you can do, and you have to be at the edge of an arena, but I can't seem to do it?
Just pres :l+3/A/X when near a transition. You don't even need to charge it. The transitions are on the right side of the Rooftop and the left side of the Alley.

Hope that helped :)
 

SatsuiYesHadou

Yung Kneecaps
Um, sorry to be a total noob on this one, but how do you initiate a stage transition, I know it has to do with the heavy/charged-up move you can do, and you have to be at the edge of an arena, but I can't seem to do it?
Back heavy attack in the corner of the stage transit area after a juggle string like batmans 113 and then quickly b3 for meterless transition. It could be cancel also like a special move by doing bb meter button in the middle of a string which costs one bar of meter.

Hope this helps and that I didn't sound too confusing :p
 

smokey

EX Ovi should launch
Has anyone looked into push blocking yet. Some people saying characters having nice advantage strings and pressure, are you using push blocks?

Some shit thats super safe/+ on block; for example batmans 3 hit strings, if you pushblock the first or second hits will he whiff part of the string giving you chance to punish?

I dont have access to the demo yet so hopefully someone will read this and go try it out and let me know how it goes :D
 

trufenix

bye felicia
Just pres :l+3/A/X when near a transition. You don't even need to charge it. The transitions are on the right side of the Rooftop and the left side of the Alley.
Speaking of, is there a point to charging it besides dash cancelling? You have to meter burn it for armor, and its not like it does more damage or anything when charged, so why would you?
 
I loved the demo but there's some annoying thing for me
First the stages items or something r annoying and takes a lot damage and unblockable ? Wtf
The dash in this game is stupid u can't dash and combo or dash and block u have 2 wait 1 second
Anyone else think that ?
 
Question: Does anyone know how wakeup attacks work? I spent some time on very hard just doing wakeup attacks, but the cpu stuffed all of them.
 

Pakman

Lawless Victory!
I like it so far - still getting used to playing a motion character (charge fo' life yo!). But I don't like the negative edge in NRS games - with SF/Tekken style combo's it's fine (because it helps) because of the link/cancelling mechanic.

In NRS games, it's a dial a combo, so there's a pre-set combination you have to press or you won't get the combo and negative edge tends to mess this up a lot - e.g if you do bog-standard L, M, H due to negative edge you get, L, L, M, M, H,H and that combo doesn't exist in the game so I don't get my combo and actually end up eating one myself. Frustrating!

Fortunately, you can turn this off in the real game when it drops. But it would have been nice to be able to do that in the demo though...

I know that a lot of people found the game plays a little clunky and movement is on the slow side, and initially I agreed in full. But after sinking a couple of hours or so, I've managed to adjust to it. It does take getting used to though - especially if you come from an MK or even SF back ground.

Training mode would have been a plus too but oh well, can't have everything ;)

Anyways, let's end on something positive:

Am I happy with the over-all game mechanics? Yes
Are there things that bug the shit out of me with this demo? Yes
Will these remain in the final build? No
Am I going to get the game on release? Yes
 
It's obvious that my main isn't on this demo. Batman is cool and all but he's going to be overused. I like my mid tiers too much :)
 
I work weird hours and missed a lot of the conversation but here is my question...

Batmans standing 1 is 6 frames. 11 has it at 9 frames. 112 is 9. 113 is21. 122 is 22 and so on. I assume 1 is always 6 on start up but the data for the strings is referring to the gap between 1 and whatever the next string is. So 122 would be 6f-1, 13f-2, 22f-2 for the entire string. Does this seem right?

Either way it's a confusing way to put it in there.
 

NightTrauma

Kung Fu Treachery
Speaking of, is there a point to charging it besides dash cancelling? You have to meter burn it for armor, and its not like it does more damage or anything when charged, so why would you?
From what I can tell, charging it can be used for timing purposes. But that is about it. And at that point, why not just time your input instead of charging?
 

trufenix

bye felicia
From what I can tell, charging it can be used for timing purposes. But that is about it. And at that point, why not just time your input instead of charging?
yeah, I don't get it. I mean, if you meter burn it for the armor, it makes sense to hold it long enough to absorb an incoming attack and if you cancel it from a combo, maybe you could hold it for timing (which I don't even know if you can do) but beyond that, charging them seems about as pointless as stance change.

I was hoping for at least a damage buff on the hit, an increase in transition damage, increase in range to transition, a higher wall bounce, maybe even make it unblockable at full charge or have special properties on counter hit, but alas no. Maybe it has more utility in the final version.
 
I really like it but I'm pretty much done working on combos since I know this is an old build. I'm just putting it on very hard and working on my blocking, escapes,pokes etc...
 

Pterodactyl

Jacqui main since Dead Alliance
I don't get how people are able to get the bounces (f3 or b3) into their combos? My opponent always falls before I cant land it no matter how fast I input it after a launcher/launcher combo.
 

trufenix

bye felicia
I don't get how people are able to get the bounces (f3 or b3) into their combos? My opponent always falls before I cant land it no matter how fast I input it after a launcher/launcher combo.
there's not a lot of opportunity to go raw b+3, f+3 in a string both because of positioning and timing. If you're gonna do it without meter, you need to do it after your first launch, or the juggle gravity will hit you to hard. Of the three in the demo, Batman's the best at it. WW and Lex basically have to land it off a special (WW spin, or Lex ex gravity).

If you absolutely must have it, use the cancels (b,b+m) until you get a better feel for it.
 
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