killa_solid
Friendly--foe
Here are a few system bugs and peculiarities that I have noticed and finally found a way to prove that I feel needs to be brought to attention.
1. Random adv
Ok this one is a big one. Hopefully, there is something I am missing here, but here is what I have found out. We all know the random adv that existed in MK9. It happened randomly on crouch block after blocking certain mid strings, and supposedly affected your ability to jump out of pressure. Well a form of random adv also exists in injustice from what I have tested, but it shows up in the form of random cancel advantage and affects you ability to interrupt a string or a string into a special.
Here is the best proof that I could find for this that eliminates the excuse being made that it's user error in regard to interrupting.
let me know if you can think of any other reason for what is happening in the video other than random cancel advantage. The cpu is set to block always and sword spin reversal.
2. The frames going from stand to crouch and perhaps vice versa is ungrabable.
This is a pretty peculiar oddity. I suspected that this might exist when I noticed on a stream, a grab missing point black and the commentator applauding the player for reading and ducking a grab and punishing, which shouldn't happen in injustice. Since than, it happened to me a few time online as well. But I never could replicate it till now.
What basically happens is that although grabs cannot be ducked in Injustice, if the grab connects on the frames of a character going from standing to crouch, the grab will whiff.
The way I replicated this is with supermans 3 trait. 3 trait is enugh adv that will gaurantee a throw attempt on block. I set the cpu to duck, block aways. and here is what happened when I timed the grab to come out after the cpu has finished his block disadvantage and can now go to duck animation.
Here is proof, that if do the grab instantly or wait till he is in crouch, I am in range to grab and therefore that grab is not whiffing due to range.
3.It takes more frames to be considered airborne with a nj than a forward or back jump
This is another odd system choice. It basically is what the heading says. You can forward jump out of certain frame traps with a forward jump but not a nj, simply because the first few frame of a neutral jump are considered grounded.
You can even cancel a nj with stance switch.
I suspect that this was implemented bc of strings where the first hit requires an up input, but the only char that I can think of that has that is Nightwing. Would have made more sense to just make Nightwing's u3 a different input and eliminate this but it is what it is. It's def something that should be noted however.
EGP Wonder_Chef
GGA Dizzy
Error
Rampage254
Bildslash
AK Pig Of The Hut
Cossner
Espio
@redraptor
1. Random adv
Ok this one is a big one. Hopefully, there is something I am missing here, but here is what I have found out. We all know the random adv that existed in MK9. It happened randomly on crouch block after blocking certain mid strings, and supposedly affected your ability to jump out of pressure. Well a form of random adv also exists in injustice from what I have tested, but it shows up in the form of random cancel advantage and affects you ability to interrupt a string or a string into a special.
Here is the best proof that I could find for this that eliminates the excuse being made that it's user error in regard to interrupting.
let me know if you can think of any other reason for what is happening in the video other than random cancel advantage. The cpu is set to block always and sword spin reversal.
2. The frames going from stand to crouch and perhaps vice versa is ungrabable.
This is a pretty peculiar oddity. I suspected that this might exist when I noticed on a stream, a grab missing point black and the commentator applauding the player for reading and ducking a grab and punishing, which shouldn't happen in injustice. Since than, it happened to me a few time online as well. But I never could replicate it till now.
What basically happens is that although grabs cannot be ducked in Injustice, if the grab connects on the frames of a character going from standing to crouch, the grab will whiff.
The way I replicated this is with supermans 3 trait. 3 trait is enugh adv that will gaurantee a throw attempt on block. I set the cpu to duck, block aways. and here is what happened when I timed the grab to come out after the cpu has finished his block disadvantage and can now go to duck animation.
Here is proof, that if do the grab instantly or wait till he is in crouch, I am in range to grab and therefore that grab is not whiffing due to range.
3.It takes more frames to be considered airborne with a nj than a forward or back jump
This is another odd system choice. It basically is what the heading says. You can forward jump out of certain frame traps with a forward jump but not a nj, simply because the first few frame of a neutral jump are considered grounded.
You can even cancel a nj with stance switch.
I suspect that this was implemented bc of strings where the first hit requires an up input, but the only char that I can think of that has that is Nightwing. Would have made more sense to just make Nightwing's u3 a different input and eliminate this but it is what it is. It's def something that should be noted however.
EGP Wonder_Chef
GGA Dizzy
Error
Rampage254
Bildslash
AK Pig Of The Hut
Cossner
Espio
@redraptor