M2Dave
Zoning Master
I have been playing Injustice: GAU offline and online more than ever and I have as much fun using Zod as I did using Freddy in Mortal Kombat 9. I have noticed, recently in particular, the difficulties in making a comeback once you lose lots of life, but I could never figure out why. The mix ups (i.e., 50/50 and vortex) are as strong as ever and interactable objects provide the opportunity to deal quick, unblockable 16-22% of damage. After analyzing the game, I have come to the conclusion that the no round system is the issue.
The player who wins the first "round" has a tremendous advantage. Unlike in other traditional fighting games, the remnants of your life bar are transferred. Batgirl can, for example, beat Sinestro in the first "round" with 25% of extra life (125% in reality) while Sinestro has access to 100% of life. Not only does Batgirl have 25% of more life, the key is that she can afford to take more risks. If she attempts an MB teleport, she can potentially end the fight with the 50/50 mix ups. If the MB teleport is blocked, she cannot lose more than 25% of life because of the "round" transition, which kind of behaves like a second clash for the winning player. The opposite scenario gives an advantage to Sinestro. If he has an extra 25% of life, he can take more risks by charging his trait. If Batgirl takes the bait and does a teleport, Sinestro can do at least 30% of damage and potentially finish charging his trait, which puts Batgirl, as great of a mix up character as she may be, in an extremely disadvantageous position to make a comeback. If Sinestro happens to be caught by the teleport, he loses 25% of life, the combo stops, and the playing field is now even at 100% of life for each character. The point again is that making a comeback on the winning player is very difficult because of extra life.
Imagine if in Mortal Kombat 9 Kabal and Kenshi won the first round and then had the opportunity to transfer extra life into the second round, fighting them would be even more so difficult than it already is.
I want to ask all players of this community the following questions.
1. Is Injustice's round system flawed?
2. Does this system favor top tier characters as they will be winning more?
3. Does this system favor certain types of characters? 50/50 mix up / vortex characters? Rush down characters? Zoning characters?
4. How should the player who is losing approach the fight? What should be the mentality?
5. Should this system be in the next Mortal Kombat game?
The player who wins the first "round" has a tremendous advantage. Unlike in other traditional fighting games, the remnants of your life bar are transferred. Batgirl can, for example, beat Sinestro in the first "round" with 25% of extra life (125% in reality) while Sinestro has access to 100% of life. Not only does Batgirl have 25% of more life, the key is that she can afford to take more risks. If she attempts an MB teleport, she can potentially end the fight with the 50/50 mix ups. If the MB teleport is blocked, she cannot lose more than 25% of life because of the "round" transition, which kind of behaves like a second clash for the winning player. The opposite scenario gives an advantage to Sinestro. If he has an extra 25% of life, he can take more risks by charging his trait. If Batgirl takes the bait and does a teleport, Sinestro can do at least 30% of damage and potentially finish charging his trait, which puts Batgirl, as great of a mix up character as she may be, in an extremely disadvantageous position to make a comeback. If Sinestro happens to be caught by the teleport, he loses 25% of life, the combo stops, and the playing field is now even at 100% of life for each character. The point again is that making a comeback on the winning player is very difficult because of extra life.
Imagine if in Mortal Kombat 9 Kabal and Kenshi won the first round and then had the opportunity to transfer extra life into the second round, fighting them would be even more so difficult than it already is.
I want to ask all players of this community the following questions.
1. Is Injustice's round system flawed?
2. Does this system favor top tier characters as they will be winning more?
3. Does this system favor certain types of characters? 50/50 mix up / vortex characters? Rush down characters? Zoning characters?
4. How should the player who is losing approach the fight? What should be the mentality?
5. Should this system be in the next Mortal Kombat game?