What's new

Is there anything to this game besides resets and zoning?

RM Truth

Unintentional Tier Whore Follow me @TruthRM
1. Injustice has way more high/low combo starters. In SSF4, most characters have one overhead move max and they can't combo off it it.

2. It is much easier to stay on top of your opponents in Injustice. In SSF4, your opponents push back as you attack them, but this doesn't happen in Injustice.

3. Injustce has many more standing resets.

4. SSF4 has much better wake up attacks. Hello Shoryuken.

5. Injustice has much easier execution.

There are probably way more things but I g2g now.
Why do high lows matter when 90% of the vortexs are done off of cross up/fake cross up HKD setups? Gen's Oga Dive and Akuma's Demon Flip setups are perfect examples. You don't need standing resets in SF4, because if you do your vortex properly, they can't dp out of it.
 

Vagrant

Champion
1. Injustice has way more high/low combo starters. In SSF4, most characters have one overhead move max and they can't combo off it it.

2. It is much easier to stay on top of your opponents in Injustice. In SSF4, your opponents push back as you attack them, but this doesn't happen in Injustice.

3. Injustce has many more standing resets.

4. SSF4 has much better wake up attacks. Hello Shoryuken.

5. Injustice has much easier execution.

There are probably way more things but I g2g now.

Someone doesn't know how about post knockdown option selects.
 

Stchamps

PSN: SoaD_009
More like he doesn't actually play SF4 so he doesn't know about unblockable vortexes - the very same thing all of SF4 players have complained for years of playing.
At least they are getting fixed in the update. Plus they take a higher execution level than what is required in Injustice.

Also, delayed wakeup is being added to Ultra.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
At least they are getting fixed in the update. Plus they take a higher execution level than what is required in Injustice.

Also, delayed wakeup is being added to Ultra.
That has nothing to do with what you said. You're claiming that the vortexes are not as bad in SF4 as they are in Injustice. The fact that they are adding delayed wake up would be reasoning for why they are just as dumb.
 

Crathen

Death is my business
1. Injustice has way more high/low combo starters. In SSF4, most characters have one overhead move max and they can't combo off it it.

2. It is much easier to stay on top of your opponents in Injustice. In SSF4, your opponents push back as you attack them, but this doesn't happen in Injustice.

3. Injustce has many more standing resets.

4. SSF4 has much better wake up attacks. Hello Shoryuken.

5. Injustice has much easier execution.

There are probably way more things but I g2g now.
1-Injustice has a slightly faster pace than SF4 , some characters have good OH / low mixups others have ambigous jump crossup / fake crossup 50/50 others have extremely good keepaway but AE even not having oh starters does have much more rewarding throws ( back throws much? ) that most of the time leads to ambigous mixups and cannot be broken on reaction , however there are ways to prevent throws ala crouch jab tech.

2 Depends on the character , some are frametrap heavy and others can push you out safely at the end of blockstrings ( ala Zod PS , DS Sword spin , Aquaman TR and so on ) to start a spacing game , in SF jabs don't push you out and are usually part of blockstrings in wich you can mix up a throw , Cr Mk xx Hado spaces you out almost safely and so on.

3 Yes it has more effective standing resets.

4 Injustice has waaaay more effective wakeup attacks , even semi invincible wakeups can be delayed to trick people delaying their normals to stuff them , in AE few characters have good wakeup attacks ala shoryuken , akuma tele , Bison EX PC and even then some can be OS.

5 Yes and no , strings are definately easier than some just frame links but some juggles can be pretty tough to pull off and there's no easy buffering motion to help timing them , it's not rare to see some good players dropping their Bnbs in injustice.
 

arde5643

Mortal
At least they are getting fixed in the update. Plus they take a higher execution level than what is required in Injustice.

Also, delayed wakeup is being added to Ultra.
So guaranteed unblockable vortexes is fine if it's harder to do? Are you nuts? Vortexes in Injustice can be blocked/avoided with either 50/50 guess or invincible wake-up attacks - the guessing game is way better than the current unblockable vortex iteration that SF4 has.

You should tell that to any Guile player that it's fine for them to get stuck in inescapable vortexes by Cammy since it's oh.so.hard.to.fucking.do. Get the FUCK OUT with that kind of reasoning.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
1-Injustice has a slightly faster pace than SF4 , some characters have good OH / low mixups others have ambigous jump crossup / fake crossup 50/50 others have extremely good keepaway but AE even not having oh starters does have much more rewarding throws ( back throws much? ) that most of the time leads to ambigous mixups and cannot be broken on reaction , however there are ways to prevent throws ala crouch jab tech.

2 Depends on the character , some are frametrap heavy and others can push you out safely at the end of blockstrings ( ala Zod PS , DS Sword spin , Aquaman TR and so on ) to start a spacing game , in SF jabs don't push you out and are usually part of blockstrings in wich you can mix up a throw , Cr Mk xx Hado spaces you out almost safely and so on.

3 Yes it has more effective standing resets.

4 Injustice has waaaay more effective wakeup attacks , even semi invincible wakeups can be delayed to trick people delaying their normals to stuff them , in AE few characters have good wakeup attacks ala shoryuken , akuma tele , Bison EX PC and even then some can be OS.

5 Yes and no , strings are definately easier than some just frame links but some juggles can be pretty tough to pull off and there's no easy buffering motion to help timing them , it's not rare to see some good players dropping their Bnbs in injustice.
There are characters that can combo off their overheads too.
 

Crathen

Death is my business
There are characters that can combo off their overheads too.
Just not as many as in Injustice , but i've already said that throws are a much better mixup tools in AE than Injustice. But yeah i don't understand what this guy is arguing about.
 

RM Truth

Unintentional Tier Whore Follow me @TruthRM
Just not as many as in Injustice , but i've already said that throws are a much better mixup tools in AE than Injustice. But yeah i don't understand what this guy is arguing about.
Agreed. Some overheads in SF are dumb though like Adon's.
 

Mr. Mileena

Champion
Stop comparing Injustice with other games as if those other games should be how every fighter should be made.

Have you seen how many resets and BS is in Marvel, Street fighter, etc?

The zoning as well? Soul fist soul fist soul fist, tiger shot tiger shot tiger shot

If Injustice isn't for you then that's fine. But for those complaining about it it seems it's salt levels rising because they wished to be good but just can't so they hate on the game. Either they were good before and get salty because they suck at a new game, or they still suck at this game like others and get salty and just bash Injustice.

It's okay to critique it, no fighter is perfect. But to continue to degrade the game, especially constantly and publicly with no end is pretty childish and shows there's more to their problem than just the game's elements.
 

CrimsonShadow

Administrator and Community Engineer
Administrator
I'm going to sidestep the argument here and just answer the question:

Yes, there's a lot more than zoning and resets in Injustice. There are spacing games, baiting tactics, a lot of useful specials that aren't zoning-based, meter games, all kinds of crazy mechanics (see Hawkgirl in close). Not every combo ends in a reset and sometimes it's more important to keep people cornered after a knockdown, save meter, put distance between yourselves, build or activate trait, go for an interactible or achieve some other goal.

There's a lot of metagame and it's very character-dependent.

If all you can do is zone and reset people, you probably won't get very far unless you're playing brand new players.
 

GuamoKun

I Break Hearts, Not Combos
I'm going to sidestep the argument here and just answer the question:

Yes, there's a lot more than zoning and resets in Injustice. There are spacing games, baiting tactics, a lot of useful specials that aren't zoning-based, meter games, all kinds of crazy mechanics (see Hawkgirl in close). Not every combo ends in a reset and sometimes it's more important to keep people cornered after a knockdown, save meter, put distance between yourselves, build or activate trait, go for an interactible or achieve some other goal.

There's a lot of metagame and it's very character-dependent.

If all you can do is zone and reset people, you probably won't get very far unless you're playing brand new players.
My Zatanna zones and resets people and you lost to her...badly <3
 

EMPEROR PRYCE

WAR SEASON "THE WEAK EXPOSED!"
My opinion may not hold much water in this community, regardless I have a few things to say.

To say this game lacks footsies is retarded. Sure, the footsies may not be as deep as SF, but this isn't street fighter. is it? So you mean to say, players are better than other players simply because they know more mix ups? Yes, the game is simply based off of combo strings, but each normal within each string is unique. Each has its own property for the most part. for example, everyone's anti air options are different. everyones normals have different range, character knowledge and match up knowledge is VERY important. A seasoned nightwing player WILL NOT beat a seasoned Green Lantern player without knowing the matchup, period.

Baits, reactions, reads and mind games are VERY important in Injustice. Exercising the same methods constantly will only result in getting read, baited, and punished. Same thing happens in Street Fighter, so what is the difference? It's a fighting game, there are similarities and differences.

Street Fighter zoning has trades. Meaning if two projectiles come in contact with each other, they will clash. normally the characters with fast, quick recovering projectiles win at this (Sagat, Guile, etc.). In injustice, projectiles don't trade in the same way. The projectile with the lesser hit stun will lose, normally. Projectile footsies in injustice exist in the sense that, a player will use a projectile as a tool contest his opponent, not keep him at bay. To bait his opponent to make a mistake. throwing a counter projectile to clash with other ones is impossible, if ur projectile isn't faster and bears more hitstun then your opponents, u will lose the zoning war. therefore, using a projectile as means to help you get in on zoners doesn't really exist.

Doesnt that mean u would have to use good movement, spacing and footsies to get in?

This game isnt just mixups and resets, trust me.