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Noticing Problems with Cross-Ups

primedirective

Canaries and Flying Rodents
I noticed when I was playing a friend of mine that he was able to cross me up or not cross me up with some strange irregularities. We tested it and found there are indeed issues with jump-in attacks that land pretty close to right on top of you which basically become unblockable for all intents and purposes.

Let me explain. I was playing as Batman my friend was Supergirl.

First I was noticing that he would do the Supergirl air dash then hit me with a jumping 1 on the way down. He would hit me in the front of my character, but would be facing away from me. Essentially what was happening was that he was crossing behind me enough for the computer to register that we've switched sides and the computer would respond by changing the direction his character was facing. But when this happened and he pressed the 1 button in the air, it would then push my character back as he fell and instead of blocking a cross up, I'd get hit by a falling 1 facing away from me. We tested it over and over again and were able to replicate it consistently at the appropriate dash distance. The only way I could block it was to hold back and ensure that I walk back underneath his character forcing myself to block as though no cross up happened.

Next we tested it with Superman, though his hitbox on the jumping 1 didn't allow for me to actually get hit by the fake crossup, because it didn't extend behind him like Supergirl's jumping 1 does. But the dynamic remained. He'd air dash, his character would about face as though he'd gone behind me, but he'd end up in front of me when he landed as his character pushed mine backward. With Superman we were able to test it with zero input from me at all, to eliminate the possibility of my moving my Batman a few pixels in attempts to block the cross up.

Finally, we tried messing with normal jump-ins with Superman, Batman, and Supergirl, and we found that with all three players it was possible to place your jump-in attack so that it registered as a normal front-side jump attack even though your character landed on the opposite side of your opponent after the hit. For example. With Batman on the right side of the screen I was able to jump to the left on top of either Supergirl or Superman, connect with a J2, and land on the backside of my opponent without it counting as a cross-up. My opponent could either successfully block it by holding back (left in this instance), or would get hit if he attempted to block the cross-up (right in this instance).

Seems like something that needs to be fixed to me.
 

primedirective

Canaries and Flying Rodents
Well, apparently I missed out on Injustice 1. At least everyone's in on it.


WAS THIS ANSWER HELPFUL TO YOU? ...... yes.
 

Rip Torn

ALL I HAVE IS THE GREEN.
I remember Injustice 1 having weird issues with the characters flipping back and forth when you jumped over them. I don't think it ever caused unblockables but it sure did look dumb. Maybe Nrs should add proxomity blocking? All I know is that unblockables aren't good and hopefully I2 doesn't have them.
 

Eddy Wang

Skarlet scientist
This isn't an issue in other b2b games. Fake/double crossups and the such. But cool. Solid input.
Its not an issue, its just an ambiguous crossup.
SF had plenty of those.

You could crossup with E.Ryu Jump MK, and not crossup by using a HK instead

Same with Ibuki, you could crossup with lk in the air and in the same trajectory not to using her target combo with strong HP.
 
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TrulyAmiracle

Loud and Klear~
This isn't simply an ambigious cross-up, the issue is how the characters turn when the opponent jumps over them. It makes blocking properly really weird and makes no sense in some cases.
Fortunately, this is a beta and it only happens from airdashes so far.
A fix to how characters turn or hitbox adjustments should prevent this issue.

But stupid crossups and wonky angles aren't new to injustice at all so I won't be surprised if they stay in the final build.
 

24K

Mortal
Its a bit of a situation. I personally don't like it. I don't mind an ambiguous cross up, Gief SFV has them in spades, but once you play more you can block them pretty consistently. But in Injustice 2 the player has the choice of where to hit. Which is something completely different. I would prefer the character to have to physically be on the other side of me to cross me up. In essence its like they have given us the option to turn a float into a 50/50 block. I think it may be a glitch or design error and it wont make it into the final game. Finding this stuff is the point of Beta play any how. I love 50/50s in games. This however is not react-able to since there is no visual cue which side the hit will land.
 

Raidenwins

Raiden Practitioner
I noticed when I was playing a friend of mine that he was able to cross me up or not cross me up with some strange irregularities. We tested it and found there are indeed issues with jump-in attacks that land pretty close to right on top of you which basically become unblockable for all intents and purposes.

Let me explain. I was playing as Batman my friend was Supergirl.

First I was noticing that he would do the Supergirl air dash then hit me with a jumping 1 on the way down. He would hit me in the front of my character, but would be facing away from me. Essentially what was happening was that he was crossing behind me enough for the computer to register that we've switched sides and the computer would respond by changing the direction his character was facing. But when this happened and he pressed the 1 button in the air, it would then push my character back as he fell and instead of blocking a cross up, I'd get hit by a falling 1 facing away from me. We tested it over and over again and were able to replicate it consistently at the appropriate dash distance. The only way I could block it was to hold back and ensure that I walk back underneath his character forcing myself to block as though no cross up happened.

Next we tested it with Superman, though his hitbox on the jumping 1 didn't allow for me to actually get hit by the fake crossup, because it didn't extend behind him like Supergirl's jumping 1 does. But the dynamic remained. He'd air dash, his character would about face as though he'd gone behind me, but he'd end up in front of me when he landed as his character pushed mine backward. With Superman we were able to test it with zero input from me at all, to eliminate the possibility of my moving my Batman a few pixels in attempts to block the cross up.

Finally, we tried messing with normal jump-ins with Superman, Batman, and Supergirl, and we found that with all three players it was possible to place your jump-in attack so that it registered as a normal front-side jump attack even though your character landed on the opposite side of your opponent after the hit. For example. With Batman on the right side of the screen I was able to jump to the left on top of either Supergirl or Superman, connect with a J2, and land on the backside of my opponent without it counting as a cross-up. My opponent could either successfully block it by holding back (left in this instance), or would get hit if he attempted to block the cross-up (right in this instance).

Seems like something that needs to be fixed to me.
That's what happens when you have cross-ups and back to block in the same fighting game.
 

primedirective

Canaries and Flying Rodents
This however is not react-able to since there is no visual cue which side the hit will land.
"THERE IS NO VISUAL CUE TO WHICH SIDE THE HIT WILL LAND." -- This is exactly what got me frustrated about this in the first place. Seeing the hit animation which makes it appear as though I should be blocking one way, only to find that I'm blocking incorrectly really throws me off. And is nothing I've ever really experienced in any other fighting game. Specifically with the air dashes.
 

TKB

Warrior
This same situation would happen in Inj1, don't get your hopes up that it'll change.

Also, plenty of other games have ambiguous crossups; KOF has some characters where their jump D(kick) looks like it's hitting you in front but it hits behind instead and you eat a combo. Can be annoying but it's nothing too new.
 

primedirective

Canaries and Flying Rodents
This same situation would happen in Inj1, don't get your hopes up that it'll change.

Also, plenty of other games have ambiguous crossups; KOF has some characters where their jump D(kick) looks like it's hitting you in front but it hits behind instead and you eat a combo. Can be annoying but it's nothing too new.
I'm openly standing corrected on the ambiguous cross up situation with the normal jump in. Sucks, but I guess it has been around.

It's a little more frustrating with the air dash situation where the visual direction of the attack would suggest you have to hold forward to block the crossup, but instead you have to hold back to block it like a normal jump in. Just a wonky mechanic since I'm given visual information which contradicts what's actually happening. And specifically how easy it was for my friend to do it to me in the heat of the battle. Once he found the sweet spot for the air dash it was happening over and over.