Jhonnykiller45
Shirai Ryu
Injustice 11 won't be for a while, I think.when's 11?
Injustice 11 won't be for a while, I think.when's 11?
If you’re really looking to learn how to get around zoning or just being good at the game. I’d say hitting the lab for more than a few hours is paramount. Watching tournament footage with good commentary helps, as does understanding terminology. Finding friends online willing to play with you for long sets are good too no matter if they beat you or not. If you have a lot of time on your hands then I think it’s possible to record the AI to do stuff for you, so if there’s stuff you can’t get around, then it’s worth a shot to record yourself spamming/zoning and then work on ways to get around it. Most importantly I think is to get used to losing. Yes it’s frustrating and you get salty, but in the end it’s a game. We lose more often because of ourselves than our opponents. Sometimes we just get outplayed, or they put more time into the game, or we just don’t know the match-up well enough. Don’t be hesitant to send a GGs to people you feel are good and have had a fun match with. This could lead to more opportunities for games or even a new friend Good luck mate!Thanks all for the really thoughtful comments. It's all great food for thought.
To be fair, I didn't say that zoning itself is a myth (that would be a silly claim to make); the myth is the belief that the whole game is nothing but zoning and no other strategy is viable--which seems very widespread and persistent despite the counter-evidence. But yeah, I'm basing this mostly off 2018 tourneys, so point taken that it used to be a lot worse.
All points taken, really. I don't have much experience yet to confirm this myself, but it all makes sense. Sounds like there is a big skill learning gap: learning to spam a projectile is easy and usually rewarding, while learning to get in on an opponent spamming projectiles is difficult and usually punishing. So I guess it's no surprise most casual players stick with the simpler, mostly successful tactic? And they don't see enough zoning get punished (or get punished themselves) for it to really take hold that there's another way? Or maybe the other way just has too much learning curve, I don't know.
I mostly ask because I'm a new player and I'm going to make valiant attempt not to fall into this same pattern. I have no delusion that I'll ever be a competitive player, but if I'm going to learn the game, I'd rather take the time to learn competitive skills than learn bad habits or be a one-trick pony. Maybe I'm fooling myself. I'm very interested in any advice or insight folks have into this particular learning task.
I'm also concerned about the game and NRS's future though. Seems like they're not going to survive if they make games where only one playstyle is accessible to casual players and everything else takes pro-level skill. Just a thought exercise, but what would make I2 a better game? Big nerf on projectiles (damage, range, speed)? Easier inputs for rushdowns and combo strings? More RNG to level out the skill gap? I'd hate to see the game become something fundamentally different, but there has to be a good middle ground somewhere.
I think it depends on the rest of the character's toolkit. A zoner might build more meter, but they might also be more reliant on meter to fuel their offense, or to keep their zoning going, or to make up for otherwise poor defensive options.I've just never understood why NRS doesn't normalize meter building. There's no reason a character built to constantly throw projectiles should build as much meter for doing specials as characters that are designed to get in and use specials sparingly, during combos and such. They get 2 to 3 times more meter throughout the match just because they zone? Bleh.
I think that's basically the rub there. Zoners in NRS games tend to get 2-3 REALLY strong moves that allow them to get resources the other player can't while also giving them other great moves to deal with somebody once they get in.I've just never understood why NRS doesn't normalize meter building. There's no reason a character built to constantly throw projectiles should build as much meter for doing specials as characters that are designed to get in and use specials sparingly, during combos and such. They get 2 to 3 times more meter throughout the match just because they zone? Bleh.
i think it makes sense that they have a move or two to deal with someone once they get inI think that's basically the rub there. Zoners in NRS games tend to get 2-3 REALLY strong moves that allow them to get resources the other player can't while also giving them other great moves to deal with somebody once they get in.
Sure, that's totally fair. But I'm thinking of Deadshot, who also had a safe special that led into a 50/50 for 400 damage and put you back out of range. His upclose game was better than a good chunk of other characters who didn't get the same zoning tools he didi think it makes sense that they have a move or two to deal with someone once they get in
Do you honestly think the injustice zoners are as hard as other characters? Don't think anyone was ever saying tweedy was bad but I don't think he's ever played a high skill character which is probably why people point it out.The main points have already been raised, but the community's immature and primitive attitude toward zoning ought to be mentioned too. Tweedy wins with Dr. Fate and Starfire and many people in the community question his skill. In other fighting game communities, this behavior is far less prevalent. The majority of people, even the stream monsters, understand that Sako, for example, wins because he is an exceptional player, not because Menat's zoning is broken. The same is true for the Guile players and the turtle Jack players in Tekken. This community also boos its players in tournaments for zoning which the other communities almost never do.
Whenever somebody says this, I inevitably have to bring up the following: other fighting games don't usually feature a combination of projectiles that hit low or overhead on meterburn, are often hitscan (a lot of SF's projectiles are relatively slow), do not trade, can have near-fullscreen knockback on MB, and also have time-based or multi-projectile mixups depending on how long you hold them or whether you MB them, combined with a lack of air blocking, air mobility, or built-in projectile-invulnerable movesThe main points have already been raised, but the community's immature and primitive attitude toward zoning ought to be mentioned too. Tweedy wins with Dr. Fate and Starfire and many people in the community question his skill. In other fighting game communities, this behavior is far less prevalent. The majority of people, even the stream monsters, understand that Sako, for example, wins because he is an exceptional player, not because Menat's zoning is broken. The same is true for the Guile players and the turtle Jack players in Tekken. This community also boos its players in tournaments for zoning which the other communities almost never do.
I am respectfully and genuinely not certain whether you know anything at all about Street Fighter IV and Menat. Options up close? She arguably has the best offensive V-Trigger in the game aside from Ibuki. Footsies range? She has long range attacks that have no hurt boxes. In fact, most people consider her to be a "superior Dhalsim" for this reason. Two characters from two different fighting games are difficult to compare, but I would argue that Menat is better than Starfire any day day, irrespective of each game's mechanics. Even in such case, Menat manages to be a top tier character in a fighting game that is much friendlier to offense than zoning.This doesn't mean that it doesn't take still to win with zoning. It does. But the barrier to being effective with zoning in MK/Injustice is much lower. And that's combined with the fact that zoners in these games also tend to have very stong options up-close and in footsie range (the reason vanilla Deadshot was oppressive wasn't just the guns -- it was because he also mixed you up once you got close).
Menat is playing in footsie range 80% of the time in her matches, that's the point. She's not standing 3 full screens away shooting a barage of projectiles that might be randomly meterburned for 3 of them to come out, and will knock you back to the full 3 screens away if you get hit.I am respectfully and genuinely not certain whether you know anything at all about Street Fighter IV and Menat. Options up close? She arguably has the best offensive V-Trigger in the game aside from Ibuki. Footsies range? She has long range attacks that have no hurt boxes. In fact, most people consider her to be a "superior Dhalsim" for this reason. Two characters from two different fighting games are difficult to compare, but I would argue that Menat is better than Starfire any day day, irrespective of each game's mechanics. Even in such case, Menat manages to be a top tier character in a fighting game that is much friendlier to offense than zoning.
However, your argument about ease of use is valid. Menat and Guile are more difficult to use than Starfire and Dr. Fate. Tweedy does not design the characters, though. NRS does. So kindly direct your criticism to them, not the players.
^this.Balance at the pro level, is not even remotely the same thing as balance at the level most humans are playing at. At the intro level, it's something else entirely. Someone that knows nothing beyond how to df-whatever with a zoner, creates a situation where another player has to lab, get his spacing and timing down, understand the nature of how a particular projectile leaves the zoner vulnerable, know what other projectiles option they have, know about MB-roll, and be able to put it all into practice. That's two wildly different levels of education needed to get on even footing.
Exactly. If zoner's main strength is their keep away game and their ability to fight from safe distance, Then once you manage to close the distance on them they should be the ones struggling. But that's not the case in NRS games, Zoners are just as good up close as they are fullscreen. what the actual fuck?Make zoners as great in zoning as you want. I welcome the challenge to navigate through that.
But when you also give them the best normals in the game then P A U L O P L S
Not to mention they'll already have the meter for breaker/clash the second you get in and they make a mistake.Exactly. If zoner's main strength is their keep away game and their ability to fight from safe distance, Then once you manage to close the distance on them they should be the ones struggling. But that's not the case in NRS games, Zoners are just as good up close as they are fullscreen. what the actual fuck?
Also the fact you'll have taken chip you can't do much of anything about on the way in.Not to mention they'll already have the meter for breaker/clash the second you get in and they make a mistake.