Anyone know how damage scaling works in this game It seems pretty harsh at times? If I do j3 (crossup), 11, 2+3+mb with Catwoman, I get 42%, but if I add an extra hit and do j3 (crossup), 112, 2+3+mb I only get an additional 1% of damage.
I honestly could not tell you. All I know is certain moves scale combos harder than others. d2s being the worst of them.
The guide has quite a few errors or truly typos, which can make it difficult to read in some instances. They rush guides out like they do games. Prima guides have never been that great. I got mine for free so I didn’t lose anything. There are some things you can learn from it, but I wouldn’t pay 20$ for it.
It’s definitely better for newer to intermediate players. Beyond that I couldn’t recommend buying it.
EDIT: 1+2+3 IS for MB. My bad =oP
1+2+3 is DEFINITELY Meter Burn. I know because I’ve used that macro several times in game.
Speaking of the health system, do characters in this game have different ammounts of health, or is it the same value for everyone ?
I believe it’s the same for everyone.
This is helping me understand the game even more, thanks!
Stance switch is 2+3.
I’ve used 1+2+3 for meter burn in training mode a few times, but it didn’t seem to work with every special move. I think I was Shazam and I couldn’t MB his down-back 1 (crouching grab) using 1+2+3 but I could MB his back-forward 2 (psycho crusher)
There’s a possibility I’m just an idiot and was hitting the wrong buttons for the down-back 1 and I’ll test it again when I can.
There are some moves you can’t meter burn with 1+2+3 due to their mechanics of being Meter Burned themselves.
Like for Nightwing, can’t 123 MB his Escrima Ground Spark since it can only be MB’d in the act of charging and obviously one of his buttons is taken up.
So in other words, you can’t play the game with only 4 buttons.
Exactly. Though that was already obvious since you can’t do a Super without the Meter Burn button.
The macros really helps, thank you.
I don’t wanna sound like a total scrub, I have been playing fighting games for a few years now. But, I just recently started getting serious i.e. reading up on frame data, combo vids etc.
With that being said I’m having a bit of trouble follow along with some of the jargon I’ve been seeing for Injustice. Examples being some saying something like “j3” I assume Jump heavy? But then I see things like 112+s.B Are the numbers corresponding to the fight stick?
Saitsu, I can follow yours a bit better Light=1 Medium=2 etc etc But some of the other forms I’m grasping for answer. Any help would be hot.
Thanks in advance.
Alright, well when j. is used in Fighting Games, it’s most likely referring to a jump. So j3 would indeed be jump heavy.
When you see things like 112, it’s a string of buttons. So using Injustice lingo, you have to input in quick succession standing 1, standing 1 again, and then standing 2. In Injustice, or at least in my notation, any normals are just basic standing normals unless prefaced with a direction.
When a + is indicated, that means that the two buttons/commands on both sides of the + must be pressed at the same time. So for example, for a throw in this game it’s 1+3. That means you must press the buttons 1 and 3 at the same time (roughly, you’re allowed slight leniency for obvious reasons).
They can tech roll out of the unblockable. And is this really the place for that?
EDIT: They can’t actually, that’s surprising.
Any word on bounce cancels? I saw them in the tutorial and I wasn’t clear what they were used for.
A wall bounce or overhead dash cancel? I sometimes use one as DD to catch people with the grab, but otherwise I think it was set in the game to function as a pseudo FADC.
The ones where you’re doing a combo, input back-back+meter, and the character cancels straight into a wall/groundbounce right?
They’re good for mixups. Batman’s 1,2,3 chain his mid,mid,low. If they’re blocking you can bounce cancel the second hit with forward-forward+meter and you’ll get the overhead groundbounce instead of the low.