Injustice: Gods Among Us; New Game by NetherRealm Studios

I haven’t read very much of the new 52 stuff but what they did to StarFire is kind of fucking ridiculous.

I know she wasn’t exactly a saint before but they did have to turn it up to 11 with her.

She improved a lot since her 1st issue. They’ve delved quite a bit ito her origin since then and just finished a arc focusing on her and her sister. I still think she is a bit devoid of personality but her sexualization is pretty consistent with the theme of her book being a bunch of young horny adults being super heroes.

It’s still pathetic though, its not just her being a ho, its the whole thing with changing her look to be more hot model. For some reason getting rid of her fro really annoyed me, as a symbol of what went wrong with their characterization.

That change has pretty much hit almost all the new character designs as well. Every guy in the DCU now has a adonis built and looks like something out of a anne rice novel in terms of handsomeness. In superman #13, we have a shot of Clark in nothing but his boxers with all his perfectly toned muscles in full display…even beast boy was extremely well built and handsome in the new ravengers series. This new super model look is unusual but I guess it makes sense since all these people are suppose to be perfect and as such fit in line with ideal perception of beauty.

Although seeing slade almost nude would zealot was a bit uncomfortable cause they even managed to make a old man look"hot"…man DC is sure zarbon these days.

I fucking hate that a lot of artist try to make the characters looks perfect, as if ugly people cant get superpowers unless they’re really ugly or the superpowers change the way they look and average looking super people are rare.

Wonderwoman is a good example, she should look good but slightly masculine and tough with some noticeable muscle, not like some dainty little flower.

This is mainly a DC thing, Marvel does it too sometimes but it isn’t nearly as bad.

you mean she should look the way she looks in Injustice? ><

She does look tough in the new 52 stuff that I’ve seen…

They turned it up a little too much maybe.

I also think she isn’t big enough in a lot of her appearances.

Amazonians are supposed to be large women(not fat but big and tall), her and Barda should be around the same height.

I think in the old myths about amazons they were normally depicted as sort of a average in height and build. At least from those ancient vase drawings and such it always seemed like they had typical female bodies. I get the impression that the muscle bound amazon was more a of modern interpretation but I could be wrong. Anyways I think WW should be a bit more muscular but maybe just in definition and not mass. I think Kitana and female ninjas in MK9 have bodies that are more appropriate towards a amazon body. They are still feminine and beautiful but clearly also developed and athletic.

Also amazon women are fighters that train to strengthen their body and are not body builders. Female athletes generally are not far off from the bodies we see in comics…minus the tits and ass.

The US track team women all looked like F’ing superheroines to me. If anyone looks at pics of them they look like Amazons to me.

Hell pretty much anyone of the black female runners had a great blend of sexy and fierce muscles.

lets go minus the unnecessary masectomies though.

(That amazons had, not star athletes)

Okay, actual technical discussion for a change. Since it’s confirmed to use the traditional “animu” 4 button (low, mid, heavy plus special) control scheme, does the game now use LMH chains, or still 3D style canned strings?

“Canned strings” as you put it.

They said the combo engine will feel familiar so I’m assuming it will be like it was in MK9. Nothing in the gameplay vids suggest a chain system from the looks of it…although there is a launcher system which seems a bit odd for a non-chain combo engine.

Weird, I never really adapted to how MK9 used 3D style canned strings in a 2D game.

The other thing I’m pondering is on how effective are cross-ups in this game, considering that it’s a more traditional “back to block” game now.

A progression of strengths hasn’t always meant assumed chains, only the later marvels popularized that and Capcom is really the only company married to it. Their earlier chain games like darkstalkers, cota/msh had a variety of chain scheme, zig / zag, top down, bottom up, etc. Some characters didn’t even have chains.

@d3v, NRS’ combo design has leaned closer to 3d games as far as back as MK3 when the “strings” jumped all over the button scheme and no two characters had the same combo layout. MKT had some characters with combos that were literally just the same button 4x. Also, its important to note that while its back to block it doesn’t feature animation lock, you still move backward until the moment of impact and more importantly jump attacks still turn around from behind so you will have access to your full jump in combo options regardless of how deep or shallow your cross up is.

@Danx, its always kind of assumed that MK is trying to be street fighter, but it has really been trying to be tekken (or something more hybrid like Bloody Roar) much much longer. They dropped the 3d dimension in 9, but the back and forth is still way more akin to Tekken pressure than SF4 footsies. I’m thinking the addition of trades is going to have a way huger sf style impact on this than back to block will.

So basically, no proximity guard.

I’m a bit confused on what this means. So you get the same combos from cross-ups no matter how deep or shallow, regardless of hitstun and how long it takes for you to hit the ground? Or you get the same combo from a jump-in regardless of whether or not it’s a cross up?

How so?

Also, won’t cross-ups allow for a more involved oki game, 50/50 wakeup vortex options and more opportunities for resets?

argh, fucking login time out. Okay, here’s the short version.

a) I don’t know that term.
b) You know how Guy can only cross up with one button from very specific spacing? With autocorrect air normals he could j. mk into full combo any time anywhere.
c) MK already has that stuff. What it doesn’t have is a way to make Kabal think twice about nomad dash cancels. If your fastest poke is a d+1, and the other guys is a string that’s safe on block and ends with a launcher, or reset. You might as well just sit there punch yourself in the dick until you get a bar of meter.

Basically, forcing your opponent to block on whiff.

But wont the fact that you can force them to have to guess between left or right to block on wake-up add more?

Is that a thing? do people actually do that on purpose?

It was lost to the SRK timeout monster but lots of games have cross ups where it doesn’t turn into the huge maybe unblockable safe jump cluster fuck that happens on every knockdown in SF4, even other SFs don’t have the emphasis 4 does. But there isn’t a single SF that isn’t footsie heavy, and that all boils down exclusively to trades.

Not to mention, if Injustice retains MK9s “stay down” mechanic, guaranteed knockdown 50 50s won’t even exist.