Injustice: Gods Among Us; New Game by NetherRealm Studios

I’m hoping that the main this game does is get more people interested in the genre. For the most part you will rope in more comic book fans. It comes from netherrealm roots so that accounts for the MK fans, and honestly I hope it is good enough to warrent thier support of this game and then MK can finally have a rest and hopefully this will take its place at most tournaments. The this character beat that character debate was bound to happen as these are comic book fans with little to no fighting game exp. So hopefully these same people will get fired up enough to prove everyone else why the joker deserves to lose to lex and actually get good at the game and who knows they might actually start showing up to tourneys to support it, and there you have it we have a game with one more new follower. Next time something like this happens hopefully the game will be on a tournament roster and you can post hey this game is going to be at X,Y,Z tourney in the Midwest come show us what you can do with Lex vs Joker because Im sure someone will use him. Thats the most important aspect of it all.

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<div class=“QuoteAuthor”><a href="/profile/51072/LivewireX">LivewireX</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/27623/KCJ506">KCJ506</a> said:</div>
<div class=“QuoteText”><p>It’s astounding how seriously some people seem to be taking this game. I mean go to Youtube videos and you’ll come across comments like “Joker shouldn’t have beat Lex!” Yes logically that would have happened, but that’s not the case here. Have these people played fighting games before? The purpose is to create matchups of whoever you want and have fun kicking ass. Not to restrict two characters from going head to head or having certain characters always winning because of logistics.</p><p>This is how fighting games are. In Street Fighter, you got joke characters like Dan that can beat someone like Akuma, who’s name literally means the devil, because gameplay is different from story. It’s like getting mad because Cloud didn’t use a Phoenix Down to revive Aerith in FF7. Gameplay =/= story.</p><p>I don’t remember these kinds of complaints about the Marvel vs Capcom games. And those had even more over the top stuff. Joker being able to beat Lex is no less ridiculous than Spider-man or Hawkeye being able to beat Thor or Dormammu. And before someone says Spider-man has defeated characters stronger than him, I’m talking about in a straight up fight. As in toe to toe. Not quite the same as a strategic
planned out form of attack.</p></div>
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<br><div>Pretty much. I don’t care how manly Haggar is, if it was a straight up fight, Dormammu or Phoenix would just incinerate him without blinking.</div></div>
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That would be a mistake on their part<br><br>[details=Spoiler]<br><br><img src=“http://fc04.deviantart.net/fs70/f/2011/033/5/5/real_men_wear_skirts___of_fire_by_dhim-d38o1aq.gif”><br>[/details]<br>

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<div class=“QuoteAuthor”><a href="/profile/84515/GespenstRitter">GespenstRitter</a> said:</div>
<div class=“QuoteText”>This game has some of the widest stages ever seen in a 2D fighter, and most characters have a decent amount of moves that knocks the opponent back a full screen away or close to it.<br>
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So why is it that movement is largely restricted to these dinky little dashes and awkward jump arcs that barely go any horizontal distance?</div>
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<br><div><br></div><div>To be fair though, may characters have different mobility tools besides excessive jumping, for instance Wonder Woman and Super Man both have an air dash, Batman has a glide, and I coulda sworn I heard somebody had a double jump.</div><div>With that said, I think it would be cool if every character had a super jump.</div>

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<div class=“QuoteAuthor”><a href="/profile/9324/Jocelot">Jocelot</a> said:</div>
<div class=“QuoteText”><br><div>To be fair though, may characters have different mobility tools besides excessive jumping, for instance Wonder Woman and Super Man both have an air dash, Batman has a glide, and I coulda sworn I heard somebody had a double jump.</div><div>With that said, I think it would be cool if every character had a super jump.</div></div>
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Well son, take a guess … The god damn Batman has the double jump :-7 Plus the additional glide as you already mentioned it. <br>

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<div class=“QuoteAuthor”><a href="/profile/22597/rayplay">rayplay</a> said:</div>
<div class=“QuoteText”>I remember watching Green Arrow’s trailer, and a single dash went like, half screen super fast. Like Makoto’s dash on crack.</div>
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Were we watching the same trailer? It looked like his dash went about maybe a fourth of the screen to me.<div><br></div><div>He does, however, have one of the better jump arcs. Even if it is slow as all hell.</div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href="/profile/24726/CitizenCIA">CitizenCIA</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/84515/GespenstRitter">GespenstRitter</a> said:</div>
<div class=“QuoteText”>This game has some of the widest stages ever seen in a 2D fighter, and most characters have a decent amount of moves that knocks the opponent back a full screen away or close to it.<br>
<br>
So why is it that movement is largely restricted to these dinky little dashes and awkward jump arcs that barely go any horizontal distance?</div>
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Actually, I believe MK9 stages were larger from what I can tell. Some MK stages went on forever. But that game managed to stay fast paced. The ability to dash cancel helped that. We’ll see how this game handles that. There are characters with air dash, and dive kick type moves, I think the don’t cover much ground, but they’re pretty quick. I have a feeling this game will stay face paced and rush down centered. </div>
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MK9’s reliance on static dashes was just as bad, but at least about half the cast had a teleport to close the distance.<div><br></div><div>In Injustice, everyone’s advanced movement is still incredibly slow. Batman’s glide doesn’t cover much distance, and Superman and Wonder Woman’s airdashes are just as bad as their ground dashes (I think it’s noteworthy that in any given video, it’s incredibly rare that an airdash is actually used). Even Flash’s command run isn’t as fast as it should be (and frankly, its existence is comical. If anyone should be able to have a normal run for their dash, it would be him.) Cyborg’s grapple is the only thing I’ve seen that can go full-screen distances quickly, although being the ghetto Ouroboros that it is, it only goes in one direction, and that direction happens to be high in the sky above the enemy, rather than being right in their face to continue pressure. The whole “continuing pressure” thing is my major issue with the mobility in this game. Without running and decent airdashes and jump arcs, characters are too slow to make up the distance whenever they finish a combo. Every match video has the characters spend way too much time in neutral.</div><div><br></div><div>And that’s just one problem. This game is kind of a hot mess of bad design decisions.</div>

EDIT: You know what’s also a hot mess of bad design decisions? This forum structure. <span style=“line-height: 1.7em;”>Double post.</span>

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<div class=“QuoteAuthor”><a href="/profile/84515/GespenstRitter">GespenstRitter</a> said:</div>
<div class=“QuoteText”>In Injustice, everyone’s advanced movement is still incredibly slow. <br><i><b><br>Just like in MK9 various characters will have various movement speeds in Injustice. Sektor for example walks slowly, but his dash is insanely fast. Reptile walks very fast, but his dash is pure garbage. <br>One could say that a character like Solomon Grundy moves slowly, but he will probably have armor on his attacks to make up for it. Nightwing for example walks very slowly, but his dashes are very fast and his overall speed is insane. When you combine that with bouncing off from stage interactives, he can cover up a lot of distance. </b></i><br><br>Batman’s glide doesn’t cover much distance, and Superman and Wonder Woman’s airdashes are just as bad as their ground dashes <br><br><i><b>Batman’s glide isn’t supposed to take him from point A to point B. It’s there so that he could avoid incoming attacks better. Batman is also the only character with a double jump so far, which will grant him other advantages.<br>Superman’s and Wonder Woman’s airdashes are once again not there to close a lot of distance. They’re there to punish spamming zoners and especially if used with a divekick, which both of these characters seem to have. It’s damn strong actually. </b></i><br><br>(I think it’s noteworthy that in any given video, it’s incredibly rare that an airdash is actually used). <br><br><i><b>There is not even one single video where a good, competetive player plays the game on a high level. There were some tournaments in Russia and France, but they were garbage. The only acceptable video would be where CDjr tried out Green Arrow and there it looked like everything fights into it’s place.<br>When it comes to the NRS Injustice videos, don’t expect to see all too much dashing around either, since these videos are just there so that they could showcase you combo-potential and cool stuff.</b></i><br><br>Even Flash’s command run isn’t as fast as it should be (and frankly, its existence is comical. If anyone should be able to have a normal run for their dash, it would be him.) <br><i><b><br>The current Injustice Flash (besides all the easy ass combos which do too much damage) seems to be perfect.<br>In MK VS DC he was too fast and therefore had many advantages over the others. He is one of the best characters in the game, if not actually the best by far. In MK9 Kabal is probably the best character and Kabal too has some very nasty specials which are based around his speed.<br>This Flash now seems to be more balanced and that’s a good thing, since we don’t want him to be TOP 3 in the game, just because he is able to kill everyone on the DC Earth, before they even realize what’s happening, aight?</b></i><br><br>Cyborg’s grapple is the only thing I’ve seen that can go full-screen distances quickly, although being the ghetto Ouroboros that it is, it only goes in one direction, and that direction happens to be high in the sky above the enemy, rather than being right in their face to continue pressure.<br><br><i><b>Just wait for the game to come out. I have a feeling that Cyborg will be a very annoying character to deal with, especially because of his grappeling hook. It seems to be a perfect way to escape pressure, get to stage interactives, get in and punish opponents and so on. No need to bitch about that ability, but by now I don’t even think anymore that you know what you’re talking about. </b></i><br><br>The whole “continuing pressure” thing is my major issue with the mobility in this game. Without running and decent airdashes and jump arcs, characters are too slow to make up the distance whenever they finish a combo. Every match video has the characters spend way too much time in neutral.<br><br><i><b>Every match video features either people who don’t know what the fuck they’re doing, or people who know what they’re doing, but they have the task to showcase you some combos, stage transitions and supers.<br><br>http://www.youtube.com/watch?v=D-TeSQy7fRE <br><br>… that is probably the only video (the one I mentioned before), where you see someone playing who seems to know how you control the space in Injustice. <br>The thing with Injustice is that it’s not UMVC3. In UMVC3 you cover up the entire screen with 2-3 dashes, in less than a second, because the stages are not that huge / the two characters can’t separate from each other that much, while that’s the case in Injustice. The gap between them can be gigantic, because of the huge ass levels. <br>Still, it’s easy to go in and it also happens very fast, just watch the damn video. </b></i><br><div><br></div><div>And that’s just one problem. This game is kind of a hot mess of bad design decisions.<br><br><i><b>By now it should be clear that you don’t know what you’re talking about. Just wait for the game and play it for yourself. Or wait 1-2 weeks to see how the peoples reactions are. If everyone says the game suck, skip it. But making now false claims and trying to kill the game before it’s even out, is just … damn pathetic man. <br>And I really don’t know where the bad design decisions are supposed to be. It’s a game that will offer you more content than ALL the Capcom fighters together ever could and ever will. You will have a huge cast of characters and they will all have their trademark stuff, so repeating a character all over again won’t happen (as in does in some other fighters cough Shotos cough). <br>Just chill out and wait 2 more months. </b></i><br></div></div>
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<div class=“QuoteAuthor”><a href="/profile/84515/GespenstRitter">GespenstRitter</a> said:</div>
<div class=“QuoteText”>In Injustice, everyone’s advanced movement is still incredibly slow. Batman’s glide doesn’t cover much distance, and Superman and Wonder Woman’s airdashes are just as bad as their ground dashes (I think it’s noteworthy that in any given video, it’s incredibly rare that an airdash is actually used). Even Flash’s command run isn’t as fast as it should be (and frankly, its existence is comical. If anyone should be able to have a normal run for their dash, it would be him.) Cyborg’s grapple is the only thing I’ve seen that can go full-screen distances quickly, although being the ghetto Ouroboros that it is, it only goes in one direction, and that direction happens to be high in the sky above the enemy, rather than being right in their face to continue pressure. The whole “continuing pressure” thing is my major issue with the mobility in this game. Without running and decent airdashes and jump arcs, characters are too slow to make up the distance whenever they finish a combo. Every match video has the characters spend way too much time in neutral.<div><br></div><div>And that’s just one problem. This game is kind of a hot mess of bad design decisions.</div></div>
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<br>Can we PLEASE stop using footage off players who don’t even block to determine tactic viability in a fighting game?  <br><br>Please name one game that doesn’t look like a hunk of shit when its players are constantly jumping around, spamming specials and getting hit by every single thing that gets thrown at them.<br>

Mobility was not a problem at all in MK9, watch high level matches and dudes are zipping around the screen, dashes are short but their fast and recoer extremely quick.

<div class=“QuoteText”><blockquote class=“Quote”><a href=“http://forums.shoryuken.com/profile/74707/Mendis”>Mendis</a> said:<div class=“QuoteText”><i><b><br>Just like in MK9 various characters will have various movement speeds in Injustice. Sektor for example walks slowly, but his dash is insanely fast. Reptile walks very fast, but his dash is pure garbage.</b></i></div></blockquote></div><div>Wow, it’s as if this feature isn’t in every fighting game ever.</div><div><br></div><div>I know there are variable movement speeds. The point was that on average, the cast’s movement is slow and/or doesn’t cover much ground. There’s no reason why characters can’t do a normal run or that airdashes can’t maintain more momentum.</div><div><div class=“QuoteText”><blockquote class=“Quote”><div class=“QuoteText”><i><b>One could say that a character like Solomon Grundy moves slowly, but he will probably have armor on his attacks to make up for it. Nightwing for example walks very slowly, but his dashes are very fast and his overall speed is insane. When you combine that with bouncing off from stage interactives, he can cover up a lot of distance. </b></i><br></div></blockquote></div><div>Of course Grundy’s going to move slowly; he’s a grappler character. I’ll grant you Nightwing’s stage interactive mobility, but I still think his normal movement leaves a bit to be desired. And his car flips and such seem to be more for escape/positioning, anyway.</div></div><div><div class=“QuoteText”><blockquote class=“Quote”><i><b>Superman’s and Wonder Woman’s airdashes are once again not there to close a lot of distance. They’re there to punish spamming zoners and especially if used with a divekick, which both of these characters seem to have. It’s damn strong actually. </b></i><br></blockquote></div><div>Isn’t this a bit of an oxymoron? One of the ways to punish zoners <i>is</i> closing the distance. If their dashes and airdashes aren’t suitable for the job, then how are they effective? </div></div><div><div class=“QuoteText”><blockquote class=“Quote”><i><b>There is not even one single video where a good, competetive player plays the game on a high level. There were some tournaments in Russia and France, but they were garbage. The only acceptable video would be where CDjr tried out Green Arrow and there it looked like everything fights into it’s place.<br>When it comes to the NRS Injustice videos, don’t expect to see all too much dashing around either, since these videos are just there so that they could showcase you combo-potential and cool stuff.</b></i><br></blockquote></div><div>Yeah, that’s what’s troubling about this whole marketing campaign, is that outside of said Green Arrow video, there hasn’t been a single instance of there being any real, solid gameplay. And even that video highlights some of the issues I have with the fighting system in general.</div><div><br></div><div><div class=“QuoteText”><blockquote class=“Quote”><i><b>The current Injustice Flash (besides all the easy ass combos which do too much damage) seems to be perfect.<br>In MK VS DC he was too fast and therefore had many advantages over the others. He is one of the best characters in the game, if not actually the best by far. In MK9 Kabal is probably the best character and Kabal too has some very nasty specials which are based around his speed.<br>This Flash now seems to be more balanced and that’s a good thing, since we don’t want him to be TOP 3 in the game, just because he is able to kill everyone on the DC Earth, before they even realize what’s happening, aight?</b></i><br></blockquote></div><div>I honestly couldn’t care less about in-universe power levels or his MK vs DC status. I just find it silly that the Flash needs a command run to have actual speed, the startup for which (as well as the actual speed of the run itself) somewhat negates that.</div></div><div><div class=“QuoteText”><blockquote class=“Quote”><i><b>Just wait for the game to come out. I have a feeling that Cyborg will be a very annoying character to deal with, especially because of his grappeling hook. It seems to be a perfect way to escape pressure, get to stage interactives, get in and punish opponents and so on. No need to bitch about that ability, but by now I don’t even think anymore that you know what you’re talking about. </b></i><br></blockquote></div></div><div>Currently, Cyborg’s forward grapple is a one-direction, one-length shot that sends him about three character heights above the opponent if spaced correctly. Not exactly the best option for pressuring the opponent you can just dash and get away from it. (His backwards one is great for escape, though, because of everyone else’s gimped mobility.) I think the grapple would serve him better overall if he could fire at multiple angles.</div></div>

<div><div class=“QuoteText”><blockquote class=“Quote”><i><b>The thing with Injustice is that it’s not UMVC3. In UMVC3 you cover up the entire screen with 2-3 dashes, in less than a second, because the stages are not that huge / the two characters can’t separate from each other that much, while that’s the case in Injustice. The gap between them can be gigantic, because of the huge ass levels. <br>Still, it’s easy to go in and it also happens very fast, just watch the damn video. </b></i><br></blockquote></div></div><div>It’s exactly <i>because</i> of the huge-ass levels that the characters are desperately in need of the higher mobility in the first place. There aren’t that many fighting games with comparably large arenas, but the ones that do give their characters the movement options to cross that distance quickly. It takes about three to four slow, vulnerable jumps (I don’t think this game has air blocking. Correct me on this if I’m wrong.) for Catwoman to make it across the screen in that video. Why is this the case?</div><div><br></div><div>And about the “it’s not UMvC3” thing…</div><div><div class=“QuoteText”><blockquote class=“Quote”><i><b>And I really don’t know where the bad design decisions are supposed to be. It’s a game that will offer you more content than ALL the Capcom fighters together ever could and ever will. You will have a huge cast of characters and they will all have their trademark stuff, so repeating a character all over again won’t happen (as in does in some other fighters cough Shotos cough). <br>Just chill out and wait 2 more months. </b></i><br></blockquote></div></div><div>It’s pretty ignorant to assume that everyone who doesn’t like certain games or design decisions is some sort of Capcom fanboy or apologist. I’m an Arc System Works guy myself, with some KOFXIII and Skullgirls on the side. The only modern Capcom fighter I play is TvC. So saying “It’s better than Capcom!” is a complete non-argument.</div><div><br></div><div>The disappointing thing with Netherrealm is that they take this blockbuster set of modes and features that really push the fighting game genre forward in what to expect in terms of content, and then they attach it to games with shoddy base fighting systems. Sometimes I get the feeling that many of the folks at Netherrealms are frustrated filmmakers, because they put a disproportionately-high focus on cinematography as opposed to fine-tuning their gameplay engine. There’s no reason why any modern fighting game character should only have one super, and there’s even less of a reason for why most of them are used in the same way and all of them have the same effect. Out of the revealed Drives, many of them are rather uninteresting. Flash’s time slowing and Batman’s attack drone Batarangs are neat, but then you also have three characters with power-up Drives and at least two who eat up their Drive button with a weapon change, when that should just be a special move, granting the characters more normals. EDIT: Also, in true NRS fashion, everyone seems to share the same uppercut and jump-in attack.</div><div><br></div><div>EDIT 2: I can’t believe I forgot the most important thing, which is that they still have those 3D-style attack strings in a 2D game, which is awkward and clunky as all hell.</div><div><br></div><div>Aesthetically, it’s also a mess. They’re going for this super “hardcore,” “mature,” grimdark look with its character designs and story. And then they have everyone get bounced around and squashed like a Looney Tune during their stage transitions. Combined with the lack of in-game voices aside from standard grunts and the entrance and win poses, it just makes the game look soulless. If you’re going to do a hard, gritty look, then sure, go for it. If you want to have wacky cartoonish violence, go for it. Just be consistent.</div>

Supers are overrated, one per character is enough for me. I’m also glad that NRS do not copy the combo systems of other fighting games, they have their own style, they might look clunky at times, but they look realistic. I do agree that they could’ve done a better job with the character intros, but we’ve only seen half of them, I’ll wait until the completed product to start judging. Not trying to go off topic, but I’ve tried to get into ASW games so many times, but they always seemed boring to me, just because a game isn’t for you doesn’t mean it’s bad, you don’t see me bashing BlazBlue and Guilty Gear.

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<div class=“QuoteAuthor”><a href="/profile/84515/GespenstRitter">GespenstRitter</a> said:</div>
<div class=“QuoteText”><div><div class=“QuoteText”><blockquote class=“Quote”><i><b>The thing with Injustice is that it’s not UMVC3. In UMVC3 you cover up the entire screen with 2-3 dashes, in less than a second, because the stages are not that huge / the two characters can’t separate from each other that much, while that’s the case in Injustice. The gap between them can be gigantic, because of the huge ass levels. <br>Still, it’s easy to go in and it also happens very fast, just watch the damn video. </b></i><br></blockquote></div></div><div>It’s exactly <i>because</i> of the huge-ass levels that the characters are desperately in need of the higher mobility in the first place. There aren’t that many fighting games with comparably large arenas, but the ones that do give their characters the movement options to cross that distance quickly. It takes about three to four slow, vulnerable jumps (I don’t think this game has air blocking. Correct me on this if I’m wrong.) for Catwoman to make it across the screen in that video. Why is this the case?</div><div><br></div><div>And about the “it’s not UMvC3” thing…</div><div><div class=“QuoteText”><blockquote class=“Quote”><i><b>And I really don’t know where the bad design decisions are supposed to be. It’s a game that will offer you more content than ALL the Capcom fighters together ever could and ever will. You will have a huge cast of characters and they will all have their trademark stuff, so repeating a character all over again won’t happen (as in does in some other fighters cough Shotos cough). <br>Just chill out and wait 2 more months. </b></i><br></blockquote></div></div><div>It’s pretty ignorant to assume that everyone who doesn’t like certain games or design decisions is some sort of Capcom fanboy or apologist. I’m an Arc System Works guy myself, with some KOFXIII and Skullgirls on the side. The only modern Capcom fighter I play is TvC. So saying “It’s better than Capcom!” is a complete non-argument.</div><div><br></div><div>The disappointing thing with Netherrealm is that they take this blockbuster set of modes and features that really push the fighting game genre forward in what to expect in terms of content, and then they attach it to games with shoddy base fighting systems. Sometimes I get the feeling that many of the folks at Netherrealms are frustrated filmmakers, because they put a disproportionately-high focus on cinematography as opposed to fine-tuning their gameplay engine. There’s no reason why any modern fighting game character should only have one super, and there’s even less of a reason for why most of them are used in the same way and all of them have the same effect. Out of the revealed Drives, many of them are rather uninteresting. Flash’s time slowing and Batman’s attack drone Batarangs are neat, but then you also have three characters with power-up Drives and at least two who eat up their Drive button with a weapon change, when that should just be a special move, granting the characters more normals. EDIT: Also, in true NRS fashion, everyone seems to share the same uppercut and jump-in attack.</div><div><br></div><div>EDIT 2: I can’t believe I forgot the most important thing, which is that they still have those 3D-style attack strings in a 2D game, which is awkward and clunky as all hell.</div><div><br></div><div>Aesthetically, it’s also a mess. They’re going for this super “hardcore,” “mature,” grimdark look with its character designs and story. And then they have everyone get bounced around and squashed like a Looney Tune during their stage transitions. Combined with the lack of in-game voices aside from standard grunts and the entrance and win poses, it just makes the game look soulless. If you’re going to do a hard, gritty look, then sure, go for it. If you want to have wacky cartoonish violence, go for it. Just be consistent.</div></div>
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<br><div>I agree with certain things, mostly about the big stages, but I’m willing to give some benefit of the doubt for now since we haven’t seen any proper gameplay ever, not even that Green Arrow vid was very good, it was just showcasing things for IGN.</div><div><br></div><div>However I do disagree with a lot of other things.</div><div><br></div><div>Only having one super is fine because the gameplay isn’t really balanced around them being a factor, they are really there just for a flourish, they are very rarely ever actually worth using in a match, they scale poorly and are not worth the meter cost.</div><div><br></div><div>The hero traits are alright so far, Superman/Bane have the least interesting ones, I disagree about stance switching being a bad one, it completes changers a character, there normals, specials, walk speed, jump arc, everything about them changes, it might be visually boring, but it adds a lot to a character.</div><div>Grundy has a chain grab system with multiple routes, and if you complete a route, you get a buff. Green Arrow has trick arrow system allowing him to swap arrows out on the fly. Catwoman has like a older SF style super meter that gives her a super combo. We don’t really have any idea what most of the other characters have though.</div><div><br></div><div>Characters don’t have the same uppercut or jump in attack, unless you consider everyone in SF all have the same sweep or jump attacks.</div><div><br></div><div>There is nothing wrong with the 3D strings, I like them a lot, they’re basically just function like a magic series chain combo, only characters have like 7 of them and they all have different attributes, usually only 3 or 4 are useful though.</div><div><br></div><div>For the voices, they talk just enough, I don’t want Batman yelling Batarang everytime he throws a batarang, it’s is very obnoxious, BB and Persona are annoying to play because of it, even Marvel and Street Fighter suffer from it. 3D games have it right, characters should rarely talk in a fight. Though they could tone down the grunting.</div><div><br></div><div><br></div>

Even then for the stage’s I don’t think they will be a huge deal, I just need to see more of the characters. Right now the stages look to vary a lot, most stages are around the average MK size, but a few of them are even bigger, specifically the lex stage, and part of metropolis. Most of the other stages are fine length wise.<div><br></div><div>The problem you are having is that you are comparing this game to other games, when you should be comparing it to its cousin, Mortal Kombat.</div><div>There are a few differences, since there is no block button, dashes are unsafe now, however, they do twice sometimes three times as far, and jumping goes farther as well.</div><div>Back dashes seem just as terrible as MK.</div><div><br></div><div>If a character is designed to get in, then they will have the tools to get in. Through faster walk speed, projectiles that knockdown, fast advancing specials, armor, divekicks, or capture specials.</div><div>The revealed characters are already showing glimpses of this, Nightwing has a polevault special, Wonder Woman has a square wave punch, Batman has scorpions spear, but way better, Grundy has a sheeva stomp, Superman has bullshit instant air eye lasers, Catwoman has serveral fast advancing pounce moves, as well as a projectile dodge.</div><div><br></div><div>The stages are big, but there is no real reason to run away unless you are a zoning character, or if you want to run out the clock, but if you do that and just run away with out setting up a solid defense, you’re just going to get punished.</div><div><br></div><div>For the record, teleports are not really used to get in on people in MK, they can be used to punish things, but most knock the opponent away from you. The only character who can really abuse his teleport of that is smoke, and only a whiffed one after a knockdown.</div><div><br></div><div>And Cyrborgs grapple is not like Orobours, its mainly a tool for getting away, as he is a hybrid zoning character similar to Kabal.</div><div><br></div><div><br></div>

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<div class=“QuoteAuthor”><a href="/profile/59437/C-Sword">C-Sword</a> said:</div>
<div class=“QuoteText”>Supers are overrated, one per character is enough for me. I’m also glad that NRS do not copy the combo systems of other fighting games, they have their own style, they might look clunky at times, but they look realistic. I do agree that they could’ve done a better job with the character intros, but we’ve only seen half of them, I’ll wait until the completed product to start judging. Not trying to go off topic, but I’ve tried to get into ASW games so many times, but they always seemed boring to me, just because a game isn’t for you doesn’t mean it’s bad, you don’t see me bashing BlazBlue and Guilty Gear.</div>
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Having multiple supers gives you more options and tools to use with your meter, and I like having a lot of options and tools for my meters. Supers here are pretty homogenized; almost all of them are rush-in attack -> cinematic, and don’t seem to be useful outside of combo enders and last-chance gambles. With multiple supers, you can have a combo-ender super, a lockdown super, a power-up super, just more fun toys to play with.<div><br></div><div><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/80984/Lord%20Godfrey">Lord Godfrey</a> said:</div><div class=“QuoteText”><div>Only having one super is fine because the gameplay isn’t really balanced around them being a factor, they are really there just for a flourish, they are very rarely ever actually worth using in a match, they scale poorly and are not worth the meter cost.</div></div>
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I can’t really say I agree with this. Supers aren’t like Fatalities or Astral Heats or Instant Kills with the sole purpose of being a spectacle, or at least they shouldn’t be. They’re a vital tool for the character, and shouldn’t so gimped as to have them be largely pointless.</div><div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”><div>The hero traits are alright so far, Superman/Bane have the least interesting ones, I disagree about stance switching being a bad one, it completes changers a character, there normals, specials, walk speed, jump arc, everything about them changes, it might be visually boring, but it adds a lot to a character.</div><div>Grundy has a chain grab system with multiple routes, and if you complete a route, you get a buff. Green Arrow has trick arrow system allowing him to swap arrows out on the fly. Catwoman has like a older SF style super meter that gives her a super combo. We don’t really have any idea what most of the other characters have though.</div></div></blockquote>I’m perfectly fine with stance-switching being a thing, but I’m not too thrilled with the stance switching eating up a button. As a BB example, Litchi’s stance switches are all tied to attacks, so she doesn’t lose normals by having a stance-change button, and Nu’s is tied to a special attack (though it isn’t her main Drive), so she gets to keep a huge wealth of moves. But on the other hand, you have poor Izayoi, who misses out on an entire button of normals because her Drive button is dedicated entirely to her stance change. (Still looks fun, though.)</div></div><div><br></div><div>Those other Drives you mentioned (save Catwoman’s) sound interesting enough, but I’ll have to see more of them before I can really comment, since NRS hasn’t had anything dedicated to exploring their Drives in depth. Which is sort of odd.</div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”><div>Characters don’t have the same uppercut or jump in attack, unless you consider everyone in SF all have the same sweep or jump attacks.</div></div></blockquote>Okay, I was admittedly mistaken on the jump-ins, but according to <a href=“http://testyourmight.com/threads/dmg-cd-jrs-nycc-injustice-impressions.24561/”>this</a>, they do share an uppercut and a wall bounce. And I’m fine with universal tools (all my favorite games have them), but characters have to have fairly significant variations in those tools. However, it is possible that the lack of gameplay footage is hiding that they are more different that it looks like.</div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”><div>There is nothing wrong with the 3D strings, I like them a lot, they’re basically just function like a magic series chain combo, only characters have like 7 of them and they all have different attributes, usually only 3 or 4 are useful though.</div><div><br></div><div>For the voices, they talk just enough, I don’t want Batman yelling Batarang everytime he throws a batarang, it’s is very obnoxious, BB and Persona are annoying to play because of it, even Marvel and Street Fighter suffer from it. 3D games have it right, characters should rarely talk in a fight. Though they could tone down the grunting.</div></div></blockquote>This is where personal preference plays a huge role, because I still find them really wrong and awkward. I like a freer gatling system instead of being locked into preset combos, and the fact that you input all of the moves in a string earlier than when they actually play out just seems off in a 2D game.</div><div><br></div><div>I like the ASW/SG constant chatter because it feels like I’m really playing a character instead of a set of walking hitboxes. Especially because in many cases, they’re not just constantly shouting move names, but stringing together sentences that are different based on the character they’re fighting against.</div><div><br></div>

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<div class=“QuoteAuthor”><a href="/profile/84515/GespenstRitter">GespenstRitter</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/59437/C-Sword">C-Sword</a> said:</div>
<div class=“QuoteText”><br></div></blockquote><div><blockquote class=“Quote”><div class=“QuoteAuthor”><br></div></blockquote></div><div><br></div></div>
</blockquote><font face=“Arial, Verdana”><span style=“line-height: normal;”><div><font face=“Arial, Verdana”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>Supers and X-rays are basically astral heats/fatalities/instant kills though, they’re just casual fodder crowd pleasers. It doesn’t really gimp a character because they are never balanced around their supers. I’m sure some characters will use them, like in MK9, Kung Lao, Reptile, and Kitana did get good use from the X-rays.</span></font></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>The hero traits are not as fancy as drives, but they were never really meant to be, they are just something to help set characters a part, and when you have to make one for 30 characters, some might not end up being as interesting as others. Why they chose to give NW and WW a stance button, is probably homage to their past games, which everyone could switch stances like that, well everyone had 3 stances.</span></font></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”><br></span></font></div><div>Everyone has a uppercut, but there not really uppercuts, their launchers like in Marvel games, you can even combo off them. Every animation is different, with different startup and recovery, its not like MK.</div><div>Everyone also has a wall bounce and a ground bounce, which are F3/B3. However these are not just mere universal attacks, their a whole weird system. Easy way to explain it would be to say, their kinda like focus attacks from SF4. You can charge them, you can dash cancel them, for meter you can cancel normals and strings into them, and you can even kinda use them to FADC to make unique juggle combos. If you do a naked one, you can use the meter button to waste 2 bars and give them armor. They also have different animations and all that, Harleys is a very slow mallet attack, where as Catwomans is a very fast advancing pounce.</div><div><br></div><div><br></div><div>I can understand why you don’t like strings, maybe its because I played more Soul Calibur then 2d games that I’m cool with it, I like the strings because they usually provide a wide range of visually interesting normals. The whole dial combo feel is kinda weird for MK, but they did that even before they went 3D. MK3 had it. </div><div><br></div><div>I very VERY much disagree with the voice part, I had to mute BB after a week, and Persona in Japanese is my worst nightmare come true.</div><div><br></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”><br></span></font></div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”><br></span></font></div>

As you said, a lot of it really does come down to personal </span></font><span style=“font-family: Helvetica, Arial; line-height: 18px; color: rgb(34, 34, 34); background-color: rgb(255, 255, 255);”>preference, and in a lot of ways, MK and Injustice are like the antithesis for anime games, they are both very different styles of fighting games.</span><div><font color="#222222" face=“Helvetica, Arial”><span style=“line-height: 18px;”>The stuff you don’t like, others like a lot and wouldn’t want changed.</span></font></div><div><font color="#222222" face=“Helvetica, Arial”><span style=“line-height: 18px;”>So really all I can say is that this game, and MK, maybe just aren’t for you?<br></span></font><div style=“font-family: Arial, Verdana; line-height: normal;”><br></div></div>

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<div class=“QuoteAuthor”><a href="/profile/80984/Lord%20Godfrey">Lord Godfrey</a> said:</div>
<div class=“QuoteText”>Even then for the stage’s I don’t think they will be a huge deal, I just need to see more of the characters. Right now the stages look to vary a lot, most stages are around the average MK size, but a few of them are even bigger, specifically the lex stage, and part of metropolis. Most of the other stages are fine length wise.<div><br></div></div>
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I was looking at some MK9 EVO matches for comparison. While the stages are quite long, and it takes a while to reach the corner, the amount the screen stretches as players move away from each other–the actual playing field–seems significantly smaller than in Injustice.<br><div><br></div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”><div>The problem you are having is that you are comparing this game to other games, when you should be comparing it to its cousin, Mortal Kombat.</div><div>There are a few differences, since there is no block button, dashes are unsafe now, however, they do twice sometimes three times as far, and jumping goes farther as well.</div><div>Back dashes seem just as terrible as MK.</div></div></blockquote></div><div>Guilty as charged. MK isn’t my type of game, and with the initial knowledge that the game would have airdashes, traditional blocking, and my the control scheme of my favorite game, I was sort of hoping for something that strayed further away from MK’s mechanics and into some of the games I liked. But that didn’t happen, and subsequent reveals about the engine haven’t made things better.</div><div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”>And Cyrborgs grapple is not like Orobours, its mainly a tool for getting away, as he is a hybrid zoning character similar to Kabal.<br></div></blockquote></div><div>I know it’s not Ouroboros, but I totally wanted it to be. X D</div></div><div><br></div><div>I do like how Batman has Hungry Coils.</div>

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<div class=“QuoteAuthor”><a href="/profile/84515/GespenstRitter">GespenstRitter</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/80984/Lord%20Godfrey">Lord Godfrey</a> said:</div>
<div class=“QuoteText”>Even then for the stage’s I don’t think they will be a huge deal, I just need to see more of the characters. Right now the stages look to vary a lot, most stages are around the average MK size, but a few of them are even bigger, specifically the lex stage, and part of metropolis. Most of the other stages are fine length wise.<div><br></div></div>
</blockquote>

I was looking at some MK9 EVO matches for comparison. While the stages are quite long, and it takes a while to reach the corner, the amount the screen stretches as players move away from each other–the actual playing field–seems significantly smaller than in Injustice.<br><div><br></div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”><div>The problem you are having is that you are comparing this game to other games, when you should be comparing it to its cousin, Mortal Kombat.</div><div>There are a few differences, since there is no block button, dashes are unsafe now, however, they do twice sometimes three times as far, and jumping goes farther as well.</div><div>Back dashes seem just as terrible as MK.</div></div></blockquote></div><div>Guilty as charged. MK isn’t my type of game, and with the initial knowledge that the game would have airdashes, traditional blocking, and my the control scheme of my favorite game, I was sort of hoping for something that strayed further away from MK’s mechanics and into some of the games I liked. But that didn’t happen, and subsequent reveals about the engine haven’t made things better.</div><div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”>And Cyrborgs grapple is not like Orobours, its mainly a tool for getting away, as he is a hybrid zoning character similar to Kabal.<br></div></blockquote></div><div>I know it’s not Ouroboros, but I totally wanted it to be. X D</div></div><div><br></div><div>I do like how Batman has Hungry Coils.</div></div>
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<br><div>The stages vary in size pretty drastically in both this and MK, to a point where counter picking stages is a thing, its even a running joke in the MK community, with Kabal and rooftop day.</div><div><br></div><div>Their are small stages in MK like the pit, and the biggest stage is rooftop day.</div><div><br></div><div>Most of the injustice stages are around MK size, however their are a few stages like the first part of metropolis, all of insurgancy(the level in the green arrow vid) and part of Fortress that are bigger then any MK stage, and that is wear some of my worry comes from.</div><div><br></div><div>With out the block button you can’t cancel dashes anymore and that was a huge deal for getting in on zoners.</div><div>So I’m very curious to see how characters are designed in this game, to see if their are moves with projectile invincibility and what not, because right now in theory fighter, zoners/keep away characters have a big advantage.</div><div><br></div><div>However in the end it’s really pointless to worry right now because in basic NRS fashion, we have no idea how the game will play, or how most characters are set up, so we will just have to wait and see.</div><div><br></div><div>Off topic, not a huge fan of SRK’s forums. Hate their quote system.</div>

<div><br></div><div>

<br>It’s too early to tell how fast the cast moves across before the game comes in the hands of playings who know what they are doing.  MK9 character moves across the screen much faster than SF4 characters do<br><br>UMVC3 didn’t have Magneto zipping the way he does now.  After release discover Magneto had plink/wavedashing that’s not something players who.  Hell UMVC3 double dash glitch too which wouldn’t discovered until after release as well.  Advanced movement display very well by pre-release matches. <br><br>There is no telling what Injustice might have after release as well.  You can’t really judge how advance movement works yet IMO. <br><br></div>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/80984/Lord%20Godfrey">Lord Godfrey</a> said:</div><div class=“QuoteText”><font face=“Arial, Verdana”><span style=“line-height: normal;”><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>Supers and X-rays are basically astral heats/fatalities/instant kills though, they’re just casual fodder crowd pleasers.</span></font></div></span></font></div></blockquote><div>I guess I just find it a waste, because they didn’t have to be.</div><div><br></div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”><font face=“Arial, Verdana”><div><font face=“Arial, Verdana”>The hero traits are not as fancy as drives, but they were never really meant to be, they are just something to help set characters a part, and when you have to make one for 30 characters, some might not end up being as interesting as others. Why they chose to give NW and WW a stance button, is probably homage to their past games, which everyone could switch stances like that, well everyone had 3 stances.</font></div></font><div><div><br></div></div></div></blockquote></div><div>I believe that giving 30 characters unique Drives can be done with a little bit of ingenuity. The reason why I absolutely love the Drive mechanic to begin with is because it makes every character play completely differently from one another. Clone characters simply cannot exist.</div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”><font face=“Arial, Verdana”><div><span style=“line-height: 1.7em;”>Everyone has a uppercut, but there not really uppercuts, their launchers like in Marvel games, you can even combo off them. Every animation is different, with different startup and recovery, its not like MK.</span><br></div><div>Everyone also has a wall bounce and a ground bounce, which are F3/B3. However these are not just mere universal attacks, their a whole weird system. Easy way to explain it would be to say, their kinda like focus attacks from SF4. You can charge them, you can dash cancel them, for meter you can cancel normals and strings into them, and you can even kinda use them to FADC to make unique juggle combos. If you do a naked one, you can use the meter button to waste 2 bars and give them armor. They also have different animations and all that, Harleys is a very slow mallet attack, where as Catwomans is a very fast advancing pounce.</div></font><div><div><br></div></div></div></blockquote></div><div>I’ll take your word for it, and if this is the case, then it is certainly better than how it read on paper.</div><div><br></div><div><blockquote class=“Quote”><div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/80984/Lord%20Godfrey”>Lord Godfrey</a> said:</div><div class=“QuoteText”><font face=“Arial, Verdana”><div><span style=“line-height: 1.7em;”>I can understand why you don’t like strings, maybe its because I played more Soul Calibur then 2d games that I’m cool with it, I like the strings because they usually provide a wide range of visually interesting normals. The whole dial combo feel is kinda weird for MK, but they did that even before they went 3D. MK3 had it. </span><br></div><div><br></div><div>I very VERY much disagree with the voice part, I had to mute BB after a week, and Persona in Japanese is my worst nightmare come true.</div></font></div></blockquote></div><div>I completely agree that it’s a preference thing. For me, canned strings feel natural in 3D games, because that’s the way they’ve always been, but in 2D, I have different expectations, and it just feels off.</div><div><br></div><div>The DC characters don’t have to be complete chatterboxes, but I at least want to feel like I’m playing as Flash instead of Generic NRS Male who happens to have Flash’s moves.</div>