Injustice: Gods Among Us; New Game by NetherRealm Studios

Stream is over.
Lex zoning looks interesting, i like that the orbs stay out even if he is hit, it helps to stop the pressure game of the opponent, not to mention that they can help to make nice setups with his other zoning tools.

That’s not really an important distinction. It’s in significant parts the same team members that worked on the older MKs anyway.

EVO lost any real credibility as being the epitome of quality fighting game tournaments years ago. At this point, it’s just the biggest, nothing more.

Well, look at the two mechanics I mentioned. I covered why Wager is the dumbest thing a few pages ago already. And airdashes not having any of the properties that make them work just goes to show that NRS doesn’t really have a clue as to why airdashes are implemented in the first place. It seems like they just said, “Well, some popular games have airdashes, and some of our characters can fly…airdash!!!” And then they just threw the mechanic in there with no forethought.

This is entirely true, I don’t disagree with you at all on that front, but do they make carefully-crafted, well-designed games? Because that’s the angle I was really going for.

Who’s fighting? This is spirited conversation.

I think that is still to early to tell how those mechanics will work in the future, specially because the only thing that we have to test them is a demo based on an old build.
I understand that it can be worrisome since the mechanics can make or brake a game, but over all i feel that mk9 was a good game and for what we have saw so far with injustice it is heading to a good direction.

Do you have same amount of health on round 1 and “round 2”?
Maybe it’s just me, but stage transitions do little too much damage. Especially when you can combo into them.
So you can’t attack before, during or after air dash? Sounds weird.

Why does everyone say this as if basic mechanics are going to magically transform to something completely different for the final product?

Because mechanics can change between a build and another, the developers can change the properties and how they work, for example we don’t know if the air dashes will retain the way that they work in the demo in the final release.

She’s got the same style of airdash in the PAX demo, and that’s supposed to be one of the most recent builds. They aren’t going to overhaul how their dashes work three weeks before release.

It is, because even if some of the designers and artists are the same, the way Midway ran things and the way NRS/WB runs things is entirely different. Since WB owned them, since they became NRS they’ve been doing things an entirely different way.

Totally your opinion being passed off as fact. To be honest, Evo gives its tournaments to the games that have communities, games that are poorly made competitively to the point where the game isn’t exciting at a high level won’t get a community.

Wager being the “dumbest thing ever” is again your opinion being passed as fact. I think its an interesting mechanic to make players carefully stock meter and plan their next attacks. I like how the attacking player can’t really lose anything, if he chooses to. Its probably only going to be used when it REALLY has to be used, (like to break a combo that will kill) since attacking players; unless they have a guaranteed win, will probably not take the bait and spend all their meter and allow the defending player to gain a little health back (that he probably needs to help comeback). This is going to be a high damage combo game, especially with meter, So maybe getting a little life back isn’t as important as having meter for when you land your next hit. So my point = if its close, having meter is more important than clashing, unless you absolutely need to. And then you’re still at a disadvantage.

Its definitely there smartly when you remember that this is a one round 2 life bar fighter to help one player even have a slight fighting shot if he got really dominated in the first “round”. Allowing them to stop a combo and gain a little life back can help for a comeback, and make up just very slightly for a bad first half. Its useful while not being way over powered like many comeback mechanics have been recently. My point here = if you’re very far behind which is more possible in a 1 round fighter, this becomes a useful mechanic to make up for previous mistakes.

As for air dashes, you are just assuming they put no thought into it, but you know…I’m willing to bet they did. Perhaps they didn’t want the few characters with air dashes to be more powerful than characters without air dashes? This isn’t an anime fighter where every character except maybe the grappler has an air dash. If they made it too good then that might hurt balance don’t you think? When probably half the cast has an air dash. I’m sure they will have their uses, but they won’t be primary ways of movement. And thats fine, its not that type of game.

Seems more like they have their head on straight about what the casual and competitive want “in” a fighting game are more or less the same.

They did cater to each group separately feature wise (frame data, a good training mode for one, a bunch of single player mini games, unlocks and story stuff for the other). They, of course, went a little flashy for the spectacle with the supers and stage transitions but they had enough common sense to freeze the clock.

Honestly, I look at and think about the game and I think this is an amazing balance of appealing to both tastes! I am genuinely impressed. The game seems fun to me, I’m looking forward to it.

Any problems that might hurt its “competitiveness” like gamebreaking bugs or 1-2 characters that dominate the entire roster can be fixed so I don’t see how it’ll be bad. The only thing would be “do people want to play it like that” and I’m sure people would even if those above problems existed.

Every time the CPU activates Wager, I bid 0 meter. Goku style, son. I want this fight to last longer.

Thats the way I assume its always going to go when someone activates wager with more than 2 bars. Make them waste their meter. Which then of course creates another meta game of “If he’s going to pick to use no meter and let me use 3 meters in an attempt to beat his 2 meters, what if I just use 1 meter.” And then the attacking player is like “Nobody ever uses meter for this shit, I bet this idiot thinks I’m going to do that too, and is going to use 1 meter…nope, I’m using 2 meters” And now you have an interesting mechanic. SCIENCE

We don’t know how many builds are after the Pax one or if it was one of the most recent, we also can’t discard the idea that they received input from the players and made changes to it, also, the airdashes not always work the same for every character on the games that they have it, not to mention that they don’t work the same on different games that sport them, look at HnK, where when you do an attack the air dash lost its momentum and you make a semi triangle jump.

Perhaps they want that her airdash serves as a positional tool and not as a pressure tool, who knows, it certainly can have its use.

Even on games where everyone has air dashes, those not work the same for everyone, they can differ on startup, distance traveled, from what frames they can start an attack, etc, etc.

Sirlin’s going to be kicking himself for not implementing wager in a fighting game first.

Of course of course. Its just the having an air dash and not having an air dash can be a pretty huge deal in a fighter where air dashes are really useful at least in the sense they are useful in a GG type game. That was my point. Making them work differently in this game could just be a way to balance it out. Though you kind of said the same thing in your post.

It seems very odd that people are taking to the Wager system, but I’m glad to see so many people being open minded. Comparing Injustice pre-release talk with MvC3 pre-release talk is night and day.

From my experience, capcom games players usually are less open minded to drastic change to the formulas already established on the games of their preference.
It also helps that Injustice is a new IP so it doesn’t have to adhere to any previous convention outside maybe certain design philosophies of NTR

I don’t know enough about the wager system. If you can use it at the end of a combo and get ALL the life you lost back, I’ll hate it. If it’s capped to like 10%-20% of you life bar, okay.

Wager simply means “don’t burst if you don’t have more meter than your opponent.” Though I do foresee situations where losing players refuse to waste meter on the first “round” (even if it could net them a comeback) just to make sure they have meter for it in the second “round.”

They’ve always said “some of your life back” I believe if I remember correctly, at least from the demo, if you spend 4 bars you get 30% back. the percentage being of one bar. so, really 15% of your total health.