I worked at a walmart. They get all their games REALLY early (most games launch on a Tuesday, and they will recieve them on the previous Saturday). It won’t show on the system, because of the box that says “DO NOT BREAK STREET DATE” and all that nonsense. Until merchandising in the back scans it into the system, it’s always gonna read “still on route”.
Wow, the Game Stop midnight release was actually pretty damn hype. They had a huge ass TV and people doing some matches during the wait. I got to play against a Batman who had obviously been practicing on the demo because I bodied him with Flash as soon as he switched characters. Saw another dude get a perfect with Wonder Woman.
Too much hype. Putting my Red Son code in right naow.
I have no car, but I manage to somehow get off at 9:45 PM and catch a bus. Walk for 15 mins, wait a couple hours, finally get the game. Have to find a ride back, manage it, and go to put in my disc and…
It won’t take it.
I nearly tossed it out the window…not Injustice, but my PS3.
If that’s not a case for no interactables in tournaments, I don’t know what is. Banning random stages is silly, just removing the ONE problem with the mechanics of the game would be absolutely perfect.
I’m not sure what you mean, dude. I’ll just explain the trait:
You use venom, each stack lasts for a certain amount of time and adds a percentage of damage/armor per stack. You can have up to three stacks.
Say, if each dose of venom lasted five seconds, I could blow my load and pop them all at once and have five seconds of UBER damage, or you could go 4 seconds of one stack, 4 seconds of two stacks and 5 seconds of 3 stacks. As far as I know, the powered down period doesn’t stack with the duration, just how many stacks you’ve used. So that’s 13 seconds of extra damage, but it’d only have 5 seconds of cooling down, where you can’t reactivate venom, you do less damage and you take more. After it has cooled down, you revert to normal damage, both given and taken, as well as gain the usage of your venom again.
Fail, and I shouldn’t have to explain why, but I will:
He has to start it in the corner, specifically facing out of the corner and with the opponent right on top of him. Try getting a zoner in that position.
He has to use a corner interactable that allows him to continue the combo. Not every stage has one.
He has to go 3 venom stacks, which brings up two possible problems: If he cannot apply any stacks, he gets nowhere near that much damage. Also, he will be vulnerable almost immediately following the end of the combo, which could make a normal combo devastating to him. Two-edge sword, my friends.
He has to extend it with an interactable once he reaches the middle of the stage. Not every stage has one…wait, didn’t I just say that? In fact, concerning my first and fourth points, the bottom part of the stage in the demo has neither of these. Good luck trying this combo there!
He has to have all four bars available to end it with super for the 102%. Don’t have 4 bars? Aww, too bad. Guess you have to settle for an 81%, which leaves me still with my first bar of health, and time to kick your venom doped-up arse. Even if he does pull off the 102%, he will be meterless, venom-blocked, and you will have gained a ton of meter yourself.
Add in the always-present random chance that combo may drop, and the fact that you can’t do it in every stage + random selected stages…
Yeah, still no point in banning interactables or transitions. Just learn to analyze the weaknesses of something that seems overpowered and use that knowledge to your advantage, instead of whining and begging for someone else to take drastic measures just to make you feel better so you don;t even have to lift a finger.
Thats actually exactly how it works. For example, one basic combo of his does roughly 20 percent. After powering down from 3 stacks, that same combo only does 9 percent. He also takes more damage after powering down, allegedly.