Interactables have grown on me a bit now that I’ve got a better grasp on all the stages. I still think the fortress interactable needs to scale a bit, as I’ve hit people with 80% combos from it a couple of times and felt dirty, but besides that I can see them being a good part of the game. Some of the set-ups with cars/wreckage is nasty, especially with Bane who can control their positioning on a knockdown.
to s0viet, the way you beat bane’s charge is that you jump over it right as it’s going to hit you and then punish his massive recovery on it when it whiffs. he just keeps running for like another 2 seconds. it’s insane.
I know because it’s happened to me a bunch of times. ._.
In terms of interactibles and just in general there’s one thing that everyone needs to learn right away.
MBDC’s. Short of damage confirms, this is where most of your meter should likely be going (unless you’re Doomsday…MB Venom all day). Beats interactibles, beats out certain normals, can get around certain zoning. Hell to be honest, Doomsday can’t ever do a Supernova against someone with meter it seems. Shit is so helpful when done correctly.
The feeling I’m getting from this game is that things don’t look as punishable as they should be and blockstrings look wonky. Like I know the animation is still going from an attack, but its still safe. Vice versa too, an attack looks safe but it turns out there’s a ton of empty frames where you’re vulnerable, yet you look neutral. I think they need to iron that out a bit. I’m getting kind of BS wins with Raven simply because I’m using her telepathic moves that have a hitbox everywhere in front of me pretty much.
Enjoying this game regardless though, just kind of tough to figure out.
Well you gotta hit up that frame data. Trust me…it helps. Do it for special moves at least (mostly because you won’t see many punishable strings). Especially for the crucial specials that can make or break matchups…like Doomsday’s Venom or Shazam’s Psycho Crusher move.
Starting to hate that character. I’ve been trying to figure out what Grundy can do about it. I can get past the bullets through using lots of armored grab (and braking it so the grab doesn’t come out, just the run part), but dealing with the jumping triple flip-slash that resets the distance is a problem. Even when I block it, he seems to get away from my attempts to punish it. I catch the inattentive ones by doing block and then chain throw, but the smarter ones jump out of it JUST before Grundy can reach them. Which is weird, the frame data tells me I should have plenty of time to make the punish… but maybe it’s not as negative on block as the numbers suggest if they space it right? Makes sense to me. Still leaves me looking for a solution.
I’ve had a bit more luck with characters with better reach (EDIT: or attack speed), mind you. Aquaman seems to have options to deal with that move, so this is just a case of needing to figure out what Grundy does to it.
Yeah that stuff is…well like I said weird. I’m using Raven ATM and loving her. Can get some good combos off but I need to learn them, I realize I can’t mash in this game which is a good thing, forces me to learn timing better.