Injustice: Gods Among Us; New Game by NetherRealm Studios

Now that I know it isn’t going to be one big clash battle, i’m for the mode. And since they will most likely have the option to turn of environmental factors, i’m not even remotely worried about that now, it will either be good or optional, so either way i’m happy.

Also he all but confirmed Joker is in.

^
Yup

Only really slow character I can think of is sheeva.

Other then that the game is hella fast pace. Dont get me started on Kabal crazy zoning and movement capabilities. Reptiles shoulder charge, The Teleporting characters, how fast some projectiles are in the game, etc…etc…

MK9 is far from slow. Especially at high level.

its defo more fast paced than sf4

Fighting games ALREADY have bidding. Almost every decision you make in a double blind game is basically that.
So why do we need to break the flow of the match and market it like it’s something brand new and innovative?

So aside from the roster, no block button and interactive enviroments, what makes this game different from MK9 right now?

Man you are so resistant to change it is hilarious. I’d actually like to see where this goes becuase it doesn’t even sound that bad.

This clash thing sounds weird, but I’ll give it a shot nonetheless.

I’m all about going FORWARD with the genre, not BACKWARDS.
And BTW DOA5 already has very similar shit when you fly off the roof arena into the ground below.
At least that player base knows that this shit is just to make the game more flashy for casuals, not really deeper.

I can’t watch, I’m in rehearsal. Can someone post some details, unless all that’s been mentioned so far is it?

Sent from my ADR6350 using Tapatalk 2

So how this thread going so far. Everybody still saying how’s this game is going to be ass and just for casual scene or what

Please someone post the links of the streams when they have been archived.

Only some people, folks are in general pretty excited.

… if taken aback some, shit’s gonna be weird.

So far? (subject to change but as of now)
1 round two health bars similar to killer instinct/ vampire saviour
Reworked super bar, apparently different between characters
Clash system (unfinalized in execution)
Button scheme is 3 attack buttons plus environment button
Plus the aforementioned block changes and interactive environment.

How you build meter will make or break the “Clash” system. If you get tons of meter just by getting comboed, then using the “clash” becomes a no brainer. The problem here lies in the fact that it seems that (if I am reading Ian’s article right) “clash” negates all damage dealt during the combo. If this is the case, then we have a game where offense isn’t rewarded. An attacking player then isn’t fully able to capitalize on the advantage they won by being better at the neutral game and getting in past their opponents defenses.

My personal suggestions on what they should do with it.

  1. Scale the amount of meter gained by getting hit, a short combo (like < 5 hits or so) should build not meter, after which, meter should build slowly but exponentially.
  2. Comboing someone should build meter on a more linear manner.
  3. Limit the amount of health regained from clash when the defending player wins, don’t negate everything. The game needs a VS like “grey health” mechanic where only the “grey health” is recovered (this should also dictate what is recovered in between “rounds”).
  4. Limit the length of the cutscene.

About the meter, specifically you have 2 different ones.

[LIST]
[]One used for Supers and ‘clashing’, maybe EX’ (seen people claim that but it wasn’t in the interview)
[
]One that varies based on ‘class’, used for environmental interaction and some specials (as in grundy chain throws)
[/LIST]

Edit: I can’t read, the thing I had here was absolutely wrong ><

I’m really curious too about where the meter gain balance lies on the scale (ie do you get more meter from offense or defense?)

Thanks for clarifying
As for the clash mechanic the development team doesn’t even know how to balance it yet, but I have faith that they will figure it out.

and just because I don’t wanna get called to the carpet, note that I edited out that bottom part for being utterly incorrect ><

The game seems interesting, so I’ll stick around.

lol

Based from John Edwards’ own words, it seems that you get everything back.

I really hope they fix this, at the very least, use the “grey health” idea I posted above. If clash works like it seems to right now, then it jarringly resets the match (except for meter and time) in favor of the defending player with a long cutscene.