Injustice: Gods Among Us; New Game by NetherRealm Studios

Roman cancels being one bar wouldn’t surprise me really only because NRS games are almost always super aggressive so it makes sense to try to add this element to the game.

I think it’s a little weird that people aren’t really cutting this game some more slack when it comes to many of these game elements not having specific names yet when they haven’t even finalized how they are gonna work yet.

Many of these things will be way different by the time the game shipped and I’m sure the names definitely will.

Well, GG also had RCs that only cost 25% of meter, except these were called False Roman Cancels, which required a very strict timing to be properly performed and could only be used with a few specific moves. So, yeah, if properly implemented, I can see them working in Injustice.

I think it depends on how limited the combo engine is otherwise.

If combos are by default quite short (the ones we’ve seen have been, I think), having a ton of cancels available makes more sense.

I think an implementation like that will be against NRS design ideas, whatever they cost they won’t have exceptionally strict timing.

Up until I read this latest blurb, I would’ve thought RCs would be against their design philosophy, just like with them making a fighting game that didn’t have a Block button. I’m not putting anything past NRS at this point! :rofl:

Didn’t know that. If it was implemented in that fashion I would be ok with it.

What if the RC works similar to FADC, maybe only certain moves can and perhaps it can only be done from dashes. Either way I’m happy to hear they are making a serious effort in making this game viable at high level.

We still get Harley spending meter for random effects tho’

(/buzzkillington)

Faust had random effects. Hsien-Ko had random effects.

“Caffeine’s a drug. Nicotine is a drug.”
“Who’s the towhead? THOSE DRUGS ARE LEGAL!”

And yet I know what makes people mad ><

Hsien-Ko’s effects ain’t random. You can get exactly what you what if you know the time intervals. The description of this video explains it

[media=youtube]EUEubybsLIs[/media]

I almost wrote that, but I decided not to because it has the dynamic of being random and it’s really not important that in a lab study, the results are predictable (if not reproducible in an actual game).

Peacock has random items dropping from the sky, and that’s in a game designed by a competitive fighting game player (Mike Z).

dunno why i thought that you played GG, lol

oh, you mean like FRC then

Yeah. Random isn’t always a bad thing as long as the random can be managed to a degree. You know ‘something’ will be dropping from the sky…

In Peacock’s case, the items are still divided into 3 weight classes, control of which is based on how long the punch button is held down. That said, they do allow her to combo her super into another one of the same super if timed right.

do the items of peacock have different properties outside the 3 level types?

The Harley items are apparently self-buffs (per earlier in the thread). Note I’m not complaining about it through, it was a failed humor attempt.

Still, apparently different kind of random effect.

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Considering you have to wait for the meter to build up instead of just doing the move I assume none of the effects will hurt the HQ player because that would be stupid.

I wonder if you can combo after Harley super because it pops you in the air really floaty like but I haven’t seen anyone try it so far.

:rofl: OMG, I’m feeling this guy’s pain on the last one. I’d be throwing controllers left and right because that DAMN BIRD/TIGER/RANDOM ROCK/ETC KEEPS KNOCKING ME OUTTA MY COMBOS!!!

…And you know damn well that the computer oponent would NEVER get hit by any of it.

-Starhammer-

So time to check the thread for new info, probably nothing though…2 minutes later
Roman cancels! Airdashes!