Last time I played GG I was in High School and played it like it was MvC2. Safe to say I know jack shit about GG.
Harley Quinn items being buffs is a bit disappointing. Doesn’t Superman heroic strait buff him as well?
I’d have to say it’d be more like Harley if the item poisoned the opponent for a set time period or until they hit her Hawkeye style except more effective because you use meter for it.
I would bet if she got a speed boost new combos would be available, but yeah almost every site I’ve seen loved most of the traits except Supes.
hero trait meter is separate from super meter. no report yet on anyones “cost” except batman, who gets 3 bats for full meter though he can summon just one or two if he only has 1 or 2/3rds stocked. I assume Harley is similar, no idea how grundy’s chains or ww’s stance works though.
Super is used as such at current (if reports are to be believed):
1: meter burn / roman
2: clash
4: super
you can’t just do an ex move, you use “meter burn” to do something with an active special, so throw batarang xx meter burn to explode it. Or superman grab xx meter burn to juggle.
stories being done by nrs staff with assist from dc writers.
The roman stuff is big news though, that’ll definitely make clashing risky business.
xes
June 20, 2012, 2:16am
1024
hero trait meter is separate from super meter. no report yet on anyones “cost” except batman, who gets 3 bats for full meter though he can summon just one or two if he only has 1 or 2/3rds stocked. I assume Harley is similar, no idea how grundy’s chains or ww’s stance works though.
Super is used as such at current (if reports are to be believed):
1: meter burn / roman
2: clash
4: super
you can’t just do an ex move, you use “meter burn” to do something with an active special, so throw batarang xx meter burn to explode it. Or superman grab xx meter burn to juggle.
stories being done by nrs staff with assist from dc writers.
The roman stuff is big news though, that’ll definitely make clashing risky business.
So cancels and eX are on super meter not trait meter? I thought the reports said otherwise ><
I knew trait meter was different from reg meter but the point remains you would be using meter to poison your opponent which imo should mean that poison would have to be really effective to be worth bothering.
I still think it’d be more in character for Quinn’s Trait meter to give a random nerf to her opponent than to buff her. She’s always looking for an edge in the comics so I think it works.
Jocelot
June 20, 2012, 11:18am
1026
I coulda sworn Traits just refilled over a set period of time and didn’t use meter, like calling an assist.
@xes , that cheatcc report is literally the first I’ve heard of the “hero cancels”. Some pretty heavyweight players spent time with it at E3 and said nothing of the sort, so either they were all just too stunned by back blocking and trades to notice, or his explanation may not be totally accurate. Meter Burn (Paulo’s term) is totally confirmed though.
As for hero “bar”, turns out I can’t read;
Batman’s robotic bats were of particular interest to me. A single press of the B button would call three out and they’d just circle around him. Pressing down and B would cause the bats to spin quickly. Being attacked during this would cause the bats to counter the enemy and knock them into the air. After using this, the robotic bat icons near Batman’s super bar at the bottom of the screen would refill one bat at a time, so I could summon a single bat more quickly, or wait for all three to return.
Instead of two punches and two kicks, the button layout was a bit more like Blazblue with light, medium, and heavy attacks alongside a character-specific attack button.
I wonder then if Harley’s pulls are just totally free or what. Comiccon can’t get here soon enough.
Agreed, I’d love to see a full match play all the way through. I want to see some of the other characters we more or less know about fight as well as maybe just get a confirm on some new characters.
I’m just worried that there might be too many unnecessary cut scenes during the fighting, they may be cool the first time you see them, but you’ll get tired eventually.
Have people banned dante for his stupidly long cinematics?
no one talked about banning though
my point is that nobody has grown so tired that dante or other long cinematic characters have been ignored from it. This won’t happen in injustice either.
Preview from the SRK front page
My trip to E3 2012 gave me an opportunity to get some hands-on time with the newest game from NetherRealm, Injustice: Gods Among Us. For those of you who have been hiding under a fighting game rock for the past few weeks, Injustice is a 2D fighter,...
MyLifeIsAnRPG just posted a front page article with his impressions on Injustice. I’ve selected the most interesting bits:
Stages:
Three stages were shown at E3. They were The Batcave, Metropolis, and the Fortress of Solitude. Each stage has multiple parts, and by landing a stage transition attack, an incredibly slow attack that does tons of damage, you can knock your opponent into the next area of the stage.Once again, I worry that the stage transitions will break up the action a bit too much. One stage transition actually involved throwing a character into an elevator and pummeling them repeatedly as you travel up levels of a building. You unfortunately can’t do anything during this time period though. It’s basically just watching a cut-scene.
Each stage section also have interactive environmental objects as well. If you are by one of these objects, a small icon will show up at the top of the screen prompting you to press one of the shoulder buttons. Doing so will cause your character to use the stage against his opponent.
Stage hazards come in many different varieties and are used differently by every character. A car on the side of the road, for example, can be used as a bludgeoning weapon by characters who have super strength. Gadget based characters, like Batman and Harley, simply smash the opponent’s face into the car in a grapple type move. Similarly, there are barrels set up at the edge of another stage that each character throws differently. Some give them an overhand chuck Donkey Kong style while others roll the barrels on the ground, giving characters without a projectile a chance to play keep-away.
The interesting thing about environmental hazards in Injustice is that they can be used in the middle of your character’s normal combos. For example, a generator hangs above one of the stages, and knocking a character into the generator puts him into a special shock-stun state. This allows you to extend your juggles further than you normally would be able to. One stage had a teleporter in the corner. If your opponent backed you into the corner, you can actually start comboing them and then use the teleporter in the middle of the combo to appear on the other side of your opponent, trapping him in the corner instead. Of course, he can do the same to you.
Overall, properties of these environmental hazards are way more transparent than they are in games like Smash Brothers . Each environmental ability feels like an additional move in a character’s move list that you have to account for. It’s far less random than the environmental effects you’d find in other games, but I still worry that they might unbalance the game somehow. I certainly do give NetherRealm credit for attempting to approach environmental hazards in a more balanced and predictable manner though.
Characters:
Superman, as you would expect, is a basic hard hitting brawler. He has an air-dash, a power dive punch, and many hit-strings that knock the opponent clear across the stage. Many of Superman’s specials are ranged attacks, like his eye-beams which he can fire at several different levels. His EX eye-beams pop the opponent up for further juggles as well. He also has an anti-air grab which can be worked into any combo that pops the opponent into the ai r. His gimmick is “rage mode” which temporarily increases his damage.
Batman is all about powerful normals and hit-strings. He has a very ambiguous cross-up kick, a dive kick, a glide, a double jump, and more. One of his moves causes him to throw out a shower of sparks (they look like caltrops). By tiger-kneeing this move, you can create a very low to the ground aerial wall that makes it hard for the opponent to get in on you. Batman’s gimmicks are his robotic gadget bats. You can either have these fly around you as a shield or fly toward the opponent as a projectile. When an opponent comes in contact with his bat shield, they are popped up in the air for quite a while, allowing for an easy juggle setup.
Wonder Woman is, oddly enough, a stance character. She can switch between sword and shield mode and flight and lasso mode (where she has an air-dash) freely with the gimmick button. Both of these moves have completely different hit-strings and special moves. She can even stance cancel some of her moves, although most of these have not been implemented yet. With the lasso, she focuses on mobility and range. She can pull the opponent to her scorpion style, and attack with a variety of strong aerial moves. Sword and shield mode focuses on powerful hit strings and special moves that put the opponent into special hit-states. She seems to have an easier time juggling the opponent in sword and shield mode, and also appears to have higher damage output as well, though she is noticeably slowed.
The Flash is the pixie character of the game. He doesn’t do a lot of damage but his hit-strings are incredibly fast, most of his attacks are safe, and he is incredibly mobile.** His special moves focus on using his superior speed to get in on the opponent and mix them up. Though his combos weren’t particularly long from what I saw, his mix-up potential was amazing. Simply throwing out fast and safe strings over and over again was a great way to beat your opponent with pressure alone.** The Flash’s gimmick utilizes the speed force to make him move super fast. This translates into time slowing down for your opponent, much like Ammy or Viewtiful Joe can do in Marvel.
Grundy is the grappler of the game. He is big, slow, and hits like a zombified truck. Grundy was easily the least complete character in the demo, as his throws had not even been made unblockable yet. However, I was assured that Grundy’s throws are being worked on, and that his normal hit-strings and specials will probably be getting super armor frames sometime in the future. Grundy’s gimmick is the ability to chain throw.** Pressing the gimmick button will initiate a throw, which can then be transitioned into several different throw extensions, including otg and anti-air throws. Grundy has so many throws for so many different situations, it looks like he will be a grapplers dream**… once they actually make him able to grapple.
Finally Harley was…weird. She appears to be** part zoner, part random character** and to be fair I just couldn’t wrap my head around her. She can fire guns, hit the opponent with a gigantic hammer and more, but to be fair I couldn’t really understand the timing of her combos. She’s one of those characters whose attacks put the opponent in very strange positions, making your own position key in your juggles. Harley’s gimmick is to pull out a random item from a present. These items can be a variety of different items or weapons that provide her with several different attacks or beneficial effects. She can also pull out random useless items as well. She had a Platinum the Trinity vibe to her, which will be familiar to fans of BlazBlue.
Overall:
Injustice is a strange game. It feels like Mortal Kombat, but its way more hectic than Mortal Kombat ever was. It’s trying hard to be a tournament worthy fighter, but it also has supers with incredibly long cutscenes and environmental effects that are sure to piss some long-time competitive players off. Though if you were to ask me whether or not I thought Injustice was worthy of the tournament scene, I’d have to say yes. The environmental effects are predictable and transparent , allowing you to know exactly when your opponent will use them, and how they will be used. The combo system feels smooth and open, but not overpowered. The Vampire Savior style rounds keep the action flowing and cause you to be more careful when losing health. Overall, it was a well put together game that will just get better as time goes on. It will be sure to please the Mortal Kombat crowd out there, and may even attract some VS and anime fighter fans like myself as well.
Edit: Ninja’d
xes
June 20, 2012, 10:20pm
1035
Some of the examples are pretty long though.
I personally hate super long supers and stage effects hope they get cut down.
Its good to note that we are in an early development stage, i’m sure we will see trimmed down effects.
xes
June 20, 2012, 10:33pm
1037
Thanks thanks thanks thanks thanks for the summary
This sounds as whacky as an anime game but without the anime aesthetic (or from the sound of it, megalong combos).
I grow more excited.
Thanks thanks thanks thanks thanks for the summary
This sounds as whacky as an anime game but without the anime aesthetic (or from the sound of it, megalong combos).
I grow more excited.
i expect combos that go on the same range of mk, that some actually find too long
and for your post i guess that my question on the other thread got an answer, you also hate/dislike the anime aesthetics
As long as the game is popular and functional, no one will even care after a few months. Did you not see the entire CEO crowd still raising their hands for SOS?
xes
June 20, 2012, 11:33pm
1040
i expect combos that go on the same range of mk, that some actually find too long
and for your post i guess that my question on the other thread got an answer, you also hate/dislike the anime aesthetics
Funnily I don’t within reason, it’s just… tired, it’s been done so much. Injustice (I almost typed MK, lol) looks to be striking in a new way we haven’t seen before, which is intensely rare in fighting games.
MK combos can get a bit long, but they’re fairly Dynamic. I think Injustice will be okay for that as long as they get the cutscenes under control (which I"m gonna keep harping on, I wanna make sure they hear us on that point).
PS: I just answered your question in the other place, although I didn’t quote you directly