As far as I could tell they juggled all the same. Mobility is exactly how you see it, although I’m particularly fond of Flash’s ability to slow time. And as far as a Blazblue style, I wouldn’t really call it that. It’s pretty much the MK9 engine with a few tweaks. However, this is still very early in development and things are subject to change (at least I hope they do, Nightwing will be near unstoppable in pro play).
http://testyourmight.com/threads/injustice-netherrealm-to-accommodate-evo-players-w-possible-traditional-stage.24501/#post-562591
The second sentence is regarding something else in previous comments.
Anyway, that’s Paulo Garcia, who works on a lot including character balancing and I believe general coding. He has a twitter account where besides random sports updates, he advertises streams and answers players questions about certain game elements, and sometimes the reasoning behind what they do. https://twitter.com/pakostevens
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Historically, NRS has never done character specific variables, save bosses who usually have excess health, armor or invulnerability but most of that went away with MK9. No video or interview so far has made it seem like Injustice will buck the trend.
Supes - Appears to have some sort of fly / unfly, but in MKvDC you were kind of restricted to air dashes and cancels.
WW - Dive kick, probably same fly options as Supes
Bat - Has a storm esque slow fall, and an unconfirmed double jump
Flash - If they’re smart, he won’t have dash cancels (hello kabal), but he may have Shulk style run stops. Also, environmental dive kick.
NW - environmental escape / dive kicks
Cyborg - Zip line up forward / backward
Harley / Grundy - Nothin yet
Supes - Buff mode, details unknown
WW - Sword / Lasso mode
Bat - Little bat drones
Flash - Slowdown
NW - Staff / Stick mode
Cyborg - Healing
Harley - Random present
Grundy - Chain throws
So much hate for stage interactions in that TYM thread. Thank god that the interactions can’t be turn off. We could easily get into Smash community territory if it did.
Yeah, I don’t see why so many people are bitching. If a stage interaction is broken, then NRS will probably nerf it a bit. I can’t wait for counter picking maps. There is a lot of potential depth.
It would be cool if there was an option to select which level of the stage players start on.
it might be more strategically interesting to not allow choices, forcing players to choose if they want to burn meter on a “snap back” to an area that works better for their character.
He meant blazblue style as in LMHS, which it is.
I’m trying to remember, isn’t there a 5th button too?
Light, Medium, Strong, Special, Interact?
I agree. Gamers are too quick to reject new fighting game mechanics they haven’t played with yet. Without any kind of game innovation, we would just be playing the same games over and over again in different clothing.
Yeah, I was asking in terms of control scheme. Thanks for answering all my questions Deadacid and Trufenix!
What do Batman’s drones and Harley’s random presents do?
I’m not a big fan of Harley’s new costume I want to see some classic Harley.
well MK games usually have alternate costumes(at least the 3D ones).
this game will probably have them too, I just hope they have more than 1 per character.
boon confirmed costumes a while back, he also mentioned “different versions of characters” so who knows if that’s gonna be like some kind of groove / ism thing, of it’ll just be subtle changes per costume ala Sektor and Cyrax or if thats just his way of saying there’ll be two GLs or Bizarro or something.
Oh god the smash community. I love the game, but I hate it when people are like “FInal destination only no items all fox or game is crap”. When I ran college tournaments, We had a vote on items and stages. We pretty much turned off any moving stage, game and watch, and the Donkey Kong 1980’s stage. everything else was fair game. And we didn’t even turn off items, only some. Hell we kept on Smash balls because it added strategy to the game, and made it exciting to see who could get the ball first. Same with the kirby starship pieces.
I have no idea why people want that off. Knowing how to deal with stages and items is a skill. You need to take everything into consideration. Yes items add a bit of randomness to it, but it you can’t deal with someone using items, then get the heck off this game.
keep in mind the fgc is collectively pretty fucking stupid, especially when all they have is conjecture (about a brand new ip, no less) to discuss. I don’t live in a place with a huge amount of scene, but our locals play based on what we think is fun not some supposed usfgc evo-approved standard.
Just wait for J Wong or CC or a prominent japanese player to say they’re excited about it, then the whole idiot brigade will start railing Capcom for not trying something new.
The thing about these stage interactions is that they aren’t random. The biggest problem for this game in terms of tournaments will be determining which player gets to decide the stage to play on. Maybe stages could be picked at random first and then each player decides their picked character. This would test a player’s mastery of the entire game rather than just one character.
In an argument for banning items, some can be really broken (especially in brawl), and the fact that when, where, and what item spawns is all random, it’s not good for competitiveness. If it had a specific rotation, like say, the infected spawns in L4D versus (you can tell when they’re able to spawn and what infected they’ll have because the spawn cycle rotates and the time limit for a spawn is almost always the same), it’d be fine. But when you literally have no idea what will come next on the stage, that’s not good.
… I keep seeing your name as rapelay…
Anyway, for myself and my friends, we found that as part of the challenge and skill. Yes attacking a bomb-omb was not fun, and in tournaments we usually turned that item off. But really we enjoyed the challenge for always keeping an eye out for items and such. Knowing when yo run for an item or keep wailing on a guy was part of the skill of multi tasking. Knowing where everyone and all the items are, what they do, and how to counter, at all times, added to the fun and challenge.
Yes they were random where they dropped and what they were, but always being ready for anything and being able to make use of the chaos is what I’ve always thought was the key of smash bros.
Smash Items aren’t really a good comparison for this game anyways.
I woudln’t even bring it up, its one of the comparisons that’s making people crazy on the subject anyways.