Inj2 plays so similar to Inj1 it could pass for a HD remaster pretty much.
So I don’t know if this is a good thing or a bad thing to some people. People who liked Inj1 are in for a treat, if anybody here didn’t like Inj1, Inj2 is offering almost nothing different.
Similar at the core but everyone I have talked to who has put real time into the beta with the granted limited cast says its a massive improvement over the original. More long advancing normal strings, faster walkspeeds across the board, lot of the old moves redone to make characters fit better into certain archetypes(like batarang now moves batman backwards as he throws it, making him a better zoner). So on so forth HD remaster is a pretty insincere thing to say!!!
Apparently f2 hits high now but lol that can’t stop f23. I know he had to be nerfed mid-beta because divebomb otg was basically instant kill in the corner so now apparently its a left/right block?
MK9 is probably one of the best story modes in fighting games because NRS managed to not only reboot the franchise by opening a completely new canonical timeline, but they also packed the events of the original trilogy (MK1, 2, 3) into one game. The entire game was basically a love letter to what the series was two decades ago. The amount of fanservice is insane
Not gonna lie, when Sub-zero got turned into a robot instead of smoke I was all like “whoaaaaaaaaaaaaaaa” and “shitttttttttttttt”. Love letter to the fans is the right term for it.
Just like the love letter to the fans that was sf5’s plot right boys? Remember Necalli jobbing out to everyone? good times.
1 2 3 = light medium heavy just kinda the notation.
f23 = forward, 23 and its supermans infamously insane strong string that lead to full combo on hit, could be made plus on block, and had incredible range.
I can confirm F23 is still mid, mid. Divebomb now scales heavily, so the damage is not very impressive but you can still get a reset going. Some other things, like his scoop special no longer comboing without meter, superman punch being a mid, b2 being a 7 frame grab normal, etc. I thought he was one of the best characters in beta, don’t see that changing much in release.
That’s my favorite stage as well. I find the “peaceful, relaxing waterfall” and “violent street fight” contrast appealing.
I know right? Funny shit just keeps happening when I play her. My current favorite is when I start the round with S, cancel into house, then IADB. Sometimes the other guy tries to hit the house, and you can just imagine them facepalming when you use that time to set two more houses.
Speaking of long-standing system issues, is anyone else annoyed that playing the game to earn FM is so pointless? You’ve got your 5k a week that takes like three minutes to earn. Another 1k-5k quest that can take anywhere from half an hour to maybe three. And from that point playing gives such miniscule FM rewards that it hardly matters.
Well I played an offline demo, mostly Beetle, there was no Robin for me to try unfortunately. The PnD twins and a few others were saying that he sucks though, hard to gauge early but I wasn’t sure what his gameplan was meant to be. Still what’s changed is very subtle. What I’m saying is it feels more like a refinement, but Inj1 didn’t last relatively long. Hopefully the package as a whole has enough to make it stick around for longer. The improved online is major at least.
Sometimes with NRS the balance gets out of whack, and some characters end up with nothing defining whilst others get everything plus their own unique options.