It’s hard but not as hard as I initially thought. The dial a combo system is really forgiving if you do just that even when you’re canceling normals into specials. I just gotta learn to keep my composure and get used to planning how I’m going combo before I actually do it.
In KI, I can switch my combo and rush down pressure on the fly if I need to. In this game, I really can’t do that.
Joker is too fun. I hope he gets a thriller jacket this Halloween.
Honestly, I don’t know for certain, aside from the alternate special moves. I was playing with Green Arrow and had replaced his light move, which normally fires 2 arrows upward in a v straight up…er…diagonally, with one that fires an explosive arrow offscreen and lands at the opponent’s feet, and when I went to ranked he did the default upward v.
Yeah, the execution of more complicated combos is a bit challenging. I can’t consistently get some of Swamp Things cancels and then you deal with things like super precise timing on a follow up. As @DurtyDee810 says, you more or less have to commit to a string ahead of time because you can’t really see what’s happening and make a decision on the fly.
I spent an hour or so playing around in practice mode and then played for about 45 minutes with my brother online. Instead of enjoying the competition we were bothe frustrated by the inability to consistently execute the combos. Nothing saltier than winning and still being mad.
Then you go online and you are playing against guys on autopilot entering strings in flowchart mode. “I do my low opener combo twice, and then I do my overhead combo.”
I’m not ready to give up on it yet, but this is more ore less why I’ve never been a competetive fighting game player outside of KI. Sitting there trying to get my fingers to adjust to frame perfect timing of combos isn’t a lot of fun for me and I don’t have that much time to devote to it.
That is exactly how I would describe it. Flowchart combos lol. That’s not really a bad thing. Just different.
Once I figure out my spacing, I go to either of my bread and butter combos:
3, 2, 3 or 3, 2, ← → + 3
1, 1, 3 (overhead) or 1, 1, 3, ← → + 3
I’m slowly building up more combos and set ups as I play. Honestly, Joker’s playstyle is similar to Omen’s IMO…Ok, maybe not “similar”. But I can find lots of similarities between the two.
Couldnt have said it better…I spent 30 mins or more just working on 1 combo last night. I was so proud I had to make a clip and share it… its like 13 seconds lol
I don’t think it’s a bug. I thought no it’s a feature that they either forgot to take out or intended but just didn’t bother to tell everybody. It’s timed button presses, not random, and there’s a shield icon that pops up to show you got it right. It’s not just a random bug. It changes the damage by less than 10% so it’s pretty small overall.
I just figured out you must make a separate team for AI battles in that the defending team must have their own separate stats/ gear from your attacking team.
Ahhhhh now I get it lol
I’m so blonde lol
So making a defending team with high defense stats is essential and why I see a lot of low level characters blocked most of my attacks and besting me.
This truly perfects the idea from RPG and (shadow lords we manually ‘record’ input and it’s a lottery of saved reactions) this game is programmed with your stats in the slots to behave with AI properties that are tools only handled before by game developers.
I see that boss ladders would have this strategy as giving a first opponent of Robin a common gear loadout with random defense or low health points leading up to boss brainiac high Epic gear properties of strength and ability
I found this out trying to best a boss poison Ivy like 20 times with my level 1 Wonder Woman ( who is fun to play I might add! Can’t wait to get her movie skirt/ bustier combo gear!)
I was like ‘WHERE did THAT move come from!!! POISON IVY HAS A SLIDE combo and launcher!!!’
anyway back to leveling up.
REALLY grateful to NRS for a challenging experience with equal design finesse.
Oh wow if it’s that’s specific then it has to be an intended feature or something. Especially if it has UI that show it’s working. It’s crazy because this is the first I have heard of it. 10% may seem small but then imagine losing because of this mechanic that seems to be stated no where in the game. I’m not sure how to feel about QTE mechanics influencing the damage of supers in fighting games.
I can already hear the screams and howls of the SF crowd. But you have to hand it to NRS, they don’t have any ■■■■■ to give about what those player say. The make the game they want to make and that’s it. They support tournaments as a way to advertise the game and then when the next release hits they move on. They build a game around a casual (relatively speaking) audience and then they tell the competetive scene they are welcome to come play if they want. And it’s tough to argue that they aren’t demolishing the competition.
I don’t always like the choices they make, but I couldn’t argue that they aren’t making great games that are doing well in the market.
As an aside, while I am super impressed by the story mode as a technical accomplishment and a feature for single player gamers, I hate playing it. If I wanted to play for 30 seconds and then watch a 15 minute movie I would play a Metal Gear game… I actually enjoyed watching Max and his friends play the I justice story mode infinitely more than playing it myself. I skipped all the cutscenes to get to the end and now that I have Braniac unlocked I probably won’t even go back to get the alternate ending.
I’ve been going up against some harder AI today, and in some ways (not every way) it feels like NRS’s AI hasn’t changed much since MK2. There have been a lot of “who’s your daddy?” rounds…that’s what I call it when you’re fighting a tough AI and you feel like you’re making progress on it and it comes back the next round and perfects/near perfects you.
Also it feels like after a few losses they dumb down the AI for you so you can pass, which is something else they used to do to take more quarters ('cause they’d ramp the difficulty back up on your next fight) that IMHO makes your wins in those situations unsatisfying…It’s kinda like dunking a basket but only because someone lowered the net down to 6ft off the ground.
Or in other words…NRS’s AI is holding up to it’s time-honored standards.
Yes. Some rounds the second you touch a button you get destroyed by a 20 hit combo. Then the next round it just stands there while you repeatedly jump kick it…
The only issue I have with the AI is when they do moves that a human can’t do. I am trying to beat the Super girl in the Brainiac Multiverse, and she is doing moves that a player can’t do. She will do 2 different moves that are the same imput for a player. She does the heat ray no matter if she has the four bars or not. The move I am talking about requires all 4 bars and holding “B”. She does it at will.
Now as far as the AI “all out fighting, or just sanding there” I see that in KI also. Fighting Gargos in SL is just like that. He either slowly walks to you, or explodes into a combo the minute the match starts.
The way I separate the KI and Injustice/MK “moves” goes like this. In KI the moves become the combo. In Injustice/MK the combo is the move.
Edit: it took me 58 times before I beat the Super girl that is in the Brainiac Multiverse