Move list leaked (Spoiler)
DC Universe Injustice
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Move list leaked (Spoiler)
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posted03/19/2013 03:04 PM (UTC)byAbout Me
Sex is Evil, Evil is Sin, Sin is forgiven, so Sex is in.
I kill people for a living. Get over it.
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03/23/2004 09:21 PM (UTC)
http://testyourmight.com/threads/injustice-pre-release-character-move-lists-screenshots.28814/
1. Superman
2. Batman
3. Flash
4. Wonder Woman
5. Solomon Grundy
6. Harley Quinn
7. Nightwing
8. Cyborg
9. Green Arrow
10. Catwoman
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nice find!


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Man, I love how the MK series and games in general by NRS always has simplified button layouts for stuff. Really accessible unlike some other fighters that rely more on the constant linking.

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Sometimes I think that those NRS movesets could be a little bit more diverse. It's always the same qcf, qcb, back forward stuff. That's why I really like fighters like King of Fighters, where each character feels absolutely unique because of the inputs / move sets.
But oh well. Whatever.
But oh well. Whatever.

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I'm a bit concerned that this game will be a little too simplified. Mortal Kombat was already super accessible. They really didn't need to dumb it down anymore. Not thrilled about the incredibly easy supers again...
I wanted this game to be more tournament worthy than MK was.
I wanted this game to be more tournament worthy than MK was.
LucaTurilli Wrote:
I wanted this game to be more tournament worthy than MK was.
I wanted this game to be more tournament worthy than MK was.
Just because the inputs are the same or even slightly easier than in MK it doesn't mean that it won't be just as tourney worthy or even more than MK. As long as the gameplay is smartly designed (in terms of strategy, options available in various situations etc.) and polished and the characters well balanced it should do fine. When it comes to inputs, input bug was the biggest problem in MK9 as well as negative edge.
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The-Silencer Wrote:
Sometimes I think that those NRS movesets could be a little bit more diverse. It's always the same qcf, qcb, back forward stuff. That's why I really like fighters like King of Fighters, where each character feels absolutely unique because of the inputs / move sets.
But oh well. Whatever.
Sometimes I think that those NRS movesets could be a little bit more diverse. It's always the same qcf, qcb, back forward stuff. That's why I really like fighters like King of Fighters, where each character feels absolutely unique because of the inputs / move sets.
But oh well. Whatever.
I'm just glad NRS stays away from 3/4 circle movements that end in diagonals (stuff like Ryu's Isuzu Drop from Dead or Alive). I just find those moves in other fighters hard as hell to pull off in the middle of combat. I think the command inputs from UMK3 where probably the best as far as diversity, and challenge, but without being overly hard or annoying to do.

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Nephrite Wrote:
Just because the inputs are the same or even slightly easier than in MK it doesn't mean that it won't be just as tourney worthy or even more than MK. As long as the gameplay is smartly designed (in terms of strategy, options available in various situations etc.) and polished and the characters well balanced it should do fine. When it comes to inputs, input bug was the biggest problem in MK9 as well as negative edge.
LucaTurilli Wrote:
I wanted this game to be more tournament worthy than MK was.
I wanted this game to be more tournament worthy than MK was.
Just because the inputs are the same or even slightly easier than in MK it doesn't mean that it won't be just as tourney worthy or even more than MK. As long as the gameplay is smartly designed (in terms of strategy, options available in various situations etc.) and polished and the characters well balanced it should do fine. When it comes to inputs, input bug was the biggest problem in MK9 as well as negative edge.
Not just basing that concern on the inputs. It's more on this statement from Adam Urbano:
"Mortal Kombat was designed from the ground up to be a tournament level game. [Injustice] sort of has tournament potential, but the barrier to entry is much lower."
The term "sort of has tournament potential" really doesn't sit well with me.
Trust me, I know what gives a fighter depth. NRS is doing a good bit of innovating in the genre with stage variables that each character interacts with in different ways. No other fighter has done that so far, and it should add a new layer of strategy to the game entirely. I'm just hoping that the characters have enough depth and freedom to them that they'll be able to support the game in the long term.
In other words, I'm hoping the strategy that comes from the stage variables will magnify depth of the characters, rather than make up for a lack of it.


About Me
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I really fucking love that they didn't include diagonal, if they did I wouldn't have stayed as hype. I HATE diagonal input.
You know, I have SFxT, I have come up with some good setups, counters, and combos, but my execution keeps me from doing them. I know it's something dumb that only needs practice, but I play with a dualshock, and the D pad sucks balls for doing the diagonal input.
Easier inputs doesn't make players instantly good, it helps, but you still have to be smart about the stuff you do.
You know, I have SFxT, I have come up with some good setups, counters, and combos, but my execution keeps me from doing them. I know it's something dumb that only needs practice, but I play with a dualshock, and the D pad sucks balls for doing the diagonal input.
Easier inputs doesn't make players instantly good, it helps, but you still have to be smart about the stuff you do.

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No one said that diagonal inputs automatically make the game better. Regardless, there's a plethora directional inputs that aren't quarter-circle or back forward. Diversified inputs go along way towards adding uniqueness to a character, help tailor characters to certain play-styles and can greatly influence balancing.


About Me
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I agree, but there's not much diversity when it comes to specials in MK, in fact wall bounce is something new to the series, same with unique aerial attacks instead of the volleyball punch (this aren't specials but still), and we have yet to see a command grab (at least a full range one, since Sheeva's was low only).
I'm all for diversity, there are charge specials, ground bounce, otg (I'm sure Smoke's was unintended), rekkas, aerial target combos, wall cling, which could be implemented. They already have added special stances, they could expand that. Still, I hope NRS never includes the diagonal input.
I'm all for diversity, there are charge specials, ground bounce, otg (I'm sure Smoke's was unintended), rekkas, aerial target combos, wall cling, which could be implemented. They already have added special stances, they could expand that. Still, I hope NRS never includes the diagonal input.
@LucaTurilli: Ah, okay then.
I hate those too. Would have played SSFIV much more if it weren't for "get a stick to play" moves. lol
Now it's just collecting dust there, besides my TV and I feel bad about it since I got the game as a birthday present. lol
GodlyShinnok Wrote:
Still, I hope NRS never includes the diagonal input.
Still, I hope NRS never includes the diagonal input.
I hate those too. Would have played SSFIV much more if it weren't for "get a stick to play" moves. lol
Now it's just collecting dust there, besides my TV and I feel bad about it since I got the game as a birthday present. lol
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