Critical-Limit
New member
It's a completely different game from Mortal Kombat 9...
That's why it's not talked about a lot.
I only play 3 fighting games really, and I've TRIED SSFIV, MVC3(I quit before ultimate).
the 3 I play are Blazblue series, SSBM, and Mortal Kombat 9.
I was hyped for Injustice.
What I got instead was 50/50 among us. And footsies where the danger zones are HUGE compared to the movement speed. Most fighting games you can weave in and out of danger zones to bait stuff. in Injustice, to even get close enough to punish something you need to have long left the safe zone.
I prefer to open up my opponents through mix-ups in TIMING, rather than simple overhead/low.
Blazblue/Mk9/SSBM are godlike at this and it's why I love it.
If you need an example:
MK9, IF THERE WAS a 50/50 most of them are 1 is safe, but leads to minimal damage, the other is unsafe, but leads to full combo. few rare occasions like scorpion, which isn't even a TRUE 50/50, as you can fuzzy it.
now ignoring the overhead/low mix up. Lets take my Noob Saibot for example. I'm choosing him because he's not even rush down but I can open people up through mix ups in timing.
His B+1, and B+2 by themselves are good for getting free chip in the sense people are expecting the rest of the string but it doesn't come. If they expect you to end it early. you can just finish the string thus opening them up. you can also do 1,2. It's just simply two punches... But the mixups I can do with this single string combined with D3, shadows, upknee is ridiculous. I could do 1, 1, 1. If I expect you to counter inbetween 1, I can just finish with 2. If I expect you to wait for two, I can just grab, or start a new string mix up. I could EX portal cancel the 1. I could do 1,2, then upknee to punish any attempt after 2. if I expect you to wait for upknee, I can just also start a new string or mix up, or a new cancel or grab. or I could back dash expecting a jump and go for a anti-air jab into combo.
the high chip damage coupled with this way of opening people up. Makes for high aggressive intensive fast fights. Injustice just had way too many gimmicky ways to open people where it's usually a brain dead choice and it was usually 50/50.
it's slow paced, it's defensive. it reminds me of Brawl, except at least it's not a joke.
SSBM you could do late aerials, and early aerials after grounded moves for mix ups. tricking your opponent into trying to retaliate out of shield at the wrong times.
Also SSBM's block system > back to block 100%
Don't sleep on the block button.
That's why it's not talked about a lot.
I only play 3 fighting games really, and I've TRIED SSFIV, MVC3(I quit before ultimate).
the 3 I play are Blazblue series, SSBM, and Mortal Kombat 9.
I was hyped for Injustice.
What I got instead was 50/50 among us. And footsies where the danger zones are HUGE compared to the movement speed. Most fighting games you can weave in and out of danger zones to bait stuff. in Injustice, to even get close enough to punish something you need to have long left the safe zone.
I prefer to open up my opponents through mix-ups in TIMING, rather than simple overhead/low.
Blazblue/Mk9/SSBM are godlike at this and it's why I love it.
If you need an example:
MK9, IF THERE WAS a 50/50 most of them are 1 is safe, but leads to minimal damage, the other is unsafe, but leads to full combo. few rare occasions like scorpion, which isn't even a TRUE 50/50, as you can fuzzy it.
now ignoring the overhead/low mix up. Lets take my Noob Saibot for example. I'm choosing him because he's not even rush down but I can open people up through mix ups in timing.
His B+1, and B+2 by themselves are good for getting free chip in the sense people are expecting the rest of the string but it doesn't come. If they expect you to end it early. you can just finish the string thus opening them up. you can also do 1,2. It's just simply two punches... But the mixups I can do with this single string combined with D3, shadows, upknee is ridiculous. I could do 1, 1, 1. If I expect you to counter inbetween 1, I can just finish with 2. If I expect you to wait for two, I can just grab, or start a new string mix up. I could EX portal cancel the 1. I could do 1,2, then upknee to punish any attempt after 2. if I expect you to wait for upknee, I can just also start a new string or mix up, or a new cancel or grab. or I could back dash expecting a jump and go for a anti-air jab into combo.
the high chip damage coupled with this way of opening people up. Makes for high aggressive intensive fast fights. Injustice just had way too many gimmicky ways to open people where it's usually a brain dead choice and it was usually 50/50.
it's slow paced, it's defensive. it reminds me of Brawl, except at least it's not a joke.
SSBM you could do late aerials, and early aerials after grounded moves for mix ups. tricking your opponent into trying to retaliate out of shield at the wrong times.
Also SSBM's block system > back to block 100%
Don't sleep on the block button.