Injustice™ 2

Injustice™ 2

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Gaxkang Feb 2, 2018 @ 12:37am
Supergirl's Teleport Online...
It's just funny how you have to play so differently against that...since online basically as soon they do the move you are getting hit. It can feel like you can react to it, but you can't. Your input won't get there in time.
Even the audio tell doesn't matter because of the online, really. You need to be already blocking.

But then I once had a fight where a Sub Zero did a slide from like almost across the screen, couldn't block that either.
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Showing 1-15 of 17 comments
BDA*dbz.lover* Feb 2, 2018 @ 12:51am 
It's reactable my friend
U can go to training mode and practice also for subzero he doesn't have an overhead so block low all the time his only overhead are 111 and f3 only
Gaxkang Feb 2, 2018 @ 1:15am 
Originally posted by dbz.lover:
It's reactable my friend
U can go to training mode and practice also for subzero he doesn't have an overhead so block low all the time his only overhead are 111 and f3 only

I've encountered the move plenty online...lag affects it. Same with the slide. I had that slide dead bang and still my inputs didn't get there...it's lag.

The way it should work is you hear the audio tell and you block.

When you block the teleport you have a very very short window to punish with a string, too.
Gabi Feb 2, 2018 @ 2:37am 
Her teleport is easy to dodge and then punish, this include connections from Australia to America. Not sure what is causing the issues for the OP.
Gaxkang Feb 2, 2018 @ 11:10am 
Originally posted by Gabi:
Her teleport is easy to dodge and then punish, this include connections from Australia to America. Not sure what is causing the issues for the OP.

Ducking is a thing but ideally you want to block lest you are meter burned and comboed for a huge chunk of life.
If you're ducking you are taking a guess.

It is true I see a lot of fights over international distances...I can tell there is lag. Your experience may differ. But as I also say there are American fights that aren't much better.

The issue with the teleport is it behaves differently online than in training. Online it is practically instant hitting. Combine that with projectile that can't be react blocked, it makes for a tough spot because you have to be mindful of basically instant hits from either side of you. One of which can also be a combo.
Last edited by Gaxkang; Feb 2, 2018 @ 11:10am
Gabi Feb 2, 2018 @ 2:25pm 
Originally posted by Gaxkang:
Originally posted by Gabi:
Her teleport is easy to dodge and then punish, this include connections from Australia to America. Not sure what is causing the issues for the OP.

Ducking is a thing but ideally you want to block lest you are meter burned and comboed for a huge chunk of life.
If you're ducking you are taking a guess.

It is true I see a lot of fights over international distances...I can tell there is lag. Your experience may differ. But as I also say there are American fights that aren't much better.

The issue with the teleport is it behaves differently online than in training. Online it is practically instant hitting. Combine that with projectile that can't be react blocked, it makes for a tough spot because you have to be mindful of basically instant hits from either side of you. One of which can also be a combo.

It must be very dependent on connection then, i've not really had that issue. I also main supergirl and against any semi competent player outside of the rare mix up or when they are jumping at me, to use the teleport is to give the apponent a combo in my experience. She has basically the easiest to block and punish teleport move of all the games this dev has made.

I'm not doubting you just giving my thoughts experience on the matter. :)
Gaxkang Feb 3, 2018 @ 2:40am 
Originally posted by Gabi:

It must be very dependent on connection then, i've not really had that issue. I also main supergirl and against any semi competent player outside of the rare mix up or when they are jumping at me, to use the teleport is to give the apponent a combo in my experience. She has basically the easiest to block and punish teleport move of all the games this dev has made.

I'm not doubting you just giving my thoughts experience on the matter. :)

It is dependent on connections yeah...it's nice when I get a fight where it's more managable but that's uncommon.
In laggy fights Supergirl is quite unbalanced.

Many fights in this game are across oceans and continents...some lag so bad they disconnect.

A lot of online fights are people just getting away with stuff because of lag...and NRS's fighting system makes that even easier because of the prevalence of teleports, slides, insta-hits, freeze moves, super fast projectiles, etc. The core fighting system is unbalanced as it is, but gets worse online.
Atrocitus is just a big guess character for example...you block strings and gamble with your lifebar...mix lag in as well.

And I have had fights from all over the world...Saudi Arabia, Bulgaria, the Pacific, China, etc.
Last edited by Gaxkang; Feb 3, 2018 @ 2:47am
Gaxkang Feb 4, 2018 @ 2:11am 
Darkseid is also rather unbalanced in lag...the teleport low hit combo, as soon as you see the teleport you are getting hit.
Not to mention his projectiles also being worse.

They should really design this stuff a lot better.
Gabi Feb 4, 2018 @ 2:12am 
Originally posted by Gaxkang:
Darkseid is also rather unbalanced in lag...the teleport low hit combo, as soon as you see the teleport you are getting hit.
Not to mention his projectiles also being worse.

They should really design this stuff a lot better.

Not sure if you played fighting games a few years ago, but it is a dream now compared with before. Designing this stuff and getting it to work online is no easy thing to do and recently massive strides have been made.

dyi: Darkseid is just op from my experience. Not very fun to play as though.
Last edited by Gabi; Feb 4, 2018 @ 2:13am
Sentinel Lyons Feb 4, 2018 @ 2:36am 
The netcode is near flawless with this game imo, with Supergirl's TP slipping through the cracks. I can't react to it 80% of the time, sometimes it is just impossible. Offline it is never an issue, it's the reason she is never picked at offline tournies.
Gaxkang Feb 4, 2018 @ 2:59am 
Originally posted by Gabi:

Not sure if you played fighting games a few years ago, but it is a dream now compared with before. Designing this stuff and getting it to work online is no easy thing to do and recently massive strides have been made.

dyi: Darkseid is just op from my experience. Not very fun to play as though.

Well they are still designing games for offline and putting them online really. That's a mistake...these days fighting game should be designed with online in mind first and then offline.

NRS needs to re-do their whole fighting system from the ground up really. Their designs aren't great to begin with, and get worse with lag.
Everything from the dial combos, the 50/50 heavy nature....to how they handle range and distance, safe and unsafe.
Robin and Scarecrow for instance, their own designs are unbalanced due to their range.

I even had a Green Arrow fight recently...my meter roll actually got hit by a projectile. I could hear the sound effect start up, but then I was hit by an arrow.

And say Enchantress can reflect projectiles...but when they are coming faster than she can make shields, well, that's an issue.

And Darkseid...it's just another example of bad design from NRS, really.

Last edited by Gaxkang; Feb 4, 2018 @ 3:03am
Gaxkang Feb 4, 2018 @ 3:26am 
Originally posted by Sentinel Lyons:
The netcode is near flawless with this game imo, with Supergirl's TP slipping through the cracks. I can't react to it 80% of the time, sometimes it is just impossible. Offline it is never an issue, it's the reason she is never picked at offline tournies.

Well the player base is mostly international fights these days (tho like I say, some Americans aren't great either).
So that means a game has to handle a USA vs. Russia or China etc fight. Across the globe, multiple oceans.

Could be a bit better if NRS would evolve their gameplay design...dial mixup's that convert into big damage combos, basically those are free damage moves. Most of the time they won't be blocked...because practically speaking they end up like insta-hit moves.
And if NRS designed hadokens...they would always be like Ryu's EX vitrigger version, or Guile's super fast boom. Which would be considered absurd....and moreso online.
And so much is made so safe, so risk frer...they need to get into the idea of interruptions and more punishment.

Who in design looks at moves that if they hit do major damage, and then decides they can't be punished, or can't really be punished. I still shake my head at what can be safe in this.
Gabi Feb 4, 2018 @ 3:52am 
I don't want them to design around cross sea connections, your asking for a completely different game in a style to accomodate that, and a style which they simply do not make. Which if that's what you want you really need to look elsewhere, I don't mean that agressively, rather noting that there are plenty of fighting games out there and there not going to give you what you want. They have there style and there are many fans of that style. I'm not really a fan of many styles of fighting games, but I don't want the devs to change it because of that or to make up for 200+ ping connections.
Gaxkang Feb 4, 2018 @ 4:12am 
Originally posted by Gabi:
I don't want them to design around cross sea connections, your asking for a completely different game in a style to accomodate that, and a style which they simply do not make. Which if that's what you want you really need to look elsewhere, I don't mean that agressively, rather noting that there are plenty of fighting games out there and there not going to give you what you want. They have there style and there are many fans of that style. I'm not really a fan of many styles of fighting games, but I don't want the devs to change it because of that or to make up for 200+ ping connections.

Ah but you had said Darkseid was OP, and that's a design issue. ;)

But changes wouldn't have be to like super radical...if they let people actually punish in the game that would mitigate things. If somebody blocks a b3 or f3, they should be able to clobber someone, for example. I don't like low risk/high reward stuff anyways...but that works even worse in online stuff.
Moving away from dials would be a major shift for NRS...but they really should sometime. Too much being locked into things defense-wise, or mixup's being instant hit like and comboing.

Some people believe a block button in I2 would solve some issues....such as MKX had. That might help with Supergirl's teleport.

But anti-airing needs tweaking, wakeup game needs tweaking. Some specials need to be slower and more punishable.
Gabi Feb 4, 2018 @ 4:23am 
There isn't a fight game in existence with perfect balance, and i'm hardly good enough to decide with certainty who is best and where balance issue exist. I can only speak from my experience which may be very wrong. Online is imperfect and likely always will be, designing around the delays you are talking about would result in a slow and boring game. Sure things could be tweaked but changing how block works I think would be a terrible idea, the entire game is designed around how this block works including all the character mechanics. Change one small little thing and it effects thousands of other little things in ways you wouldn't expect.
Karlmeister Feb 4, 2018 @ 8:07am 
Originally posted by Sentinel Lyons:
The netcode is near flawless with this game imo, with Supergirl's TP slipping through the cracks. I can't react to it 80% of the time, sometimes it is just impossible. Offline it is never an issue, it's the reason she is never picked at offline tournies.

Well in pro tourneys she is picked up and "sometimes" even pro fighters can't react to a mb teleport... it's part of the game.

I got several problems against SG too. When I got full screened and lasered, I try to block/duck and walk forward to get closer but then a mb teleport comes and I can't react to press F instead D or B haha...

I come from MKX and, being said that I couldn't block always ALL teleports, they were a lil bit easier to block (I guess because back-coming teleports were all mid or low).
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Date Posted: Feb 2, 2018 @ 12:37am
Posts: 17