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Injustice 2 |OT| Grodd's Among Us

DR2K

Banned
There's over 750k people on the leaderboards for PS4 version. Don't think anyone has to worry about this selling
 

Slaythe

Member
There's over 750k people on the leaderboards for PS4 version. Don't think anyone has to worry about this selling

The funny thing is that according to trophies, nobody plays "online ranked".

So imagine how many actually bought the game. It's sick.
 
I never played Gods Among Us beyond the first month because of the poor netcode, so I just faced my first real Aquaman today. He doesn't have any weaknesses or anything that's easily punished, does he? I checked his frame data in training and his low string is + on block, his b3/f3 are plus as well, that d2 is insanely fast and that trait really is the ruiner of days that everyone says it is, lol. I couldn't outrange him with Harley and his tentacle slam didn't let me breathe when I tried to zone either. Does anyone have any advice for how to approach him, or is it just a matter of having to play really solid?
 
If there's a Multiverse objective that reads "complete X event with 5 rare gear", lets say all the peices are epic, will that count? Is it "rare or better" or specifically "rare gear" that's required?

Also, can anyone explain Guild bosses to me and how attacking things as a Guild differs from solo?
 

Xeteh

Member
If there's a Multiverse objective that reads "complete X event with 5 rare gear", lets say all the peices are epic, will that count? Is it "rare or better" or specifically "rare gear" that's required?

Also, can anyone explain Guild bosses to me and how attacking things as a Guild differs from solo?

Not sure about your first question but the Guild bosses are fought with one player at a time while the other 2 can spectate and throw buffs/attacks in from off screen.
 

LiK

Member
Not sure about your first question but the Guild bosses are fought with one player at a time while the other 2 can spectate and throw buffs/attacks in from off screen.

Omg, this sounds amazing. I wanna join these one of these days.
 
Well then...

9532f124-e364-4f50-a1b1sxe.png
 
No joke. I throw my AI Atrocitus with like 27 Combo stats just to watch him go nuts on the cpu.

Harley Quinn is the same way. For whatever reason the AI doesn't like to block all hits of her Tantrum Stance cartwheel, which also happens to be her main special combo starter, so I can cheese even 5 rating level 20 AI relatively easily if they let me get in range.
 
can anyone link some good harley combo vids

i'm learning

Don't have any videos on-hand but if you understand NRS notation: Midscreen is starter~TS, 1, b3, j2, 112 and corner is starter~TS, 1, nj2, f13, 11~PD

That'll get you by really well midscreen. Ideal starters are B22 for a low, F2 for an overhead, 12 as your main punish, and even just doing tantrum stance raw can be pretty effective when whiff punishing or for a surprise long range low. For the ender, the timing is a lot tighter, but you can do 33 instead of 112, and cancel the first hit of the second 3 into her trait for a safe oki setup that beats almost all reversals (I think Firestorm's can trade if timed right).

Corner, same deal, play doctor restands to let you keep pressuring, and any of the above starters work great. You can meter burn play doctor for extra damage if you want to burn the meter. Generally though I try to hog Harley's meter for ex specials, armored b3s or clashes. She's better off saving it for keepaway or defensive purposes imo.
 

Xeteh

Member
Don't have any videos on-hand but if you understand NRS notation: Midscreen is starter~TS, 1, b3, j2, 112 and corner is starter~TS, 1, nj2, f13, 11~PD

That'll get you by really well midscreen. Ideal starters are B22 for a low, F2 for an overhead, 12 as your main punish, and even just doing tantrum stance raw can be pretty effective when whiff punishing or for a surprise long range low. For the ender, the timing is a lot tighter, but you can do 33 instead of 112, and cancel the first hit of the second 3 into her trait for a safe oki setup that beats almost all reversals (I think Firestorm's can trade if timed right).

Corner, same deal, play doctor restands to let you keep pressuring, and any of the above starters work great. You can meter burn play doctor for extra damage if you want to burn the meter. Generally though I try to hog Harley's meter for ex specials, armored b3s or clashes. She's better off saving it for keepaway or defensive purposes imo.

I don't know what it is but I had gotten pretty good at ending corner combos with Play Doctor in the first game but I'm fucking terrible at it in this one.
 
I don't know what it is but I had gotten pretty good at ending corner combos with Play Doctor in the first game but I'm fucking terrible at it in this one.

They changed a lot of her juggle properties, I think. 112 feels way different than in IJ1 as well. The last gunshot is more prone to missing. It's just something you have to eyeball and hope for the best tbh, lol
 
Don't have any videos on-hand but if you understand NRS notation: Midscreen is starter~TS, 1, b3, j2, 112 and corner is starter~TS, 1, nj2, f13, 11~PD

That'll get you by really well midscreen. Ideal starters are B22 for a low, F2 for an overhead, 12 as your main punish, and even just doing tantrum stance raw can be pretty effective when whiff punishing or for a surprise long range low. For the ender, the timing is a lot tighter, but you can do 33 instead of 112, and cancel the first hit of the second 3 into her trait for a safe oki setup that beats almost all reversals (I think Firestorm's can trade if timed right).

Corner, same deal, play doctor restands to let you keep pressuring, and any of the above starters work great. You can meter burn play doctor for extra damage if you want to burn the meter. Generally though I try to hog Harley's meter for ex specials, armored b3s or clashes. She's better off saving it for keepaway or defensive purposes imo.
Thanks for the info :) I'll need to look up a notation guide, I'll practice them tomorrow.

I have a lot of trouble pulling off play doctor though :(
 
Thanks for the info :) I'll need to look up a notation guide, I'll practice them tomorrow.

I have a lot of trouble pulling off play doctor though :(

You can always just end in 112 if you're having trouble with other enders. It's still a bit finicky, but you're still in an advantageous position if it drops unlike the others.
 

Xeteh

Member
Thanks for the info :) I'll need to look up a notation guide, I'll practice them tomorrow.

I have a lot of trouble pulling off play doctor though :(

PS4: 1=square, 2=triangle, 3=cross, 4=circle
XB1: 1=X, 2=Y, 3=A, 4=B
B/F/U/D = back/forward/up/down
MB = Meter Burn (R2/RT)
NJ = Neutral Jump
/ = OR
~ = Cancel (do the move straight away)
 
I never played Gods Among Us beyond the first month because of the poor netcode, so I just faced my first real Aquaman today. He doesn't have any weaknesses or anything that's easily punished, does he? I checked his frame data in training and his low string is + on block, his b3/f3 are plus as well, that d2 is insanely fast and that trait really is the ruiner of days that everyone says it is, lol. I couldn't outrange him with Harley and his tentacle slam didn't let me breathe when I tried to zone either. Does anyone have any advice for how to approach him, or is it just a matter of having to play really solid?


I havent tried that particular matchup, but Id guess she can punish blocked tentacle with a reversal gunshot. id have to go check though. Aquaman drives me crazg too.
 

hawk2025

Member
Don't have any videos on-hand but if you understand NRS notation: Midscreen is starter~TS, 1, b3, j2, 112 and corner is starter~TS, 1, nj2, f13, 11~PD

That'll get you by really well midscreen. Ideal starters are B22 for a low, F2 for an overhead, 12 as your main punish, and even just doing tantrum stance raw can be pretty effective when whiff punishing or for a surprise long range low. For the ender, the timing is a lot tighter, but you can do 33 instead of 112, and cancel the first hit of the second 3 into her trait for a safe oki setup that beats almost all reversals (I think Firestorm's can trade if timed right).

Corner, same deal, play doctor restands to let you keep pressuring, and any of the above starters work great. You can meter burn play doctor for extra damage if you want to burn the meter. Generally though I try to hog Harley's meter for ex specials, armored b3s or clashes. She's better off saving it for keepaway or defensive purposes imo.


This is the kind of post that basically tells me "you will never play fighting games well". :p
 
Noticed that a lot of characters can combo off their uppercut, some easier than others, but interesting none the less.

Currently sitting on Scarecrow, Darkseid and Superman. I need to work on my panic inputs though.. I noticed that I was able to get Scarecrow's F21 into his Scarecrow/Crane grab quite easily. Yet when I try to do it after a wall bounce (bounce, j2, F21 into grab) I seem to completely fuck up the input and end up with his F213 or F21 into his chain move.
 
So, Is the 'Grid' Cyborg skin the only reward from the mobile version of the game? Or are there more skins to unlock? If not, that's disappointing.
 

Impulsor

Member
Yesterday I got Kryptonite infused gauntlets for Batman, and they look awesome. I want the full set but no luck yet.

Other than gear bias, there is no other way to determine what you get from mother boxes right?
 

Naite

Member
This grind is getting to me. I hate Damian but tried to level him to 20 in hopes of getting Nightwing's staff ability and wasn't successful. At least I did it with a turbo controller and made the AI fight for me in endless, but it still felt like a waste of time.
 
Do augments get rerolled when you regenerate gear or is it just the stats? I have a couple Atrocitus epics with what seem like really great augments on them. Would be a shame to lose them.
 

CodeNfX

Member
A bunch of my characters that were maxed somehow went back to lvl 2-7 as if it rolled back tons of hours of progress. I had to restart console, restart game, and restart again to get it back. Scared the crap outta me.
 

Marvel

could never
Yesterday I got Kryptonite infused gauntlets for Batman, and they look awesome. I want the full set but no luck yet.

Other than gear bias, there is no other way to determine what you get from mother boxes right?
I fought a Bat's with a couple bits of that gear last night. Looked sick.
 

JJShadow

Member
I love the clash small chats

Atrocitus: You'd make a great Red Lantern
Batman: I only come in black

Yesterday I got Kryptonite infused gauntlets for Batman, and they look awesome. I want the full set but no luck yet.

Other than gear bias, there is no other way to determine what you get from mother boxes right?

I already have two of the Kryptonite infused pieces (arms and chest) and it looks fucking awesome with those neon details
 

Lukemon

Member
Just researched and omg it's a known problem D:

https://www.gamefaqs.com/boards/191336-injustice-2/75368180

Apparently I'm forever fucked out of the level 20 rewards for Catwoman. Cool lol.

NRS better patch this shit quick.

It can happen with L10 rewards as well – my Green Arrow is now 20 and has loadout 5 unlocked but not 4, and missing the ability and vault space too. Basically, if a character is below the level you left them at when you reload the game, DON'T TOUCH THEM. Hard reset until stuff is back to normal. Annoying, but as the rewards are fixed, it should be a simple enough patch... hopefully.
 
I havent tried that particular matchup, but Id guess she can punish blocked tentacle with a reversal gunshot. id have to go check though. Aquaman drives me crazg too.

Yeah, just tried it in training, Aquaman can still block the reversal. Ah well, I'll have to come up with something else. Thanks for looking out though.
 

Q8D3vil

Member
Any tips on getting the most out of Darkseid?
Learn insant air omega beam, shit is crazy if ur opponent want to dash or air jump.
You have to jump and do omega beam in the same time so it cat hit both ground and air opoonents.
Might want to turn on input shortcut to make it easier.
 

Probity

Member
Are there any real other viable Green Arrow combos that don't simply come down to spinning-bow-to-slight-juggle? It feels like it would be a little repetitive or obvious against a real person but it is just about the only thing I've really found anything on.

I'm new to fighting games so if anyone has any strategy suggestions that would be even more helpful. I find myself not really knowing what to do to start a match or on wakeup, and I don't really understand a solid method for balancing blocking and offensive motions which seems particularly important in this game given how punishing it feels to make mistakes at times. Also is it a waste of effort to use the environmental effects? I don't tend to see people use them or even talk about them in videos I've watched to this point. Oh and if someone can explain how to reliably initiate a clash that would be great, even in practice mode it feels hit-or-miss and I'm wondering if there are more specific parameters for it to work.
 

Vice

Member
Are there any real other viable Green Arrow combos that don't simply come down to spinning-bow-to-slight-juggle? It feels like it would be a little repetitive or obvious against a real person but it is just about the only thing I've really found anything on.
Keeping it simple is good, but here's a tutorial on some GA combos
https://www.youtube.com/watch?v=NQRNpexAUfw

I'm new to fighting games so if anyone has any strategy suggestions that would be even more helpful. I find myself not really knowing what to do to start a match or on wakeup, and I don't really understand a solid method for balancing blocking and offensive motions which seems particularly important in this game given how punishing it feels to make mistakes at times.
This is hard to explain. I'll try to give you the simple version. Every character has a range and position they excel at. For some characters it's in the opponents face and for others it could be at nearly full screen, and for others it can be anywhere in between. You generally want to be int he space that benefits you the most. Your beneficial space generally lets you be more offensive. If you have a space where you are bad in that is when you generally want to be more defensive until you get back into the space you want.

Also is it a waste of effort to use the environmental effects? I don't tend to see people use them or even talk about them in videos I've watched to this point.
They are a good way to extend combos and get get guaranteed damage.

Oh and if someone can explain how to reliably initiate a clash that would be great, even in practice mode it feels hit-or-miss and I'm wondering if there are more specific parameters for it to work.
Hold R2 while getting hit, then press forward. You can hold R2 pretty early.
 
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