Yeah, I hope they fix weird input reads like that. They try to hard to help beginner's and it really messes with experienced fighting game veterans. Another annoying aspect is that the combos try to auto-correct themselves at times. If you press: 2, 2, qcb+1 the game will read qcb+2 because of the 2's that came out before hand. It actually makes certain combos impossible. Really odd feature that needs to be done away with soon.
Really enjoying the show you've encouraged me to explore the game more thoroughly. I'm currently trying to get to grips with Cat Woman as she insanely fast and I'm yet to see anyone playing with her. My favourite Sonic line that would be appropriate after a win is 'He's fallen over and he can't get back up again'. :P
Max remember that the Flash can slow down time not just for combos(although that's its best use) it can be used to beat keepaway as the projectiles become VERY VERY unsafe because recovery time. Also gives you a chance to dodge the slower ones like the meteors.
The key element of Stroke and Doomsday that single them out as 'cheap' is their dominating playstyle. They tend to set the pace, force the opponent to be patient, block, dodge, pay attention to spacing, and max punish. This can be VERY frustrating, since it's a lot easier to learn to use a domination-style char, than to learn to counter them. As the same, people need to breathe deep, slow down and think it through.
I think Max just got carried away in the moment, we all do it. Zoning characters and projectile characters can be rough on people that have to get in to do damage. But interactables are part of the game, they bugged the hell out of me at first but you just have to know how to counter it and ensure that you don't let them get to that point. All in all enjoying the week of Flash, keep up the good work Max. Yo videogames! Could we maybe get a week of Aquaman and call it SHARK WEEK?!?!
Ranked match is for prestige in the online community: basically you WANT to win as much as possible so your high in the ranks. Player Match is for casual gaming where your prestige is unaffected whether you win or lose. You'll usually find more beginners playing in Player Matches so i recommend starting with that before you move on to Ranking.
It took me ages to realise this but: If you're using an arcade stick and either control scheme if you down a qcf/qcb motions (I assume half circles as well) and you release the stick before you hit the attack input, the game will count the stick going to neutral as either a forward or backward input. The amount of times I got Aquamans trident toss instead of db2 was dumb until I figure this out. It's just a matter of holding the final direction as you hit the button.
Quoting Max himself: "The best way to deal with something like that in a fighting game is to just not be in the situation in the first place." These words ring so true.
1)C'mon step it up 2)I'l make you eat those words 3)Too easy, piece'a cake 4)I'm not a rat, i'm a hedgehog 5)I told you i'm not a RAT! I'm a Hedgehog 6)I'm Sonic, Sonic The Hedgehog 7)Just call me Sonic 8)NOW I'M SERIOUS! 9)Play times over 10)Hey guys, better luck next time
When my group of friends played Tekken, one of my earliest techniques was to throw the shit out of people. It pissed off a lot of people - to the point that THEY GOT BETTER and learned throw escapes and proper spacing. Which taught ME how to be smarter about my own spacing, and the pace of my offense. I think its the same with keepaway and environmental objects. It works very well because your mind simply didn't think about stuff like that before. Max would likely adapt very quickly soon.
I've found that in some online matches the special inputs don't work like they should, and often times don't result in the special you are trying to do. Ares' teleport move doesn't work a majority of the time. It's basically a QCF/QCB + the button input. NetherRealm Studios definitely needs to issue a major patch, and for several reasons.
If you got it, use it. You may not like interactables, but they are a part of the game and people will use them. You can use them just like everyone else.
Max the sooner you embrace Interactables the more fun you'll have. They are not totally free. back dashes have invincibility, you can use armor moves to go through, every character can essentially FADC through them too and punish for huge damage.
The only stage I like when I play Shazam is Stryker's Island, the part where Metallo is in the middle of the arena. There is only 4 interactables there, the robot and turret on the far left, metallo in the middle of the arena, and the giant metal bin on the far right. It's perfect for Shazam because it is not too big and whenever I do an Atlas Torpedo and the opponent is near an edge, I meter burn it for the slam then I can grab the interactable and hit them on wakeup before using his trait.
WEEK OF SOLOMON GRUNDY! he has such an interesting backstory: born on a monday, christened on tuesday, married on wednesday...I wanna know what happens NEXT!
your right, shazam is very timely. down medium might not out prioritize the dive kick of those like black adam etc. back medium into heavy might work. but if you do read early enough to pull off the down medium, his staple forward triangle triangle heavy (the 3 hit where he calls lightning from the sky with the second medium, the does this little knee that juggles. his two grabs are a huge part of his game, they combo if you hit either of these. and can be meterburned for additional ground boun
Thinking about it some more - Max probably was in the heat of the moment. Repeated Atlantis stages aside, I think he knows the whole keepaway thing is just a strategy that needs time to counteract. He'll probably calm down when he gets the picture together and posts better results against zoners.
storm to get closer, but can still get hit with the last few hits of the rifle shot upon finishing the move. if anything they need to either increas ds' recovery frames from his guns or reduce the amount of expended shots especially for the rifle or reduce its ovrall dmg. i mean it does around 15% dmg which is equavalent to a decent string and more powerful than aquamans trident throw and supes heat zap.
the key for anyone else is to try mashing out as fast as you can accurately** a combo special involved / wall bounce/ ground bounce etc. IE Shazam has a Light Light Medium. Basic combo. IF i hit L,L,M as fast as i can, it'll work. He also has Down Back Medium that can be added after the Medium punch for his lightning Bolt. But say you want the Down Back H teleport because they're blocking. You'll notice if you go LLM QC back H you'll Get the LIGHTNING bolt. This is because of Negative Check!
I think the problem is that they designed the character match-ups and balancing around the use of interactables, but didn't actually balance the cast itself. Like, without the interactables, there are some extremely lopsided match-ups. Add in the fact that the characters that have the advantage in the vanilla match-up now have access to reaching interactables before the other character, then it just adds even more free damage that the disadvantaged character can hardly do a thing about.
Max, against sinestro: Most of sinestro's zoning options are unsafe, giving you time to punish or dash in. Know where the interactables are on the stage. If you see them going for one, phase through it. If you get hit by a projectile, just be patient and block. Don't try to advance or dash because you will just get stuffed by another projectile. Also be careful where you use flash's b,f+m because it is really unsafe and better players will punish it hard. I know lag sucks but do your best!
Contrary to Below, IF i actually did want the Lightning Bolt. Negative Check is useful. Because That same string with NC ON, is L,L, PUSH IN** M, down, back, RELEASE** M (like SSF4) the Letting go only works in chains where the Special is using the same button as the last button of the chain/ string. So it Depends HIGHLY on the Player, FGC Sabin (QA of this game) said it was for Pad players because it gives them more time to move 1 thumb to multiple buttons, Stick Players I advise you Test...
Sinestro's zoning game is ridiculously telegraphed. Once your eye gets trained for his animations, you'll actually start feeling sorry for the him. Same with Deathstroke. Once people start punishing his wake-up swords and mid-screen guns, everyone will realize why ranged attacks build so much meter.
I haven't used the flash yet, but one thing you could do is find a combo which uses the wall bounce. When making my combos with various characters i always ended up using the wall bounce so i accidently do stage transitions all the time for free easy damage.
This is what is going to get the stage objects and transitions banned from tournament play: not them being broken, because they are nowhere near so, but the fact that everyone would rather whine than learn to counter them. I swear, when my PS3 gets fixed, I will do my best to upload a vid to show counter measures for stage objects. Anything to prevent the removal of a great mechanic from high-level play.
That wouldn't help because the flash's trait slows down time and doesn't let him block. If he gets hit then it ends. It doesn't really help with zoning
basic combos= no timing, only the transition from basic to special do you have to wait a little. juggles= specific timing regarding your chosen attack and they're position in the air. Put the stick Back to default and Try negative check off (negative check is preference based really but i think your troubles will go away) last mention lol. i feel like i'm trolling this advice everwhere
Honestly for everyone complaining about the zoning characters and interactables, just play a rush-down character like The Flash or Catwoman. If your constantly in their face they can't keep chucking intractables or spam missiles.
I nice way to get in with the flash is using his running stance and then hitting forward and then A or Y. Hitting X does good too, but it is just not safe at ALL! His Y one is a pretty good anti-air too. And A gets then hit and leaves you near him (for keep away people)
Hey Max its alright, to beat that style all you have to do is pace yourself and you can easily avoid it by using one of the mobility positions in the stage. I think a game like this is fun because it challenges you in that style of play. And one more thing if you look at each level real closely, they also have strategically placed these item within a certain proximity of the unblockable item. So all you have to do is take your time and plan your approach. Simple, yet fun.
I agree with you. I think the reason he hates intractables so much is because it's a brand new element added to fighting games. But I agree with him about hating the ones that respawn.
Got my first official rage quitter for Injustice today. It was an aquaman in rank match. I felt really bad though since I was going on with only 30% dmg taken and I had him down to 25% of his second health bar and he disconnected right after I just finished a combo. He seemed really beginner-ish, so I felt bad about going crazy on him. I also found out today that Joker has two very good air-to-air/crossup with his jumping medium and jumping heavy. I had a hard time since Shazam got no anti-air.
Max, try using his running stance to play the wake up game when you knock someone down. I've found that you can really mess people up and keep em guessing when you're dashing back n forth with it changing between his enders while they're down. Have you tried playing this on a pad? Game seems designed for it and with that plus normal controls I find I don't get moves that I don't want. Also with your Speed Force combo you should try Furashu Kicku x3 followed by his headbutt x4. More reliable.
i really really think that to counter interactables, using them more defenitely helps learning more about it and being able to avoid them or find out weaknesses of them!
yeah, but the number only changes when playing Ranked Matches. in Player Matches, whether you win or lose, nothing happens to it. its just there because. . . . . uhhhh. . . . .you know what, I'm not really sure why its there.
Not all traits. Black Adam, Shazam, Killer Frost, Superman, just to name a few. Their traits are not the type for breaking through zoners, but rather for more dmging combos, not to say that they don't have other ways to get in though.
No, no interactables can be blocked. However, you can backdash objects more-so jump over some of the objects and if you're smart you won't run into Superman when he's camping next to a car or a pipe......
My main complaint with intractables are the fact that they're unblockable. Like I'd have no problem if they weren't, but the fact that you're racing towards these 20-30% unblockable projectiles that are HUGE doesn't exactly encourage smart play.
You mean tap down, go neutral, then do the motion for the special? I suppose that works, but I would think that might slow down my speed for the timing to special cancel. I figured I can do the motion straight from d+2/d+1, but it requires me to commit to the move.
well I guess d+2 is the only thing that would work as an anti-air, but for some reason Shazam's d+2 looks kind of slow compared to other character's d+2. It's also for some reason difficult for me to special cancel off a d+2 for most characters, but especially Shazam, which of course leads me to thinking it's slow thus changing up the timing of cancelling it into a special. He also severely lacks a decent overhead.
Also you can throw out ur character train at will to get in against projectile users. Follow these tips and I'm sure yould get great win streaks with your skill.
How at ALL is it like Smash Bros with Items? in case you somehow didn't notice, all interactables are fixed in where they are in each stage and now they work. Smash in contrast has random items spawing at random times. one is learnable, one is not
Max! Injustice has PLENTY of tools to blow up people laming it out with interactables! Charge a b/f3 when you sniff one coming, meter burn to gain armor, your armor will absorb, and you can dash right through for a free punish! Flash in particular can punish A LOT of character's projectiles with his lightning charge on reversal; get this down and you'll make anyone regret ever being lame!
Dear people, if you are going against zoning block then dash. Do not block then jump. That is bad. You'll even close more distance this way! Very few projectiles recover fast enough to hit you before your dash animation is over with (deathstroke can but only if he goes from low shot to high shot, and cyborg with instant air projectiles, that's it) And knowing is half the battle.
Yo Max, i think you should use Flash's intangible move against some zone characters, especially Sinestro because he is really negative on the boulders especially. and people like to use it because its like Doom missiles in a way that it can stop combos and give them time to back up.
me too !!! as far as interactivity with the background goes. I see you don't fool around with them a lot and quite frankly I,d like to play you sometime for that reason. I have the game and this lazy style fight keeps me from getting online though...
Thank you. I played with a minor lag and couldn't handle a zoning deathstroke online AT ALL. And with the really strict combo timing for some characters, even a 1-2 second latency is a bitch to deal with.
I'm surprised I like The Flash so much since buying the game. I even went to the degree of making a combo move for him XD His forward heavy has so much potential, especially within time loop combos. Time loop also leads to a bunch of troll combos, his overhead medium is pretty fast to and catches alot of people off guard when on wakeup. Good character, I would like some buffs to come his way though to deal with zoners, like making his back forward medium full screen
considering you're playing flash, you have a massive speed advantage over projectile characters (as you should...you're flash....), you can close the gaps extremely quickly, all you have to do is learn to block and dash forward?
He's stated numerous times that movement is awkward for him (or almost anyone not used to MK engines). That and he's not the only person who complained about interactables being unblockable. I see them banned down the road in tourney play personally.
I think you should not burn your speed-zone trait on combo extension. You get like 5% to 10% at best. Instead, you could try to use it to get an extra combo to connect in the first place, that would be way better.
Great Match vs. Sinestro Max! One thing that I see you're lacking with is he overhead of Flash into an EX Flash Kick combo. Also get fancy, do the parry more often and do the EX for that projectile :p
I've been testing some things with the game and I believe the game keeps your inputs after you push them sometimes which causes you to do things that you didn't want to do. I did it a lot when I was using Flash and other characters. It's a strange thing try it in like practice mode. I was trying to do Batman's slide and instead I would get his batarangs somehow. Even though the game said I inputed for the slide and not the batarangs. It's strange stuff.
There's a string you can use for combos that you aren't using and it's "Heavy, Medium, Medium". It's pretty useful, especially in it's trait mode activated. Try it out sometimes. =)
Ugh! Interactables. Ya know they apparently gave you the option of turning them off......sadly I doesn't work :/ I know. I kept turning them off but for some reason they can still throw shit at me.
Wrong: Many ways to deal with it... Stuff it, jump and avoid it, backdash invincibility, character-specific moves, use it before they can, armor through it... And that's just ways we currently know of.
Max try this out against sinestro w/ flash. Utilize his vibration so the projectiles phase thru. Immediately after vibration use running stance to get in closer and follow w/ head charge. I've seen it work so just give it a try to see if it makes a difference.
I really wish you could customize your costume colors like in SFxT, that would be a really nice addition. I can just see my silver and black Bane running around bustin' people's backs.
Fair enough, 'borderline cheating'. Serious questions: How would you play Sinestro? Is there a way to play Sinestro or other hard-zoners without being lame? Genuinely curious about what you think... I want to understand your perspective.
It seems to help if you make sure to release down before inputting your motion. Every time I tried just transitioning from holding down without releasing it wouldn't work.
Please elaborate which are those "good old days". SF2 era where Ryu/Ken/Guile/SAGAT were exactly as good with projectiles as without them? Or maybe MVC2 era of Cable/Blackheart/Sentinel and most of the cast being downright useless? I'm just confused. Cuz i've been there and i didn't see any of those times as "good".
sinestro only has high/overhead projectiles, block, dash. don't use the elbow unless you're within punish distance. he's very annoying, but has enough recovery on block for a free dash.
9:04 Max don't use the analog stick for back forward medium. I realise you don't have an option with and Arcade stick or with the XBOX controller but its far easier to use the D Pad and literally press back forward medium. For closing the gap also use down down medium then forward heavy, its a fast low dash knocking the opponent of their feet
He can't with Flash, he only jumps off of them. The only ones Flash can use on Atlantis offensively is the corner ones and the middle throne but he doesn't break the glass in the corner.
Max, you need to use his trait to get in. It's not just for combos. If you're only using his trait once a match you're using it wrong. I use Bane and Doomsday and i've fought probably a billion deathstrokes. They all want to stay on the opposite side of the screen. As Doomsday I can just ex sky smash em but for bane I have to go LVL 3 venom to be able to ever get in on them or they shoot me down. Use the traits they're the equalizers on zoners in this game.
The stance is literally a 33.3/33.3/33.3 lol don't know how to use it too well besides randomly, maybe during his trait you can do the Fwd 3 or 2 out of the stance and juggle? The street fighter controls are useless. Making you hit the corners of a gate when the traditional hado works anyway? i don't know why they put it in since the quarter circle, and just going down to forward (or back) in a strait line both work in default. Shazam down back forward moves taught me this. Strait lines only.
The main that that I dislike about this game is that at least in the PS3 version, it takes like forever to get into a ranked game (although everything else dosen't take that long and the xbox dosen't seem to have this problem)
I actually like that zoning is a legit strat with several characters. It varies the gameplay between characters. Sure, some balancing may be needed, but I don't think they should nerf zoning to hell. If every character becomes rushdown/vortex I'm out. As for intractables... jump back?
Fair enough. If that's how you play, more power too ya. I will admit i find that really odd though. Fighting games seem to be the only competitive medium where a repeated strategy is seen as illegitimate. "Oh, I've captured too many of your pieces using my queen, I'll just leave her right there for the rest of the game." "Last two touchdowns, we made two-point conversions easily, let's just not bother with the try this time." These statements seem silly to me.
Sonic jokes are over the hedge
I really hope there is some mysterious use to the runner's stance you somehow overlooked, i would love to see more of barry. thanks for the week max!
I simply enjoy watching Max playing any fighting game. It's like being in the arcade watching your friend that knows how to play well. :D
Yeah, I hope they fix weird input reads like that. They try to hard to help beginner's and it really messes with experienced fighting game veterans. Another annoying aspect is that the combos try to auto-correct themselves at times. If you press: 2, 2, qcb+1 the game will read qcb+2 because of the 2's that came out before hand. It actually makes certain combos impossible. Really odd feature that needs to be done away with soon.
Really enjoying the show you've encouraged me to explore the game more thoroughly. I'm currently trying to get to grips with Cat Woman as she insanely fast and I'm yet to see anyone playing with her. My favourite Sonic line that would be appropriate after a win is 'He's fallen over and he can't get back up again'. :P
Max remember that the Flash can slow down time not just for combos(although that's its best use) it can be used to beat keepaway as the projectiles become VERY VERY unsafe because recovery time. Also gives you a chance to dodge the slower ones like the meteors.
The key element of Stroke and Doomsday that single them out as 'cheap' is their dominating playstyle. They tend to set the pace, force the opponent to be patient, block, dodge, pay attention to spacing, and max punish. This can be VERY frustrating, since it's a lot easier to learn to use a domination-style char, than to learn to counter them. As the same, people need to breathe deep, slow down and think it through.
i could watch this for years, like someone else said, keep this coming!
you havent seen Alex Valle's Flash then
I think Max just got carried away in the moment, we all do it. Zoning characters and projectile characters can be rough on people that have to get in to do damage. But interactables are part of the game, they bugged the hell out of me at first but you just have to know how to counter it and ensure that you don't let them get to that point. All in all enjoying the week of Flash, keep up the good work Max. Yo videogames!
Could we maybe get a week of Aquaman and call it SHARK WEEK?!?!
Ranked match is for prestige in the online community: basically you WANT to win as much as possible so your high in the ranks.
Player Match is for casual gaming where your prestige is unaffected whether you win or lose. You'll usually find more beginners playing in Player Matches so i recommend starting with that before you move on to Ranking.
It took me ages to realise this but: If you're using an arcade stick and either control scheme if you down a qcf/qcb motions (I assume half circles as well) and you release the stick before you hit the attack input, the game will count the stick going to neutral as either a forward or backward input. The amount of times I got Aquamans trident toss instead of db2 was dumb until I figure this out. It's just a matter of holding the final direction as you hit the button.
It makes me happy to see Max get mad at people spamming ranged stuff. Makes me feel better about my rage.
Quoting Max himself:
"The best way to deal with something like that in a fighting game is to just not be in the situation in the first place."
These words ring so true.
1)C'mon step it up
2)I'l make you eat those words
3)Too easy, piece'a cake
4)I'm not a rat, i'm a hedgehog
5)I told you i'm not a RAT! I'm a Hedgehog
6)I'm Sonic, Sonic The Hedgehog
7)Just call me Sonic
8)NOW I'M SERIOUS!
9)Play times over
10)Hey guys, better luck next time
Those are of course sonic phrases
When my group of friends played Tekken, one of my earliest techniques was to throw the shit out of people. It pissed off a lot of people - to the point that THEY GOT BETTER and learned throw escapes and proper spacing.
Which taught ME how to be smarter about my own spacing, and the pace of my offense.
I think its the same with keepaway and environmental objects. It works very well because your mind simply didn't think about stuff like that before.
Max would likely adapt very quickly soon.
I've found that in some online matches the special inputs don't work like they should, and often times don't result in the special you are trying to do. Ares' teleport move doesn't work a majority of the time. It's basically a QCF/QCB + the button input. NetherRealm Studios definitely needs to issue a major patch, and for several reasons.
If you got it, use it. You may not like interactables, but they are a part of the game and people will use them. You can use them just like everyone else.
Max the sooner you embrace Interactables the more fun you'll have. They are not totally free. back dashes have invincibility, you can use armor moves to go through, every character can essentially FADC through them too and punish for huge damage.
The only stage I like when I play Shazam is Stryker's Island, the part where Metallo is in the middle of the arena. There is only 4 interactables there, the robot and turret on the far left, metallo in the middle of the arena, and the giant metal bin on the far right. It's perfect for Shazam because it is not too big and whenever I do an Atlas Torpedo and the opponent is near an edge, I meter burn it for the slam then I can grab the interactable and hit them on wakeup before using his trait.
WEEK OF SOLOMON GRUNDY! he has such an interesting backstory: born on a monday, christened on tuesday, married on wednesday...I wanna know what happens NEXT!
your right, shazam is very timely. down medium might not out prioritize the dive kick of those like black adam etc. back medium into heavy might work. but if you do read early enough to pull off the down medium, his staple forward triangle triangle heavy (the 3 hit where he calls lightning from the sky with the second medium, the does this little knee that juggles. his two grabs are a huge part of his game, they combo if you hit either of these. and can be meterburned for additional ground boun
Thinking about it some more - Max probably was in the heat of the moment.
Repeated Atlantis stages aside, I think he knows the whole keepaway thing is just a strategy that needs time to counteract. He'll probably calm down when he gets the picture together and posts better results against zoners.
i love your slo-mo combo, its so powerful, freaking 40 to 50% damage
storm to get closer, but can still get hit with the last few hits of the rifle shot upon finishing the move. if anything they need to either increas ds' recovery frames from his guns or reduce the amount of expended shots especially for the rifle or reduce its ovrall dmg. i mean it does around 15% dmg which is equavalent to a decent string and more powerful than aquamans trident throw and supes heat zap.
the key for anyone else is to try mashing out as fast as you can accurately** a combo special involved / wall bounce/ ground bounce etc. IE Shazam has a Light Light Medium. Basic combo. IF i hit L,L,M as fast as i can, it'll work. He also has Down Back Medium that can be added after the Medium punch for his lightning Bolt. But say you want the Down Back H teleport because they're blocking. You'll notice if you go LLM QC back H you'll Get the LIGHTNING bolt. This is because of Negative Check!
I think the problem is that they designed the character match-ups and balancing around the use of interactables, but didn't actually balance the cast itself. Like, without the interactables, there are some extremely lopsided match-ups. Add in the fact that the characters that have the advantage in the vanilla match-up now have access to reaching interactables before the other character, then it just adds even more free damage that the disadvantaged character can hardly do a thing about.
Max, against sinestro: Most of sinestro's zoning options are unsafe, giving you time to punish or dash in. Know where the interactables are on the stage. If you see them going for one, phase through it. If you get hit by a projectile, just be patient and block. Don't try to advance or dash because you will just get stuffed by another projectile. Also be careful where you use flash's b,f+m because it is really unsafe and better players will punish it hard. I know lag sucks but do your best!
dood, i went against you in marvel 3 and got my ass handed to me, youre in a whole different league man
Best Sonic Quote: "If someone tries to touch you in an inappropriate place that makes you feel uncomfortable, That's no Good."
Contrary to Below, IF i actually did want the Lightning Bolt. Negative Check is useful. Because That same string with NC ON, is L,L, PUSH IN** M, down, back, RELEASE** M (like SSF4) the Letting go only works in chains where the Special is using the same button as the last button of the chain/ string. So it Depends HIGHLY on the Player, FGC Sabin (QA of this game) said it was for Pad players because it gives them more time to move 1 thumb to multiple buttons, Stick Players I advise you Test...
Sinestro's zoning game is ridiculously telegraphed. Once your eye gets trained for his animations, you'll actually start feeling sorry for the him. Same with Deathstroke. Once people start punishing his wake-up swords and mid-screen guns, everyone will realize why ranged attacks build so much meter.
I haven't used the flash yet, but one thing you could do is find a combo which uses the wall bounce.
When making my combos with various characters i always ended up using the wall bounce so i accidently do stage transitions all the time for free easy damage.
This is what is going to get the stage objects and transitions banned from tournament play: not them being broken, because they are nowhere near so, but the fact that everyone would rather whine than learn to counter them.
I swear, when my PS3 gets fixed, I will do my best to upload a vid to show counter measures for stage objects. Anything to prevent the removal of a great mechanic from high-level play.
That wouldn't help because the flash's trait slows down time and doesn't let him block. If he gets hit then it ends. It doesn't really help with zoning
More of this Miles! I'm loving this!
I think you're unique at this game because you kinda mix your street fighter style with the mk/injustice style . Good job
basic combos= no timing, only the transition from basic to special do you have to wait a little. juggles= specific timing regarding your chosen attack and they're position in the air. Put the stick Back to default and Try negative check off (negative check is preference based really but i think your troubles will go away) last mention lol. i feel like i'm trolling this advice everwhere
Honestly for everyone complaining about the zoning characters and interactables, just play a rush-down character like The Flash or Catwoman. If your constantly in their face they can't keep chucking intractables or spam missiles.
I nice way to get in with the flash is using his running stance and then hitting forward and then A or Y. Hitting X does good too, but it is just not safe at ALL! His Y one is a pretty good anti-air too. And A gets then hit and leaves you near him (for keep away people)
Woo lets go week of flash super hype for no reason... side note hope you and your wife max get better soon
Hey Max its alright, to beat that style all you have to do is pace yourself and you can easily avoid it by using one of the mobility positions in the stage. I think a game like this is fun because it challenges you in that style of play. And one more thing if you look at each level real closely, they also have strategically placed these item within a certain proximity of the unblockable item. So all you have to do is take your time and plan your approach. Simple, yet fun.
I agree with you. I think the reason he hates intractables so much is because it's a brand new element added to fighting games. But I agree with him about hating the ones that respawn.
Got my first official rage quitter for Injustice today. It was an aquaman in rank match. I felt really bad though since I was going on with only 30% dmg taken and I had him down to 25% of his second health bar and he disconnected right after I just finished a combo. He seemed really beginner-ish, so I felt bad about going crazy on him. I also found out today that Joker has two very good air-to-air/crossup with his jumping medium and jumping heavy. I had a hard time since Shazam got no anti-air.
Max, try using his running stance to play the wake up game when you knock someone down. I've found that you can really mess people up and keep em guessing when you're dashing back n forth with it changing between his enders while they're down. Have you tried playing this on a pad? Game seems designed for it and with that plus normal controls I find I don't get moves that I don't want. Also with your Speed Force combo you should try Furashu Kicku x3 followed by his headbutt x4. More reliable.
i really really think that to counter interactables, using them more defenitely helps learning more about it and being able to avoid them or find out weaknesses of them!
yeah, but the number only changes when playing Ranked Matches. in Player Matches, whether you win or lose, nothing happens to it. its just there because. . . . . uhhhh. . . . .you know what, I'm not really sure why its there.
Not all traits. Black Adam, Shazam, Killer Frost, Superman, just to name a few. Their traits are not the type for breaking through zoners, but rather for more dmging combos, not to say that they don't have other ways to get in though.
No, no interactables can be blocked. However, you can backdash objects
more-so jump over some of the objects and if you're smart you won't run into Superman when he's camping next to a car or a pipe......
If somebody picks Deathstroke or Doomsday, then chances are...they don't know what they're doing.
My main complaint with intractables are the fact that they're unblockable. Like I'd have no problem if they weren't, but the fact that you're racing towards these 20-30% unblockable projectiles that are HUGE doesn't exactly encourage smart play.
just a few sonic quotes "you're too slow." "well i can jog around the planet again if you want." "its all about speed." "speeds my game.'
You mean tap down, go neutral, then do the motion for the special? I suppose that works, but I would think that might slow down my speed for the timing to special cancel. I figured I can do the motion straight from d+2/d+1, but it requires me to commit to the move.
your tip is 100% on point, i'll admit for someone who is not a pro like myself its is hard to avoid the overhand
I'll never get tired of those slow down combos
well I guess d+2 is the only thing that would work as an anti-air, but for some reason Shazam's d+2 looks kind of slow compared to other character's d+2. It's also for some reason difficult for me to special cancel off a d+2 for most characters, but especially Shazam, which of course leads me to thinking it's slow thus changing up the timing of cancelling it into a special. He also severely lacks a decent overhead.
My problem with this game is sometimes it just feels like nothing is coming out, or if it does it is the wrong move.
Also you can throw out ur character train at will to get in against projectile users. Follow these tips and I'm sure yould get great win streaks with your skill.
Gotta remeber that he is using the Flash if I recall correctly most of the interactibles are useless unless you are using superpowered characters.
How at ALL is it like Smash Bros with Items? in case you somehow didn't notice, all interactables are fixed in where they are in each stage and now they work. Smash in contrast has random items spawing at random times. one is learnable, one is not
We can take care of this death stroke nonsense HAHAHAHA
i was joking dude, and there's a reason you can turn off items and filter the stages in smash, just like how you can turn off intractables
Max! Injustice has PLENTY of tools to blow up people laming it out with interactables! Charge a b/f3 when you sniff one coming, meter burn to gain armor, your armor will absorb, and you can dash right through for a free punish! Flash in particular can punish A LOT of character's projectiles with his lightning charge on reversal; get this down and you'll make anyone regret ever being lame!
Dear people, if you are going against zoning block then dash. Do not block then jump. That is bad. You'll even close more distance this way! Very few projectiles recover fast enough to hit you before your dash animation is over with (deathstroke can but only if he goes from low shot to high shot, and cyborg with instant air projectiles, that's it)
And knowing is half the battle.
Max if you do the run stance(down+down+med) do forward+light(rush move),med(anti air) or heavy(slide)
Yo Max, i think you should use Flash's intangible move against some zone characters, especially Sinestro because he is really negative on the boulders especially. and people like to use it because its like Doom missiles in a way that it can stop combos and give them time to back up.
me too !!! as far as interactivity with the background goes. I see you don't fool around with them a lot and quite frankly I,d like to play you sometime for that reason.
I have the game and this lazy style fight keeps me from getting online though...
That sonic quote was "way past cool" Max!
Thank you. I played with a minor lag and couldn't handle a zoning deathstroke online AT ALL. And with the really strict combo timing for some characters, even a 1-2 second latency is a bitch to deal with.
I'm surprised I like The Flash so much since buying the game. I even went to the degree of making a combo move for him XD
His forward heavy has so much potential, especially within time loop combos. Time loop also leads to a bunch of troll combos, his overhead medium is pretty fast to and catches alot of people off guard when on wakeup. Good character, I would like some buffs to come his way though to deal with zoners, like making his back forward medium full screen
considering you're playing flash, you have a massive speed advantage over projectile characters (as you should...you're flash....), you can close the gaps extremely quickly, all you have to do is learn to block and dash forward?
He's stated numerous times that movement is awkward for him (or almost anyone not used to MK engines). That and he's not the only person who complained about interactables being unblockable. I see them banned down the road in tourney play personally.
I think you should not burn your speed-zone trait on combo extension. You get like 5% to 10% at best. Instead, you could try to use it to get an extra combo to connect in the first place, that would be way better.
Great Match vs. Sinestro Max! One thing that I see you're lacking with is he overhead of Flash into an EX Flash Kick combo. Also get fancy, do the parry more often and do the EX for that projectile :p
Already at part four? These videos are sure going....FAST!
DOHOHOHOHO-
*shot*
I've been testing some things with the game and I believe the game keeps your inputs after you push them sometimes which causes you to do things that you didn't want to do. I did it a lot when I was using Flash and other characters. It's a strange thing try it in like practice mode. I was trying to do Batman's slide and instead I would get his batarangs somehow. Even though the game said I inputed for the slide and not the batarangs. It's strange stuff.
Max, how do you feel about the online/game mechanics so far? It seems like there is mostly no punishment for certain characters playing keep away.
There's a string you can use for combos that you aren't using and it's "Heavy, Medium, Medium". It's pretty useful, especially in it's trait mode activated. Try it out sometimes. =)
Ugh! Interactables. Ya know they apparently gave you the option of turning them off......sadly I doesn't work :/ I know. I kept turning them off but for some reason they can still throw shit at me.
Wrong: Many ways to deal with it...
Stuff it, jump and avoid it, backdash invincibility, character-specific moves, use it before they can, armor through it...
And that's just ways we currently know of.
Max try this out against sinestro w/ flash. Utilize his vibration so the projectiles phase thru. Immediately after vibration use running stance to get in closer and follow w/ head charge. I've seen it work so just give it a try to see if it makes a difference.
I really wish you could customize your costume colors like in SFxT, that would be a really nice addition. I can just see my silver and black Bane running around bustin' people's backs.
The Diagonals seem to be shortcuts to the fireball motions
What character is next in the "Week of" series? Great vids Max!!
Fair enough, 'borderline cheating'. Serious questions: How would you play Sinestro? Is there a way to play Sinestro or other hard-zoners without being lame? Genuinely curious about what you think... I want to understand your perspective.
It seems to help if you make sure to release down before inputting your motion. Every time I tried just transitioning from holding down without releasing it wouldn't work.
Please elaborate which are those "good old days".
SF2 era where Ryu/Ken/Guile/SAGAT were exactly as good with projectiles as without them?
Or maybe MVC2 era of Cable/Blackheart/Sentinel and most of the cast being downright useless?
I'm just confused. Cuz i've been there and i didn't see any of those times as "good".
I am loving this series btw
sinestro only has high/overhead projectiles, block, dash. don't use the elbow unless you're within punish distance. he's very annoying, but has enough recovery on block for a free dash.
9:04 Max don't use the analog stick for back forward medium. I realise you don't have an option with and Arcade stick or with the XBOX controller but its far easier to use the D Pad and literally press back forward medium. For closing the gap also use down down medium then forward heavy, its a fast low dash knocking the opponent of their feet
You should try picking up Shazam, Max. It's like he was MADE to deal with Interactable spammers
He can't with Flash, he only jumps off of them. The only ones Flash can use on Atlantis offensively is the corner ones and the middle throne but he doesn't break the glass in the corner.
Max, you need to use his trait to get in. It's not just for combos. If you're only using his trait once a match you're using it wrong. I use Bane and Doomsday and i've fought probably a billion deathstrokes. They all want to stay on the opposite side of the screen. As Doomsday I can just ex sky smash em but for bane I have to go LVL 3 venom to be able to ever get in on them or they shoot me down. Use the traits they're the equalizers on zoners in this game.
The stance is literally a 33.3/33.3/33.3 lol don't know how to use it too well besides randomly, maybe during his trait you can do the Fwd 3 or 2 out of the stance and juggle? The street fighter controls are useless. Making you hit the corners of a gate when the traditional hado works anyway? i don't know why they put it in since the quarter circle, and just going down to forward (or back) in a strait line both work in default. Shazam down back forward moves taught me this. Strait lines only.
The main that that I dislike about this game is that at least in the PS3 version, it takes like forever to get into a ranked game (although everything else dosen't take that long and the xbox dosen't seem to have this problem)
I actually like that zoning is a legit strat with several characters. It varies the gameplay between characters. Sure, some balancing may be needed, but I don't think they should nerf zoning to hell. If every character becomes rushdown/vortex I'm out. As for intractables... jump back?
Fair enough. If that's how you play, more power too ya. I will admit i find that really odd though. Fighting games seem to be the only competitive medium where a repeated strategy is seen as illegitimate. "Oh, I've captured too many of your pieces using my queen, I'll just leave her right there for the rest of the game." "Last two touchdowns, we made two-point conversions easily, let's just not bother with the try this time." These statements seem silly to me.
that was one of the most sickest batman combos i have ever seen o.o
You can turn off interactables by pressing start and choosing to turn it off.
SONIC SAYS: "Remember kids, never drop your combos in a fighting game or else you'll give the opponent an opportunity to win and that's NO GOOD!"