Thank you for this explanation. I had no idea it worked like that in NRS games, and I think I would've been super confused, especially since they provide the frame data in-game.
i liked injustice2 story mode more than i thought i would... someone uploaded on youtube yesterday but was already taken down... i think i will buy this game when it's on sale and play firestorm
You can also make special commands stay on screen even while you're practicing so you can quickly reference how to do them. As whacky as NRS is sometimes; they're training mode and command list is top notch.
Sadly it is overshadowd by the incompetence of everything else they do on their games just to be different from the other games Add that usually end with incorrect frame data in most of the moves and never update it when they make balance changes. So the feature ends useless.
Want to see if I got this right... 1.) "Confirms" and true combos are either DACs, special cancels, or juggles, you can't mix-and-match different combo strings 2.) Frame advantage = guaranteed pressure, guaranteed your-opponent-must-block-or-get-hit
Yes you got. You can mix and match strings within combos though. For example lets say a string is 112 and another string is 234. you could start your attack with 112 and hit confirm the 2 into a special that bounces for a juggle. Then continue the juggle with 112, then end in 234 + special move. You can't mix strings like 11+34 and have it all combo or link. Doesn't work like that.
In Injustice 1 some characters could actually dash cancel normals using MB back 3 and link into another normal that way. I don't doubt it's still possible.
How exactly does it work in the cases where you can link stuff? Does it just become like regular hitstun when you cancel out of a move? And what about comboing from projectiles? Does hitstun just work normally there?
CaioLugon in NRS the links are strings which are noted in the pause menu. Also you can cancel a string or normal into a special to juggle or ground combo who you're playing against.
really new NRS player here, i'm planning to try inj2. im mostly play sf games and my buttons layout on stick are LP, MP, HP and LK,MK,HK but i keep hearing / reading moves like forward 1 or down 2 for example. how the button layout works on a fighstick for NRS games?
You can also consider it generic 3 attack buttons, plus a trait button light=1 medium=2 heavy=3 trait=can be 4, can be T or just write trait lol. Meter burn = MB 1+3= throw 1+2= interactable 2+3= stance change which is used for some miscellaneous stuff and also is the delay wakeup button
in NRS games, some moves make your character turn towards or away from the camera, and you can also manually do this with a stance switch button as well
i hate having to know frame datas in video games. people should just play from their own timing. what happened to learning which combos/hits are generally slower. why do we have to know a code in order to play this game lol.
RocketPawnch When you say fighting game rules are we speaking on SF mechanics? Don't know your age group, but I remember the arcade days of SF and all of its clones. Back then it was considered a bad thing, now if a game doesn't follow those rules it's not a fighting game. My comment was for Ultra David on his view of For Honor. In that video everything he said was wrong with that game are actual issues with SFV. Ironically blinded? So I just wanted to know if Injustice 2 is a fighting game by his standards since a "fighting game mechanic" such as hit stun is not what it is in SF. if you don't like, understand, or arent good at a game just don't play it.
That's so dumb! It makes the game not feel organic from frame data, but instead you can only combo if NRS says you can combo. Everything is just hard coded in.
Not really. Just because it's not traditional like SF or Anime doesn't mean it's not organic. It's attitudes like yours that stop more fighting games from being popular. You're not trying to learn the game, just trying to play another game in a different system. lol From my understanding Tekken also has similar properties.
Same goes for normals - I went from SF4 to MKX, which is a world of difference. It felt clunkier, but when I finally stopped trying to "spam Bison's s.HK" while playing as Sub-Zero in Mortal Kombat, I started having a lot more fun. I stopped doing things that don't make sense in THAT game, and now I was enjoying two different games separately.
This was the best explanation so far. i love how you broke it down ultradavid.
Thank you for this explanation. I had no idea it worked like that in NRS games, and I think I would've been super confused, especially since they provide the frame data in-game.
So, unless it's canceled into, (in a broad sense), you need a stagger or they will be able to block...that makes sense!
i liked injustice2 story mode more than i thought i would... someone uploaded on youtube yesterday but was already taken down... i think i will buy this game when it's on sale and play firestorm
Wait, framedata IN the command list IN the game? I respect NRS more every day it seems like.
Yep, they also did this for Injustice in 2013 and MKX in 2015. :)
You can also make special commands stay on screen even while you're practicing so you can quickly reference how to do them. As whacky as NRS is sometimes; they're training mode and command list is top notch.
Lewdology PhD oh NRS has been great for so so long, fucking amazing company
The fact that they do put frame data in is great. Problem is that in both injustice and mkx it was sometimes incorrect frame data.
Sadly it is overshadowd by the incompetence of everything else they do on their games just to be different from the other games
Add that usually end with incorrect frame data in most of the moves and never update it when they make balance changes. So the feature ends useless.
Great video David! This explains a lot!
Want to see if I got this right...
1.) "Confirms" and true combos are either DACs, special cancels, or juggles, you can't mix-and-match different combo strings
2.) Frame advantage = guaranteed pressure, guaranteed your-opponent-must-block-or-get-hit
Yes you got. You can mix and match strings within combos though. For example lets say a string is 112 and another string is 234. you could start your attack with 112 and hit confirm the 2 into a special that bounces for a juggle. Then continue the juggle with 112, then end in 234 + special move. You can't mix strings like 11+34 and have it all combo or link. Doesn't work like that.
In Injustice 1 some characters could actually dash cancel normals using MB back 3 and link into another normal that way. I don't doubt it's still possible.
Great stuff David.
How exactly does it work in the cases where you can link stuff? Does it just become like regular hitstun when you cancel out of a move? And what about comboing from projectiles? Does hitstun just work normally there?
CaioLugon in NRS the links are strings which are noted in the pause menu. Also you can cancel a string or normal into a special to juggle or ground combo who you're playing against.
This was pretty helpful. Thanks for the video
What about whiff punishes? Also can you punish unsafe moves?
BUDDAz1g naturaly, but you have to know your strings to juggle or stun-combo him
really new NRS player here, i'm planning to try inj2. im mostly play sf games and my buttons layout on stick are LP, MP, HP and LK,MK,HK but i keep hearing / reading moves like forward 1 or down 2 for example. how the button layout works on a fighstick for NRS games?
also wanted to say thanks for the video David. looking forward more of this videos for dummies like me lol
Ismael Moran 1 = square/X
2 = triangle/Y
3 = X/A
4 = O/B
thanks, forgot to say i use a ps4 fightstick. lol
Ismael Moran left side is ps buttons, right is xbox.
You can also consider it generic 3 attack buttons, plus a trait button
light=1
medium=2
heavy=3
trait=can be 4, can be T or just write trait lol.
Meter burn = MB
1+3= throw
1+2= interactable
2+3= stance change which is used for some miscellaneous stuff and also is the delay wakeup button
love the animation for the capes, just like the rest of the animation for this game
Well thats because they reused them lol.
Great video man, thx so much.
Thank you so much.
Why are they facing away from the camera?
in NRS games, some moves make your character turn towards or away from the camera, and you can also manually do this with a stance switch button as well
Camera-shy.
NRS is really bad at fighting game design.
Yeah character silhouettes are pretty important but here you cant see limbs or much of anything at a glance, that rubs me the wrong way...
fuck off
Makes things more clear yo
Don't Believe these are NRS mechanics for fighting games, they've come a long way since the first MK games.
3:07 Woo!
The combos are so shit in this game , even the damn ai has trouble completing combos.
i hate having to know frame datas in video games. people should just play from their own timing. what happened to learning which combos/hits are generally slower. why do we have to know a code in order to play this game lol.
MooMoo 8399 You don't need to know it just helps to know
lul. So is it a fighting game since it makes its own rules?.?
Most if not all fighting games make their own 'rules'.
It's a fighting game because it has gameplay mechanics of a fighting game.
RocketPawnch When you say fighting game rules are we speaking on SF mechanics? Don't know your age group, but I remember the arcade days of SF and all of its clones. Back then it was considered a bad thing, now if a game doesn't follow those rules it's not a fighting game. My comment was for Ultra David on his view of For Honor. In that video everything he said was wrong with that game are actual issues with SFV. Ironically blinded? So I just wanted to know if Injustice 2 is a fighting game by his standards since a "fighting game mechanic" such as hit stun is not what it is in SF. if you don't like, understand, or arent good at a game just don't play it.
Any fighting game within the genre.
For Honor is not a fighting game.
Piss poor explanation of Frame Data.
That's so dumb! It makes the game not feel organic from frame data, but instead you can only combo if NRS says you can combo. Everything is just hard coded in.
Not really.
Just because it's not traditional like SF or Anime doesn't mean it's not organic.
It's attitudes like yours that stop more fighting games from being popular.
You're not trying to learn the game, just trying to play another game in a different system. lol
From my understanding Tekken also has similar properties.
You're right!
Same goes for normals - I went from SF4 to MKX, which is a world of difference. It felt clunkier, but when I finally stopped trying to "spam Bison's s.HK" while playing as Sub-Zero in Mortal Kombat, I started having a lot more fun. I stopped doing things that don't make sense in THAT game, and now I was enjoying two different games separately.