Batman does the same combo because it tends to be easy, and does good damage. I already know it by heart and I don't play Batman.
I have basically the same thing. One midscreen bnb with meter, one meterless, and one mixup/positioning string. One corner string with and without meter.
But I did finally realize that Doomsday 33 is +10! Herpaderpaframetraps incoming in the corner soon lol.
Batman's combo is stupidly easy. Cross-up with j2, followed by a basic 2-2-3 combo, use the anti-air bat-hook, meter burn it, use a b4 bounce attack, use another j2 and cancel into a db2. Bam, 33% combo.
I have no idea what any of that J2 and b4 business is but the combo I see Batman always using uses both the straight hook-shot as well as the air-hook shot. It also includes a sliding dive kick, putting some sort of explosive charge on the ground, and a bunch of mid-air kicks.
One guy was able to do 100% damage to me. He literally drained my entire bar with one continuous combo. Then I stood up and he did it to me again. Perfect match.
Is it partly my fault? Sure. I have no idea how to break out of anything so I'm powerless once the juggles start.
Hmm, more likely than it being a continuous 100% combo is that your opponent used standing resets on you. This is when you end your combo early with moves that leave the opponent standing. If you aren't watching closely it can look like it's all one big combo since the character never falls down.
If it was a Batman player that did it to you, I'd guess he was ending his combos with a meter burn grapple and then hopping over your stunned character for a crossup. Those moves that leave your opponent standing in place late in a combo are prime for resets, gotta make sure you're blocking correctly after they do those just in case it's not just a combo extension.
Yeah. 100% combos don't really work in this game mostly. They are also stage specific.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
I'm about ready to break the fucking disc in half. I'm sick and tired of these people losing so they resort to spamming (or "zoning") long range moves. A 10 year old can zone, so I'm really sick and tired of these silly geese winning because of it. And if I have to counter that with my own dirty tactics, I feel like I need a shower afterward. This game is making me slowly hate it more and more, and I've been playing it since release.
By game I mean community. The community for this game sucks.
Zoning is strong in this game, and it's exacerbated by online lag. Same with certain strings or mixups. Having said that, there is no shame in doing what it takes to win. I will always test opponents by doing certain things to see how they react, and if they fall for it, I will keep doing it if I want to win badly enough. I almost exclusively play offline so I don't deal with the latency issues, but I know this isn't the case for everyone.
I will also tell you how exactly to beat the shit I am doing if you ask.
On that note, what exactly are you having trouble with? I'm sure I or another poster can help or give you some perspective.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
0
mosssnackYeah right, man, Bishop should go!Good idea!Registered Userregular
Maaan, I get home all excited to play some ranked with CW and it seems like my 360 harddrive died. Not the end of the world since I had a spare, but I don't know if a transfer cable will work to grab all my saved games.
I am not having trouble with zoning online unless the person zoning is very good and that is seldom the case.
Though occasionally you do run into someone who is great at it (@Knob) and you will have to think very deeply about how to get around it.
I dunno, I'd rather go up against someone who is great at zoning than someone who is just ridiculous at rushdown. With rushdown sometimes I feel like I get to make 2-3 decisions before the round is over, against someone playing a meticulous zoning game the game feels more like a chess battle.
This attitude of 'hurr zoning is so easy, a ten year old can do it, there's no skill in just spamming projectiles.'
I invite anyone who holds this opinion to take deathstroke or sinestro out for a spin against me or Walt or toast. Its simple and requires no skill, so that's easy wins, right? Any moron can just do fireballs over and over.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
This attitude of 'hurr zoning is so easy, a ten year old can do it, there's no skill in just spamming projectiles.'
I invite anyone who holds this opinion to take deathstroke or sinestro out for a spin against me or Walt or toast. Its simple and requires no skill, so that's easy wins, right? Any moron can just do fireballs over and over.
It's not that I can't deal with it, it's more or less that it changes up how the game is played because of it. If a person is zoning, I'm basically spending half a match defending against it, and half making sure they stop doing it. I'm not having fun when I'm trying to counter crap like that. It's gotten to the point where if people pick Sinestro or Deathstroke, I just pick Doomsday and spam supernova's meter burn, then when I'm in their face, I spam shoulder rams and cross-up jump attacks followed by sweeps.
It's more or less that I just think I need a small break from the game; I've clearly been playing it too much and some of the juvenile people I fight on XBL are getting to me.
EDIT: Great, now the game is freezing every time the "This game saves data automatically at certain points. Do not switch off the power when the indicator is flashing." message pops up. The question is whether it's a disc error or a save-corruption. Greeeat.
My green arrow needs serious help. I just went 0-20 against various folks and it wasn't even close. I really don't even know what he does well.
All the good Green Arrows I fought either zone with the flame arrows and trick the opponent to block a certain way then get around the guard a different way (like say shoot at their feet one time and when the guard for the next, the jump and shoot them over-head), or they get up close and personal and mainly use the freeze arrows to stun the opponent. Green Arrow has several good moves and combos that are good for up-close and personal situations, and several moves that can appeal to a ranged character who tries to trick the opponent.
XBL: GamingFreak5514
PSN: GamingFreak1234
0
mosssnackYeah right, man, Bishop should go!Good idea!Registered Userregular
This attitude of 'hurr zoning is so easy, a ten year old can do it, there's no skill in just spamming projectiles.'
I invite anyone who holds this opinion to take deathstroke or sinestro out for a spin against me or Walt or toast. Its simple and requires no skill, so that's easy wins, right? Any moron can just do fireballs over and over.
It's not that I can't deal with it, it's more or less that it changes up how the game is played because of it. If a person is zoning, I'm basically spending half a match defending against it, and half making sure they stop doing it. I'm not having fun when I'm trying to counter crap like that. It's gotten to the point where if people pick Sinestro or Deathstroke, I just pick Doomsday and spam supernova's meter burn, then when I'm in their face, I spam shoulder rams and cross-up jump attacks followed by sweeps.
It's more or less that I just think I need a small break from the game; I've clearly been playing it too much and some of the juvenile people I fight on XBL are getting to me.
EDIT: Great, now the game is freezing every time the "This game saves data automatically at certain points. Do not switch off the power when the indicator is flashing." message pops up. The question is whether it's a disc error or a save-corruption. Greeeat.
Holy crap, the same exact thing was happening to me earlier. I didn't think about save corruption, I just swapped hdd's and it was fine. Probably not the disc if we both encountered it.
My green arrow needs serious help. I just went 0-20 against various folks and it wasn't even close. I really don't even know what he does well.
Note I am NOT a Green Arrow player. However I can offer some insight. @Kinderparty, please feel free to correct me.
I believe one of GA's strengths is his ability to safely pressure the opponent using his trait. His regular standing trait arrow is +3 on block. So you can start strings, end them with arrow, and retain the advantage.
Now AFAIK, low arrows must be blocked low. If you jump and angle the arrow down, it becomes an overhead. Ice arrows can be landed with this mixup fairly often, freeing you up to do a B3 combo starter.
His J3 has a lot of range and priority. His "hop back arrow" special has good priority and stuffs a lot of advancing moves. He can also shoot arrows directly above which stops certain character specials dead to rights.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Holy crap, the same exact thing was happening to me earlier. I didn't think about save corruption, I just swapped hdd's and it was fine. Probably not the disc if we both encountered it.
I backed up my saves via cloud just in case, but yeah it was a save file corruption. I'm starting from scratch again... *sigh*
A player no longer receives a loss when an opponent quits an online match.
Fixed an issue where online Hero Cards were not visible if a user had > 30 friends.
Various Online fixes to enhance stability.
A player can now perform a 2in1 combo into background bounces and interactables using Light+Medium buttons on arcade sticks.
This makes the game fully playable on 5 button arcade sticks.
A player can no longer block or escape a throw in the middle of performing a stance switch.
The Fortress of Solitude (Upper Level-Left) Space Ship damage was normalized for all characters.
Fixed an issue that affected some characters when performing a combo on weapon-wielding defenders that were holding grenades in the Batcave.
Fixed various issues where Interactive Objects could obscure the players’ view after being used.
Fixed a rare issue where players could sometimes interact with invisible Interactive Objects.
Character Balance Improvements
Aquaman
Water of Life Character Power now lasts 2 seconds (down from 2.5) and has an 8 second cool down (increased from 7 seconds)
Increased the ability to punish a Trident Scoop (Down, Back, 1) from Aquaman when the defender blocks.
Normalized the amount of damage Aquaman inflicts on an opponent while they are blocking his Trident Rush (Down, Forward + 1)
Ares
Increased viability of Ares’ Teleport when used as a wake up attack.
Opponent’s can now perform a tech roll after being knocked down by Ares’ Invading Force (Back+2, 3) combo.
Bane
Normalized Bane’s backwards throw damage.
Slightly increased speed of Bane’s forward dash.
Reduced the cooldown on Level 2 Venom Boost to 4.5 seconds (down from 6)
Reduced the cooldown on Level 3 Venom Boost to 6 seconds (down from 9)
Catwoman
Catwoman’s Calico Cut (Forward + 1) attack now hits the opponent Overhead and will hit all opponent hitboxes while they are crouching.
Cyborg
Cyborg’s In-Air Projectiles are now a HIGH block instead of a MID.
Deathstroke
Deathstroke now stuns the defender for less time when the defender blocks his gunshots.
Deathstroke now deals slightly less damage when the defender blocks his gunshots.
Deathstroke now lands slightly slower after performing in-air gunshots.
Doomsday
Doomsday’s Hunter (1,1,2) combo no longer inflicts full damage while the opponent is blocking.
Green Arrow
Reduced the amount of block advantage on Green Arrow’s Light It Up (Back+2, 3) combo
Grundy
A player can now activate a Clash (as a defender) during the 2nd and 3rd hit of Solomon Grundy’s Chain Grabs.
Harley Quinn
Harley’s Irresistible combo (1 + Away, 2) no longer inflicts full damage while the opponent is blocking.
Harley’s Hi Puddin combo(2, Down+3) now has less advantage while the opponent is blocking.
Joker
Increased Joker’s Wild Character Power HA! duration to 9 seconds (from 6 seconds).
Increased Joker’s Wild Character Power Parry Damage to 11%
Slightly reduced the start-up frames for Laughing Gas (Down, Forward + 1) and Rolling Laughing Gas (Down, Forward + 2) to allow it to combo consistently on all opponents.
Lobo
Reduced Lobo’s recovery time while loading his Nuclear Shells Character Power to 49 frames (down from 57).
Removed the ability for an opponent to initiate a Clash while being hit by Lobo’s Meter Burn Pump Shots (Down, Forward + 1).
Removed the ability for an opponent to initiate a Clash while being hit by Lobo’s Pump Shots (Down, Forward + 1) while his shotgun is loaded with Nuclear Shells.
Increased the amount of damage an opponent will receive when blocking Lobo’s Pump Shots (Down, Forward + 1) while his shotgun is loaded with Nuclear Shells.
Raven
Raven’s Raven Slash (Down+3) attack now has normalized damage.
Increased viability of Raven’s Teleport when used as a wake up attack.
Shazam
Increased viability of Shazam’s Teleport when used as a wake up attack.
Shazam’s Herculean Might (Down, Back, Forward + 1) on miss is now -17 (down from -27)
Shazam’s Achilles’ Clutch (Down, Back + 1) on miss is now -21 (down from -35)
Shazam’s Solomon’s Judgment Character Power now activates faster
Normalized reaction time for Shazam after escaping an opponent’s throw attempt.
Sinestro
Normalized Sinestro’s Backwards Throw Damage
Arachnid Sting (Down, Forward 2) is now has a block advantage of -12 (down from -36) and is a Mid attack (changed from High).
Beware Your Fears Character Power activation time decreased to 1.66 seconds (down from 2 seconds).
Superman
Normalized the amount of damage scaling on Superman’s combos.
Normalized Superman’s damage scaling while using his Steel Rush (Forward+2, Down+1) combo.
Wonder Woman
Wonder Woman’s Knee Chop (Down+1) attack now inflicts normalized damage during hit and while an opponent is blocking.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Minor Aquaman nerf, Ares reset removed, minor Bane buffs, Cyborg jump FB nerf, known Deathstroke nerfs, Doomsday bug fix, Grundy trait nerf, Harley bug fix and minor nerf, Joker buffs, Raven bug fix and minor buff, Shazam recovery buff and POSSIBLE MAJOR TRAIT BUFF, Sinestro fix and trait buff, Superman bugfix/nerf, Wonder Woman bug fix.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
0
mosssnackYeah right, man, Bishop should go!Good idea!Registered Userregular
Hopefully a major trait buff for Shazam, if he could combo into his trait in the corner he would be way, way more dangerous.
This patch really, really sucks for Grundy and Ares. I don't know that Aquaman players will even give a shit. I certainly don't, if I do the trident scoop on block it was either a hit confirm failure or I was going for a setup I knew was risky, both of which should be punishable.
Still have no idea why they are nerfing Deathstroke. He isn't even that good? If people really want to bitch about a character they should be worried about guys like Batman.
Walt on
+2
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
While maybe not directly related, after reading that article I've gone 21-0 so far in ranked tonight. So either way, thanks for posting that.
Oh, and another overhead for catwoman. I'm excited.
Lol, it's good stuff. Really opened my eyes to what real competitive play could be.
I also like his writing, for me that article had perfect timing. I read it for the first time right before CvS2 came out.
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
@Knob
Sinestro buffs, Shazam vortex, dogs and cats, living together, Mass hysteria!
@Lockedontarget
It means the damage scales properly when used in a combo. A move doing "un-normalized" damage usually means it is still doing full damage even if it is used at the end of a combo, where it would have been scaled down otherwise.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Or in some cases, damage is increased to match other similar situations. Every throw in the game does 11% except Sinestro, who does 9%. Normalized throw damage is a big buff for him.
Normalized damage for the Fortress interactable means it'll do equivalent damage to other large thrown objects instead of WAY TOO DAMN MUCH
Knob on
0
FaranguI am a beardy manWith a beardy planRegistered Userregular
Getting in some games on PS3 right now, it'd be a nice change of pace if some people from here wailed on me instead of random strangers. PSN name is Farangu if you feel like sending an invite.
whoa, I thought they weren't gonna patch the characters at all. Good to know; and hey, I agree with most of those patches, too. I kinda wish they slightly nerfed the range of Raven's Down, Forward + 2 and Green Lantern's Ring Grab (or at least lower their priority), but oh well.
Posts
Batman's combo is stupidly easy. Cross-up with j2, followed by a basic 2-2-3 combo, use the anti-air bat-hook, meter burn it, use a b4 bounce attack, use another j2 and cancel into a db2. Bam, 33% combo.
XBL: GamingFreak5514
PSN: GamingFreak1234
One guy was able to do 100% damage to me. He literally drained my entire bar with one continuous combo. Then I stood up and he did it to me again. Perfect match.
Is it partly my fault? Sure. I have no idea how to break out of anything so I'm powerless once the juggles start.
If it was a Batman player that did it to you, I'd guess he was ending his combos with a meter burn grapple and then hopping over your stunned character for a crossup. Those moves that leave your opponent standing in place late in a combo are prime for resets, gotta make sure you're blocking correctly after they do those just in case it's not just a combo extension.
By game I mean community. The community for this game sucks.
XBL: GamingFreak5514
PSN: GamingFreak1234
Hey man, it might not be for you.
Zoning is strong in this game, and it's exacerbated by online lag. Same with certain strings or mixups. Having said that, there is no shame in doing what it takes to win. I will always test opponents by doing certain things to see how they react, and if they fall for it, I will keep doing it if I want to win badly enough. I almost exclusively play offline so I don't deal with the latency issues, but I know this isn't the case for everyone.
I will also tell you how exactly to beat the shit I am doing if you ask.
On that note, what exactly are you having trouble with? I'm sure I or another poster can help or give you some perspective.
bnet: moss*1454
Though occasionally you do run into someone who is great at it (@Knob) and you will have to think very deeply about how to get around it.
I dunno, I'd rather go up against someone who is great at zoning than someone who is just ridiculous at rushdown. With rushdown sometimes I feel like I get to make 2-3 decisions before the round is over, against someone playing a meticulous zoning game the game feels more like a chess battle.
This attitude of 'hurr zoning is so easy, a ten year old can do it, there's no skill in just spamming projectiles.'
I invite anyone who holds this opinion to take deathstroke or sinestro out for a spin against me or Walt or toast. Its simple and requires no skill, so that's easy wins, right? Any moron can just do fireballs over and over.
If you want to get good at fighting games, ANY fighting game,
LEARN.
SPACING.
http://www.sirlin.net/ptw/
Required reading. Free.
It's not that I can't deal with it, it's more or less that it changes up how the game is played because of it. If a person is zoning, I'm basically spending half a match defending against it, and half making sure they stop doing it. I'm not having fun when I'm trying to counter crap like that. It's gotten to the point where if people pick Sinestro or Deathstroke, I just pick Doomsday and spam supernova's meter burn, then when I'm in their face, I spam shoulder rams and cross-up jump attacks followed by sweeps.
It's more or less that I just think I need a small break from the game; I've clearly been playing it too much and some of the juvenile people I fight on XBL are getting to me.
EDIT: Great, now the game is freezing every time the "This game saves data automatically at certain points. Do not switch off the power when the indicator is flashing." message pops up. The question is whether it's a disc error or a save-corruption. Greeeat.
XBL: GamingFreak5514
PSN: GamingFreak1234
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
All the good Green Arrows I fought either zone with the flame arrows and trick the opponent to block a certain way then get around the guard a different way (like say shoot at their feet one time and when the guard for the next, the jump and shoot them over-head), or they get up close and personal and mainly use the freeze arrows to stun the opponent. Green Arrow has several good moves and combos that are good for up-close and personal situations, and several moves that can appeal to a ranged character who tries to trick the opponent.
XBL: GamingFreak5514
PSN: GamingFreak1234
Holy crap, the same exact thing was happening to me earlier. I didn't think about save corruption, I just swapped hdd's and it was fine. Probably not the disc if we both encountered it.
bnet: moss*1454
Note I am NOT a Green Arrow player. However I can offer some insight. @Kinderparty, please feel free to correct me.
I believe one of GA's strengths is his ability to safely pressure the opponent using his trait. His regular standing trait arrow is +3 on block. So you can start strings, end them with arrow, and retain the advantage.
Now AFAIK, low arrows must be blocked low. If you jump and angle the arrow down, it becomes an overhead. Ice arrows can be landed with this mixup fairly often, freeing you up to do a B3 combo starter.
His J3 has a lot of range and priority. His "hop back arrow" special has good priority and stuffs a lot of advancing moves. He can also shoot arrows directly above which stops certain character specials dead to rights.
Also see this thread for ideas.
http://testyourmight.com/threads/green-arrows-pressure-options.30509/
I backed up my saves via cloud just in case, but yeah it was a save file corruption. I'm starting from scratch again... *sigh*
XBL: GamingFreak5514
PSN: GamingFreak1234
Twitch Wed-Sun, 2-5pm CST
Delete the latest update from your dashboard then redownload it. It'll fix it right up.
Worked like a charm, thanks!
Twitch Wed-Sun, 2-5pm CST
XBL: GamingFreak5514
PSN: GamingFreak1234
bnet: moss*1454
Twitch Wed-Sun, 2-5pm CST
General Fixes
A player no longer receives a loss when an opponent quits an online match.
Fixed an issue where online Hero Cards were not visible if a user had > 30 friends.
Various Online fixes to enhance stability.
A player can now perform a 2in1 combo into background bounces and interactables using Light+Medium buttons on arcade sticks.
This makes the game fully playable on 5 button arcade sticks.
A player can no longer block or escape a throw in the middle of performing a stance switch.
The Fortress of Solitude (Upper Level-Left) Space Ship damage was normalized for all characters.
Fixed an issue that affected some characters when performing a combo on weapon-wielding defenders that were holding grenades in the Batcave.
Fixed various issues where Interactive Objects could obscure the players’ view after being used.
Fixed a rare issue where players could sometimes interact with invisible Interactive Objects.
Character Balance Improvements
Aquaman
Water of Life Character Power now lasts 2 seconds (down from 2.5) and has an 8 second cool down (increased from 7 seconds)
Increased the ability to punish a Trident Scoop (Down, Back, 1) from Aquaman when the defender blocks.
Normalized the amount of damage Aquaman inflicts on an opponent while they are blocking his Trident Rush (Down, Forward + 1)
Ares
Increased viability of Ares’ Teleport when used as a wake up attack.
Opponent’s can now perform a tech roll after being knocked down by Ares’ Invading Force (Back+2, 3) combo.
Bane
Normalized Bane’s backwards throw damage.
Slightly increased speed of Bane’s forward dash.
Reduced the cooldown on Level 2 Venom Boost to 4.5 seconds (down from 6)
Reduced the cooldown on Level 3 Venom Boost to 6 seconds (down from 9)
Catwoman
Catwoman’s Calico Cut (Forward + 1) attack now hits the opponent Overhead and will hit all opponent hitboxes while they are crouching.
Cyborg
Cyborg’s In-Air Projectiles are now a HIGH block instead of a MID.
Deathstroke
Deathstroke now stuns the defender for less time when the defender blocks his gunshots.
Deathstroke now deals slightly less damage when the defender blocks his gunshots.
Deathstroke now lands slightly slower after performing in-air gunshots.
Doomsday
Doomsday’s Hunter (1,1,2) combo no longer inflicts full damage while the opponent is blocking.
Green Arrow
Reduced the amount of block advantage on Green Arrow’s Light It Up (Back+2, 3) combo
Grundy
A player can now activate a Clash (as a defender) during the 2nd and 3rd hit of Solomon Grundy’s Chain Grabs.
Harley Quinn
Harley’s Irresistible combo (1 + Away, 2) no longer inflicts full damage while the opponent is blocking.
Harley’s Hi Puddin combo(2, Down+3) now has less advantage while the opponent is blocking.
Joker
Increased Joker’s Wild Character Power HA! duration to 9 seconds (from 6 seconds).
Increased Joker’s Wild Character Power Parry Damage to 11%
Slightly reduced the start-up frames for Laughing Gas (Down, Forward + 1) and Rolling Laughing Gas (Down, Forward + 2) to allow it to combo consistently on all opponents.
Lobo
Reduced Lobo’s recovery time while loading his Nuclear Shells Character Power to 49 frames (down from 57).
Removed the ability for an opponent to initiate a Clash while being hit by Lobo’s Meter Burn Pump Shots (Down, Forward + 1).
Removed the ability for an opponent to initiate a Clash while being hit by Lobo’s Pump Shots (Down, Forward + 1) while his shotgun is loaded with Nuclear Shells.
Increased the amount of damage an opponent will receive when blocking Lobo’s Pump Shots (Down, Forward + 1) while his shotgun is loaded with Nuclear Shells.
Raven
Raven’s Raven Slash (Down+3) attack now has normalized damage.
Increased viability of Raven’s Teleport when used as a wake up attack.
Shazam
Increased viability of Shazam’s Teleport when used as a wake up attack.
Shazam’s Herculean Might (Down, Back, Forward + 1) on miss is now -17 (down from -27)
Shazam’s Achilles’ Clutch (Down, Back + 1) on miss is now -21 (down from -35)
Shazam’s Solomon’s Judgment Character Power now activates faster
Normalized reaction time for Shazam after escaping an opponent’s throw attempt.
Sinestro
Normalized Sinestro’s Backwards Throw Damage
Arachnid Sting (Down, Forward 2) is now has a block advantage of -12 (down from -36) and is a Mid attack (changed from High).
Beware Your Fears Character Power activation time decreased to 1.66 seconds (down from 2 seconds).
Superman
Normalized the amount of damage scaling on Superman’s combos.
Normalized Superman’s damage scaling while using his Steel Rush (Forward+2, Down+1) combo.
Wonder Woman
Wonder Woman’s Knee Chop (Down+1) attack now inflicts normalized damage during hit and while an opponent is blocking.
SOURCE:
https://www.injustice.com/en/news/updated-520-injustice-patch-v103-release-notes
Minor Aquaman nerf, Ares reset removed, minor Bane buffs, Cyborg jump FB nerf, known Deathstroke nerfs, Doomsday bug fix, Grundy trait nerf, Harley bug fix and minor nerf, Joker buffs, Raven bug fix and minor buff, Shazam recovery buff and POSSIBLE MAJOR TRAIT BUFF, Sinestro fix and trait buff, Superman bugfix/nerf, Wonder Woman bug fix.
While maybe not directly related, after reading that article I've gone 21-0 so far in ranked tonight. So either way, thanks for posting that.
Oh, and another overhead for catwoman. I'm excited.
bnet: moss*1454
This patch really, really sucks for Grundy and Ares. I don't know that Aquaman players will even give a shit. I certainly don't, if I do the trident scoop on block it was either a hit confirm failure or I was going for a setup I knew was risky, both of which should be punishable.
Still have no idea why they are nerfing Deathstroke. He isn't even that good? If people really want to bitch about a character they should be worried about guys like Batman.
Lol, it's good stuff. Really opened my eyes to what real competitive play could be.
I also like his writing, for me that article had perfect timing. I read it for the first time right before CvS2 came out.
PS - Local_H_Jay
Sub me on Youtube
And Twitch
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog
Dude is going to be insane now
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog
Sinestro buffs, Shazam vortex, dogs and cats, living together, Mass hysteria!
@Lockedontarget
It means the damage scales properly when used in a combo. A move doing "un-normalized" damage usually means it is still doing full damage even if it is used at the end of a combo, where it would have been scaled down otherwise.
Normalized damage for the Fortress interactable means it'll do equivalent damage to other large thrown objects instead of WAY TOO DAMN MUCH
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
XBL: GamingFreak5514
PSN: GamingFreak1234