|
Post by Nyu Nozomi Hyuga on May 30, 2017 0:30:01 GMT -5
Injustice 2 Lets You Unlock Wonder Woman’s Gear from the Movie Starting Today
Today NetherRealm Studios and Warner Bros. Interactive Entertainment announced that they will host in-game events in Injustice 2 tied-in to the upcoming Wonder Woman film.
The first event, titled “To End All Wars,” will let you unlock Wonder Woman’s gear in the console version of Injustice 2, starting today.
For those playing the mobile version of the game, the event will start tomorrow, letting them get two brand new Wonder Woman character cards based on the film.
Source: dualshockers
|
|
The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on Jun 6, 2017 7:35:32 GMT -5
I'm ready for this to come out too.
|
|
|
Post by Nyu Nozomi Hyuga on Jun 9, 2017 2:00:36 GMT -5
Here is breakdown of Red Hood from eventhubs:
Injustice 2's first DLC character, Red Hood, is going to be the focus of today's Watchtower stream.
Red Hood blasts his way into Injustice 2 on June 13th, check out character breakdown right here
Injustice 2's new DLC character will be hitting consoles in just under one week's time.
Players that have purchased the Deluxe edition, Ultimate Pack, the Ultimate Edition or the Fighter Pack will get Red in just six days. Everyone else will have to wait until some time the following week for their chance to purchase and download him.
Ready for our Red Hood character breakdown? Read on. Please note that the damage in these clips will seem unnaturally high. This is because Red Hood is at level 20, and the dummy Joker is at level one.
Generally speaking, Red hood is a traditional zoning character, but becomes unique to the player controlling him via the use of the Mine and his character power.
As always, we kick things off with the character's Super move:
xhttps://clips.twitch.tv/SassyHandsomeKleeTheThing
Of course, Red uses his guns to fight his foes. He can leap into the air, blast at his opponents with overhead and mid shots. This will likely be a big part of Red's zoning game as it comes from a fairly advantageous angle:
xhttps://clips.twitch.tv/SpineyRepleteNikudonDoggo
Red Hood's mine will be integral to his play as it seems to be his main combo starter. It's a low attack that can be placed at three different ranges, and the meter burn version pops up foes for a full combo:
xhttps://clips.twitch.tv/CoweringExuberantMonitorTooSpicy
In addition to his gun play, Red Hood can toss out Gotham Stars as alternative projectiles. These can be thrown either horizontally or at an upward angle for anti-air purposes:
xhttps://clips.twitch.tv/DarlingPunchyRadishSquadGoals
If Red wants to quickly close the distance, he can use his Lethal Lunge. This sees him launch himself at his foe, but has two different meter burn options. He can either use meter to squeeze off a shot early in his lunge, or he can use it upon impact with the opponent to go into a gunshot barrage.
He can do a similar move backwards to get out of trouble. This acts as his reversal on wake up for the most part:
xhttps://www.eventhubs.com/images/2017/jun/07/rh-05/
Go in too hard on Red Hood and you may eat a parry:
xhttps://clips.twitch.tv/SpineyHorribleTrollLitty
Red Hood's character power sees him electrify his guns and go all "Gun-Fu" on his opposition. The idea here is that he'll be mixing his opponents up as they block the incoming barrage of attacks, and will have to try to guess the final follow up mix up as Red attempts to open them up:
xhttps://clips.twitch.tv/RenownedThoughtfulTurnipCoolStoryBro
|
|
The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on Jun 12, 2017 1:47:19 GMT -5
I'm surprised they made Red Hood a zoner. I wasn't expecting that at all.
|
|
|
Post by Nyu Nozomi Hyuga on Jul 3, 2017 1:49:11 GMT -5
Injustice 2 Sub-Zero Warner Bros. and NetherRealm Studios had shown off Sub-Zero's official Injustice 2 trailer. Sub-Zero is a lethal cryomancer and leader of the reformed Lin Kuei clan. When Sub-Zero was younger, the Lin Kuei were corrupted and destroyed from within, staining their honor. As you would expect, Sub-Zero fights using a variety of different ice-based attacks in Injustice 2. From what we see in the trailer, he resembles his Mortal Kombat X counterpart, but with some interesting changes such as ice clones being mapped to his character power. "We did the same thing with Scorpion in the first Injustice game," Boon said on stage during today's presentation. "We really wanted to see how an Injustice version of a Mortal Kombat player [would] fit into the game." NetherRealm Community Specialist Tyler Lansdown notes that those who played as Sub-Zero in Mortal Kombat X will be able to play him well in Injustice 2. Though he has a similar feel, there are several new tricks for players to master. As we mentioned before, Sub-Zero's character is his ice clones. He also has the ability to blow through oncoming projectiles with his meter burn Ice Ball. Much like Scorpion in Injustice: Gods Among Us, Sub-Zero's new look was designed by legendary comic book artist Jim Lee. "Jim Lee is one of the co-publishers at DC and he's also an amazing artist, so we just wanted to go full circle with that and have a DC Comics representation of a Mortal Kombat character," Boon explained. --------------------------------------------------------------------------------------------------- Sub-Zero Release Date Creative Director at NetherRealm Studios Ed Boon took to Twitter to reveal the icy fighter's official release date. According to the tweet, we will be seeing Sub-Zero join the fight on July 11th. This is likely the early access release date, meaning those who purchased the Injustice 2 Ultimate Edition or character pass will be able to access the character on the aforementioned date, before everyone else. DLC characters in Injustice 2 so far have come with a price tag of $5.99 each. Though we haven't seen official details on pricing for Sub-Zero, it is very likely that he will follow the same pattern. 9 new contenders are joining Injustice 2 as DLC, and so far we know the identities of three. Among the first trio of DLC characters revealed are Red Hood, who is available now, Sub-Zero, and Starfire, who we have yet to see gameplay for. Sub-Zero is the second Mortal Kombat character to be featured in the Injustice series, Scorpion being the first in Injustice: Gods Among Us. Based on the DLC character silhouettes, however, we may also be seeing Raided join Injustice 2 down the road. ---------------------------------------------------------------------------------------- Injustice 2 July update patch; certain stage interactables now restricted to single use per combo The July update for Injustice 2 is available, and sees quite a few changes for gameplay, stages and individual characters. It seems as though developers felt a few of the stage interactables were a bit too overpowered, as they've reduced a handful in their effectiveness. Some, like the statue in Atlantis or the console in the Batcave, can only be utilized once per combo now. On top of this, the team at NetherRealm has implemented character specific changes for no less than 20 of Injustice 2's fighters. You'll find the full list of notes below. General Gameplay fixes • General offline & online stability improvements • Move list corrections • Forward and Backward dashes now require a more precise input when buffered • Setting Input Shortcuts Off in controller settings makes buffered special move checks in cancel windows, reversals, & wakeups have to be more precise • Bug fixes to lingering visual and sound effects related to some Multiverse Modifiers • Added Restart Match option to the pause menu in Multiverse where applicable • Removed Event Select and Main Menu from the pause menu in the Endless event. • Added End Event Run option to pause menu in the Endless event which grants rewards as if you lost your current match. • Fixed bug that would cause the boss version of Brainiac to become unresponsive if Drone Summon attack was interrupted at a specific time • Fixed several issues with resetting practice mode while using interactions • Adjusted misaligned bomb visual placements when done in certain situations (hit regions were not affected) • Fixed lingering visual effect errors on several interactions when they were interrupted or used in specific situations • Fixed an issue that caused some users to receive an excessive amount of Guild and Mother Box notifications at once • Users now have access to a Quick Open Next option after opening a Mother Box • Modifier descriptions are now shown before a Multiverse match where applicable • Multiverse Meta-Challenges are better highlighted • Added quick scroll buttons to the character list in the Customize Characters menu • Users can now Mark All As Seen in the Customize Characters menu to clear the ‘new’ indicator • Several projectile attacks have been changed to interact correctly with projectile affecting special moves (such as Captain Cold’s The Wall MeterBurn). These moves are: - Batman – Sky Grapple - Black Adam – Power of Aton Gear Ability - Captain Cold – Upward Cold Blast Gear Ability - Cyborg – Up Nova Blast MeterBurn - Deadshot – Bullet Barrage - Green Lantern – Air Battery Blast - Green Lantern – Air Oa’s Rocket Gear Ability - Red Hood – Air Akimbo Blaze MeterBurn Stage Specific Fixes • Bomb interactions now have 3 active frames (down from 5) • Atlantis - Statue jump interaction can only be performed as a cancel once per combo • Atlantis - Console slam interaction can only be performed once per combo • Arkham Asylum - Fixed visual problem when killing an opponent with the toilet interaction • Batcave - Fixed character facing issue when killing opponent with hanging light interaction • Batcave - Console slam interaction can only be performed once per combo • Batcave - Brother Eye interaction can only be performed once per combo and has increased damage scaling • Slaughter Swamp - reduced the range in which the truck Environmental Interaction can be used Character Specific Fixes • Atrocitus – Fixed a bug which allowed for Dex-Starr Character Power attacks to sometimes be used in situations where you were in a throw state – additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scaling. (This does not apply in Competitive / Tournament Mode) • Batman - Fixed a bug which allowed for the Mechanical Bats Character Power to sometimes be able to attack in situations where you were in a throw state - Pressing a button not bound to any attacks during Glide will no longer prevent further inputs • Black Adam - Fixed a bug which allowed for the Seth Strike Gear Ability to sometimes be able to attack in situations where you were in a throw state – Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the corner (This does not apply in competitive / Tournament Mode) • Black Canary - Fixed bug in which online match rollback could cause the Canary Cry audio effect to persist for the rest of the match - Canary Cry character power attacks no longer interacts with projectile affecting special moves • Brainiac - If a Beta Strike Character Power is active when a throw escape occurs, it is destroyed (This does not apply in Completive / Tournament Mode) • Captain Cold - No longer continues to gain Character Power meter if transitioned while holding Cyclotron Charge (This does not apply in Completive / Tournament Mode) • Cheetah - Fixed camera issue that could occur when an online rollback happens during Savage Ambush MeterBurn – After landing a jump attack during her Jungle Jump Gear Ability she can now combo into standing attacks • Cyborg - Fixed audio issue with Techno Tackle MeterBurn being interrupted - Fixed issue with Repair Circuit Gear Ability causing the Character Power UI to not display correct information if cancelled - Fixed a bug that prevented the Directed Arm Blaster Gear Ability from dropping from Mother Boxes - Fixed bugs with Target Acquired while under the effects of some Multiverse Modifiers • Darkseid – Adjusted Low Omega Beam’s hit region to collide more consistently - Fixed a bug which allowed for the Parademon Character Power to sometimes be able to attack in situations where you were in a throw state - Fixed bug where Explosive Demon could be summoned in the background if used immediately following a Background Bounce Interaction - Fixed bug causing a summoned Charging Parademon to perform Demon Charge attack in the wrong direction in certain circumstances • Dr Fate - Fixed a bug which allowed for the Final Judgement or Final Punishment to sometimes be able to attack in situations where you were in a throw state • Firestorm - Fixed bug where Firestorm's character model could become invisible in certain circumstances during online modes • Flash - Fixed bug that would cause the Sonic Lift MeterBurn to sometimes miss if the first hit connected directly above Flash's head - On Your Mark now requires a more precise input when buffered • Green Lantern - Battery Blast’s visual effects now always play correctly when on done from the right side • Harley Quinn - Fixed a bug with Hungry Hyenas Character Power which could cause only one hyena to appear when two have been summoned • Joker - Fixed a bug that prevented the Gasser Gear Ability from dropping from Mother Boxes • Poison Ivy - Fixed a loss of control issue when Thistle Hurt (Away+Medium, Down+Medium, Light+Hard/Throw) misses when an opponent tech rolls on the first frame possible after a large combo - Fixed a camera issue when Nightshade's projectile interrupted Batman's throw on Poison Ivy • Red Hood - Hammer Fury (Hard, Hard, Medium while Electric Hammers is active) starts up 1 frame later - Fixed bug that could sometimes cause Supermove to auto-correct after the cinematic - When Low Spin Parry is active Red Hood is now considered to be ducking - Quick Shot Character Power can now be clashed - Shrapnel Blast Gear Ability can now be clashed - Shrapnel Blast damage decreased to 6% base damage (from 10%) - Shrapnel Blast MeterBurn damage has increased to 10% base damage (from 6%) - Akimbo Blaze MeterBurn Gear Ability is now recovers 23 frames faster - Gutted MeterBurn Gear Ability is now +8 on hit (from -14) - Ground Mine and Ground Mine MeterBurn can now only be parried by low projectile parries, and not all projectile parries • Superman - Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstances (This does not apply in Completive / Tournament Mode) • Scarecrow - Fixed camera issue when Swamp Thing is interrupted during the startup of Slinking Slough Gear Ability with an Away + Hard attack • Wonder Woman - Fixed a bug could cause Down + Medium to have a misaligned hit region if done when right after an opponent has jumped over you or switched sides Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Jul 3, 2017 1:52:05 GMT -5
Sub-Zero's Injustice 2 shaders and gear options leaked, revealing options to look like other ninjas from Mortal Kombat A user on YouTube known as TheHackingFreak has uploaded a video showcasing Sub-Zero's shaders and gear options in Injustice 2. While we don't get a chance to see any early gameplay of Sub-Zero, the aesthetics that we see from the character select screen are pretty revealing of something cool. Sub-Zero might have some of the best shaders in the game. Recall that in the Mortal Kombat series, there are multiple ninja-like characters, similar to Sub-Zero. Before the 3D era, these characters all looked the same except for different colored outfits. It seems that Sub-Zero can use the colors of the other ninjas. Characters like Rain, Noob Saibot, Reptile, and more. This makes us wonder if Sub-Zero will be able to utilize the moves from these other characters given the right gear setup. Obviously, if this is the case then they wouldn't be tournament viable but it would be cool nonetheless. To see all the gallery: www.eventhubs.com/imagegallery/2017/jun/30/sub-zero-injustice-2-character-select-images/1/Source: eventhubs
|
|
The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on Jul 4, 2017 9:47:04 GMT -5
Didn't know SZ was in the game. Pretty neat. I hope he isn't broken.
|
|
|
Post by Nyu Nozomi Hyuga on Jul 7, 2017 3:00:39 GMT -5
Injustice 2 celebrates the Fourth of July with a firework-filled Multiverse event Fourth of July has happen! For those of us here in the states, we'll likely be celebrating with fireworks that piss off my dog and barbecues. However, if you're the type that would rather keep to yourself and get some gaming in, NetherRealm Studios has you covered. A special, Fourth of July-themed Multiverse event has kicked off today in Injustice 2 that puts some great rewards up for grabs. The Independence Day challenge lets players battle through a series of different fightsthat are lit up with fireworks throughout. These spectacles in the sky aren't just for show, as each set does something different mid-match. You'll experience firework pillars that shoot from the ground in red, white, and blue colors -- each with fire, lightning, and ice effects, respectively. You'll also come across some that explode in the air and hurt each player, heal them, give them armor, super meter, and more. Not only will you receive credits and Mother Boxes for completing each mission, but if you clear event's three objectives, you'll score 20,000 credits, two Platinum and a Diamond Mother Box. Below are some screenshots of the Independence Day Multiverse event. Be sure to play through and get your rewards. www.eventhubs.com/imagegallery/2017/jul/04/independence-day-multiverse-event-injustice-2/1/Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Jul 11, 2017 2:35:10 GMT -5
Injustice 2 Watchtower Stream #14 Sub-Zero
---------------------------------------------------------------------------------------
Sub-Zero has a command throw, an invincible slide, and an Ice Klone bear in Injustice 2
The NetherRealm Studios crew showed off the ins and outs of Sub-Zero during their latest Injustice 2 Watchtower stream. The frosty ninja takes some heavy inspiration from his Mortal Kombat X counterpart, but adds some handy new tricks to his arsenal.
In Injustice 2, Sub-Zero is a defensive fighter who slows down the match and makes his opponents come to him. Using his Ice Ball and Ice Klone moves, he can force the opponent to take risks and capitalize with hard-hitting combos.
Though Sub-Zero excels on defense, he also has the ability to get aggressive. Players will want to steer clear of the corner when fighting against him.
To get us started, let's check out his super.
xhttps://clips.twitch.tv/PlumpPoorPartridgeCopyThis
Normals and chains
Sub-Zero has some strong normal attacks in Injustice 2. His down + 2 uppercuts with his sword, which works very well as an anti-air. He also sees the return of his forward + 2 from MKX, which goes into his throw.
3 - 3 is a new attack that is fast and hits as a mid. It's great for punishes and can be special cancelled for combo confirms or mix ups.
xhttps://clips.twitch.tv/PlumpColdbloodedFriesBabyRage
xhttps://clips.twitch.tv/FuriousInnocentConsoleTakeNRG
Ice Klone, Slide, and Burst
When it comes to special moves, Sub-Zero has much at his disposal. Though his regular Ice Ball doesn't freeze opponents on impact, the meter burn version does and leaves them open to a hard-hitting combo.
His slide is the go-to wake up attack as it is fully invincible on start up. Landing this attack successfully will pop your opponent up and over Sub-Zero's shoulder for a side switch.
Sub-Zero also has his ice burst at the ready, which is a nice way to make his opponents back off. With meter, Sub-Zero will launch into a shoulder tackle that is advantage on block.
xhttps://clips.twitch.tv/IgnorantHumbleWeaselSeemsGood
xhttps://clips.twitch.tv/ShakingKawaiiEggnogTBTacoLeft
xhttps://clips.twitch.tv/InspiringSpikyChipmunkPeteZarollTie
Ice hammer and command throw
While in the air, Sub-Zero has access to his ice hammer move. This attack is safe on block and hits overhead. Though it doesn't do too much damage, the meter burn version adds a follow up attack.
On the ground, Sub can go for his command throw. With the meter burn version causing a restand, this move has a ton of utility and can be used for many different situations.
xhttps://clips.twitch.tv/RepleteViscousOryxPhilosoraptor
xhttps://clips.twitch.tv/EsteemedTriangularQueleaLitFam
Character Power: Ice Klone
Instead of being mapped to a special move, Sub-Zero's Ice Klone falls under his character trait. They can be placed on the ground or in the air, and when meter burned two klones will appear on screen creating an amazing defensive shield for Sub-Zero.
xhttps://clips.twitch.tv/TawdryAlertHamsterPhilosoraptor
xhttps://clips.twitch.tv/AntediluvianRoundWheelShadyLulu
Loadout moves
Below are some of Sub-Zero's unlockable loadout moves. These include his classic ice puddle attack, a teleport, and a klone projectile.
xhttps://clips.twitch.tv/BusyIntelligentLemurHassaanChop
xhttps://clips.twitch.tv/BlitheTalentedAardvarkKappa
xhttps://clips.twitch.tv/CulturedPunchySalmonOpieOP
Ice Klone bear
But the best loadout feature of all? The ability to create an Ice Klone shaped like a bear. Based on what was said on stream, it appears that this is only accessible when a full set of a specific gear is equipped.
xhttps://clips.twitch.tv/InquisitiveCooperativeAppleRitzMitz
Sub-Zero is available now.
Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Jul 11, 2017 2:38:10 GMT -5
Didn't know SZ was in the game. Pretty neat. I hope he isn't broken. Sub-Zero was conformed back at May 6 when the first DLC pack was announced when they reveal Sub-Zero, Red Hood, & Starfire.
|
|
The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on Jul 12, 2017 16:14:31 GMT -5
I didn't catch it then and man time flies. I guess there won't be a Killer Frost, Mr. Freeze, or Captain Cold.
|
|
|
Post by Nyu Nozomi Hyuga on Jul 12, 2017 19:15:44 GMT -5
I didn't catch it then and man time flies. I guess there won't be a Killer Frost, Mr. Freeze, or Captain Cold. There is definitively no Killer Frost, but Captain Cold & Mr. Freeze you must've forget and/or not see post where Captain Cold was mentioned which I've posted in the past. Here is a big recap of what I post that involves Captain Cold: thacmaster.proboards.com/thread/3065/injustice-2Ed Boon tweeted if Captain Cold should be in Injustice 2, there are various posts which had Captain Cold's gun including the announcement trailer, Ed Boon made a tweet about what people want to see which Captain Cold had 26%. thacmaster.proboards.com/thread/3065/injustice-2?page=3Nov 19, 2016 at 12:03am another post of Captain Cold's gun thacmaster.proboards.com/thread/3065/injustice-2?page=6Mar 10, 2017 at 1:37am We had a glimpse of Captain Cold in Shattered Alliances Part 2 Mar 30, 2017 at 10:53pm is part of the roster along with Scarecrow Apr 7, 2017 at 2:09am Watchtower stream feature Captain Cold & Bane with a walkthrough on their moves Apr 7, 2017 at 2:16am Shattered Alliances Part 4 & his official trailer thacmaster.proboards.com/thread/3065/injustice-2?page=7May 13, 2017 at 2:51am Mr. Freeze is a skin for Captain Cold
|
|
|
Post by Nyu Nozomi Hyuga on Jul 21, 2017 2:56:57 GMT -5
Black Manta leaked as an Injustice 2 DLC character by Xbox Live Marketplace
While we still haven’t seen a reveal trailer for Starfire — who will complete Injustice 2’s Fighter Pack 1 for Digital Deluxe and Ultimate Edition owners — it seems that leaks have already begun to spring for the upcoming Fighter Pack 2.
Earlier today, CabooseXBL, a notable YouTuber who covers NetherRealm Studios’ games, has reported in his latest video that the Xbox Live Marketplace has leaked Black Manta as a future DLC character, with a tab on the Xbox One’s dashboard that simply reads, “Fight as Black Manta in Injustice 2.” Though we’ve seen a very convincing silhouette of Aquaman’s nemesis, who currently only exists in the game as part of the Stage Transition in Atlantis, we’ve yet to hear anything about any of the other 6 DLC characters coming to the game after Red Hood, Sub-Zero, and Starfire have all been released.
Though any big NRS news was absent amidst the tidal wave of announcements on Sunday at the Evo World Finals, Ed Boon Tweeted earlier this month that WB Games will have a presence at the upcoming San Diego Comic Con this weekend, where last year they revealed Wonder Woman and Blue Beetle for the DC brawler. Could we be seeing a gameplay trailer for Starfire, as well as a Fighter Pack 2 reveal in just a few short days? Only time will tell. But for now, fans of Black Manta can rest assured that he will be coming to challenge Arthur Curry for control of Injustice’s seas eventually. You can see the full video — which includes a shot of the dashboard leak — as well as Ed Boon’s Tweet, below.
-----------------------------------------------------------------------------------------------------
Starfire Injustice 2 reveal set for today at 1 p.m. PDT
Looks as though NetherRealm Studios will be taking the opportunity to reveal something Injustice 2-related at San Diego Comic-Con this year. According to a recent tweet from the game's Twitter account, a special live stream event is set to be held on DC All Access tomorrow.
Kicking off at 1 p.m. PDT / 4 p.m. EDT, the broadcast will feature NRS Creative Director Ed Boon. It's no secret what is set to be revealed as the tweet included an image of Starfire -- Injustice 2's next DLC fighter.
Starfire is a part of the game's first fighter pack, which also includes Red Hood and Mortal Kombat's Sub-Zero. Both of these characters are already playable in-game, and Starfire is the last of this batch to be included.
Further confirming the time and day, a tweet from Boon reads "DC all access tomorrow." With that in mind, it is very likely that tomorrow is Starfire's day.
/photo/1?ref_src=twsrc%5Etfw&ref_url=https%3A%2F%2Fwww.eventhubs.com%2Fimages%2F2017%2Fjul%2F20%2Finjustice-2-reveal-inbound%2F
Source: shoryuken & eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Jul 21, 2017 16:36:05 GMT -5
Injustice 2 Starfire Trailer Written By: NyuNozomiHyuga At the DC All Access Stream, we recently gotten a trailer of Starfire which we see here in action from charging attack, usages of energy based attacks, force field like attack that bounces their opponents up the air, and used her fire hair as attack. Starfire the last First Pack DLC will be released in August, so now we have the next DLC Pack to look forward too. Here are some screenshots to check within this link: www.eventhubs.com/imagegallery/2017/jul/21/starfire/2/Heres the Access Stream which has Ed Boon: www.facebook.com/dccomics/videos/10155550630523485/Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Jul 25, 2017 9:47:48 GMT -5
Neatherrealm Studios to talk about upcoming Injustice 2 Patch 1:00PM PT (West Coast) and 4:00PM ET (East Coast)
Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Aug 1, 2017 2:08:44 GMT -5
Injustice 2 patch stream
Written By: Nyu Nozomi Hyuga
Since Injustice 2 stream happen last week which you could watch the video for recap:
Here are the list that covered in the stream:
Swamp Thing
• Vine Grab now has armor while character power is active, after it grabs the opponent. • Character power recovers faster. • Character power no longer goes away after using certain moves. Also won't go away upon blocking an opponent's attack. • Increased health for big bodied characters like Swamp Thing(?).
Aquaman
• Meter burned tentacle strike no longer launches the opponent. Combos afterwards are no longer possible. • Overall damage reduced. • Trident rush now deals less damage on hit and block. As a result, this also builds less meter while the opponent blocks. • B2, 1, 3 is now negative on block instead of positive.
Catwoman
• J2 has been angled upwards a little bit. This gives it a little less effective range against grounded opponents. • B3 has more recovery on whiff. Overall, easier to whiff punish for the entire cast. • B3 has less knockback upon block. This makes it a little easier for Catwoman to get pressured after having her B3 blocked. • Damage overall has been toned down. • Armor properties have been removed from meter burned cat dash. • Character power no longer has invincibility when used as a wakeup attack.
Atrocitus
• Character power now drains more meter when using Dex-Starr's abilities. Also, more meter will drain when the opponent uses meter to push block attacks. • F2, 2, 3 ~ Napalm Vomit is no longer a true block string. The opponent can now duck under Napalm Vomit. • Napalm Vomit is more negative on block. Best case scenario, a meaty attack will leave both players at neutral frames.
Flash
• Mid ranged options improved. For example, Running Man ~ 2 is now safe on block. • Damage scaling increased during character power combos.
Batman
• Meter burn batarang has less frame advantage. If Batman dashes in afterwards, both players will be left at neutral frames instead of Batman being at an advantage. • Damage scaling adjustments with more character power bats?
Red Hood
• Less frame advantage after lethal lunge(?).
Superman
• Meter burn(?) Flying Punch now hits high. • Damage adjusted.
Gorilla Grodd
• Can cancel into Psionic Push(?) or Savage Strength (projectile immunity) almost immediately after using character power. • Stampede deals more damage. • Infinite combo removed.
Cheetah
• 2, 2, 3 now safe on block instead of being punishable. • 3, 3, 2 is now advantage on block.
Deadshot
• D1 now comes out in 7 frames, up from 6 frames. • Many combo strings are now more negative on block.
Poison Ivy
• D2 is slightly faster. Somewhat better for anti-airs. • Less damage scaling for Vine Drill(?).
Supergirl
• Damage increased a little bit. • B1, 2, 3 is now safe on block. • 2 is slightly slower, but hits mid.
Dr. Fate
• Damage increased a little bit for combos that use a lot of resources. • Glyph of Osiris(?) slightly less negative.
Black Canary
• 3, 3 is now advantage on block. • Followups from Handspring specials cause more knockback on block(?). • B1, 2 deals more damage and is now safe on block. • 1,1,2 is now safe on block. • 1,1,2,1+2 is now a true grab (can't be blocked).
Wonder Woman
• Air Shield Toss meter burned works more like the ground version. Combo followup(?). • F2, 3 is now safe on block. • B2, 3 is advantage on block. • Character power has reduced recovery frames.
Black Adam
• Reduced damage across the board. • Black Magic hit advantage reduced. Must meter burn for combo followups.
Captain Cold
• Hitbox adjustments for attacks. • 3 is a better anti-air. • Frost Field activates faster. • Meter burning the ice wall has a smaller gap in which projectiles can penetrate it (about 1 frame?).
Robin
• Hitbox adjustments for attacks. • F3 now has close and far variations. Hold back for the close version and forward for the far version. • Meter burning swoop followup has been sped up and is less likely to miss.
Brainiac
• Increased damage. • Character power no longer goes away if hit or blocks an attack while holding.
Bane
• Increased defense(?). • Increased damage for normals. • Increased damage for meter burned specials. • 1 is a little faster.
Characters with no changes
• Sub-Zero • Cyborg • Green Lantern • Harley Quinn • Joker • Green Arrow • Blue Beetle • Firestorm • Darkseid • Scarecrow
Universal changes
-Special moves will no longer act as though they connected with a blocking opponent if they are meter burn rolling. For example, if the opponent rolls through Superman's lasers, he'll no longer be able to meter burn even though the laser didn't hit. -Some interactables have longer cooldowns before they can be used again.
Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Aug 1, 2017 2:19:34 GMT -5
Injustice 2 patch 1.07
Written By: Nyu Nozomi Hyuga
Injustice 2 Patch is here we got more patches beside the ones that was covered on the stream, plus new skins from Tournament shaders for the entire Injustice 2 characters (plus DLC) and character skin added for Superman which is Bizarro.
General Gameplay fixes
• General stability improvements • Many move list corrections • Fixed some currency/mother box exploits • Many improvements to the stability of King of the Hill • Improvements to AI logic • Attacks that collide with a Roll Escape's invulnerability now act as if they have missed (previously this acted as a block) • Flip Stance button can no longer activate a roll when you are knocked down • Medium Attack and Heavy Attack can no longer activate a roll when you are knocked down with Button Shortcuts On in controller settings • Fixed a one frame window in which diagonals could be used for specials when performing a cancel or wakeup attack with Input Shortcuts set to Off • Holding directions no longer stores that direction in the buffer for dashing with Alternate Controls set to On • Fixed some rare occurrences of a match extension that would not cause both players to be reset to neutral • Fix for a one frame window that could cause a dash in the wrong direction if the opponent has just performed a teleport • Fixed issues with visual effects not disappearing correctly after being evaded by a projectile immune move • Fixed bug causing some non-projectile attacks being able to be avoided by projectile immune moves in rare circumstances • Improved hotfix data application to apply right after boot when available • There is now an Overflow Warning which notifies the player when their overflow is full • Added icons to show when playing with Competitive Mode On or in Tournament Mode to the gameplay HUD • Improved display of Daily Challenges in the Main Menu • The following changes previously disabled in Competitive/Tournament mode are now enabled for all modes: • Atrocitus - additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scaling • Bane - Mercenary’s Elbow when meter-burned will no longer do unscaled damage • Black Adam - Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the corner • Brainiac - If a Beta Strike Character Power is active when a throw escape occurs, it is destroyed • Captain Cold - No longer continues to gain Character Power meter if transitioned while holding Cyclotron Charge • Superman - Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstances
Stage Specific Fixes
• Batcave - Fixed rare issue where players could use the chain swing interaction to move outside the boundaries of the stage • Brainiac Ship - Drone interaction respawn timer is now 4 seconds (from 2) • Fortress of Solitude - Wall punch interaction cooldown is now 4 seconds (from 3) • Metropolis - Fixed bug that could cause the camera to move away from the fighters when valve interaction was used • Kahndaq - Wall punch interaction cooldown is now 4 seconds (from 3) • Red Sun Prison - Drone summon interaction cooldown is now 4 seconds (from 2)
Aquaman
• Huzzah (Away + Light, Medium, Hard) has 3 more recovery frames • Rising Trident (Down + Medium) has 1 more startup frame and 3 less active frames • Trident Rush & Trident Rush MeterBurn do less damage for each hit • Tentacle Strike MeterBurn now does an additional hit that causes a hard knockdown • From The Deep MeterBurn Gear Ability base damage reduced from 6 to 4
Atrocitus
• Slightly Increased the amount of character power meter drained from Atrocitus when push-blocked while Dex-Starr is out • Slightly increased the amount of Character Power Meter drained for using Blood Ball, Hate Pounce, or Regurgitate Rage Gear Ability while Dex-Starr is active • Significantly increased the amount of Character Power Meter drained for using Blood Wall while Dex-Starr is active • Reduced the cancel advantage of the second to last hit of Blood Ritual (Towards + Medium, Medium, Hard) by 3 • Napalm Vomit has 5 less active frames and 3 more frames of recovery on miss • Napalm Vomit block advantage properties adjusted to be more consistent between close and long ranges
Bane
• base stats adjusted to have 50 less strength, 50 less health, and 100 more defense • base damage of most normal attacks and special moves have been increased by 1 • Brutal Jab (Light) now has 7 startup frames (down from 9) • Brutal Hammerfist (Medium) base damage increased to 5 (from 3) • Spine Buster MeterBurn (Towards + Medium, Down, Light + Hard MeterBurn) base damage increased to 8 (from 3) • Knightfall (Away + Medium, Light) base damage increased to 9 (from 6) • Bane Bomb MeterBurn base damage increased to 16 (from 13) • Body Press MeterBurn Gear Ability base damage increased to 18.8 (from 15.8)
Batman
• Fixed bug preventing the use of negative edge to perform Bat Swarm with Release Check On in controller settings • Pressing a button not bound to any attacks after performing Air Scatter Bombs MB will no longer prevent further inputs • slightly increased combo damage scaling after Mechanical Bats Character Power and it is now consistent regardless of how many bats hit • Batarang MB and Up Batarang MB damage scaling increased • Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/block • Up Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/block • Fixed bug which was preventing the AK Battle Armor 5U89R (Alternate) Shader from dropping from Mother-Boxes and end of match rewards
Black Adam
• Riddle of The Sphinx (Towards + Light, Medium, Light + Hard) base damage reduced to 10 (from 13) • Orbs of Seth Character Power base damage reduced to 2.5 (from 3) on each orb and now increase combo damage scaling • Boot Dive and Boot Dive MeterBurn base damage has been reduced to 8 (from 10) and has increased combo damage scaling • Black Magic hit advantage has been reduced to 24 (from 47) and now triggers auto-block on a grounded opponent • Black Magic has increased gravity against an airborne opponent • Black Magic Meter burn has decreased combo damage scaling • No Turning Back (Light, Light, Medium) had 7 less recovery frames, 5 more frames of blockstun and increased pushback on block
Black Canary
• New Wings (Light, Light, Medium, Light + Hard) is now a throw attack and has base damage increased by 1 • Soaring High (Away + Light, Medium) base damage increased to 7 (from 3), 5 more frames of blockstun and increased pushback on block • High Heel (Hard) has 5 more frames of blockstun and increased pushback on block • Holding Back (Hard, Hard) has 1 less recovery frame, 10 more frames of blockstun • Front/Back Handspring into Flying Scissor Kick now recovers 3 frames faster with increased pushback on block • Front/Back Handspring into Thrust Kick now recovers 4 frames faster and has 15 more frames more blockstun
Brainiac
• Coluan Form (Light, Light) base damage increased to 3 (from 2) • Collector of Worlds (Light, Medium) base damage increased to 3 (from 2) • Dual Strike (Away + Medium) base damage increased to 5 (from 4) • Tendril Swarm (Hard) base damage increased to 7 (from 5) and has increased combo damage scaling • The delaying of Beta Strike and Beta Bomb no longer gets cancelled when Brainiac is hit or blocks • Beta Strike can no longer be parried by low projectile parries
Captain Cold
• Fixed bug with Upward Cold Blast Gear Ability not aligning properly when done from some 2in1 cancels • Big Freeze MB now ignores projectile immunity • Adjusted hit regions on several normal attacks • Freeze (Medium, Light, Hard) has 4 less recovery on hit/Miss, 7 less recovery on block, and causes 5 less frames of blockstun • Prison Break (Away + Medium, Hard, Medium) has decreased combo damage scaling • Grip Hit (Hard) now has 10 startup frames (from 12), active frames increased to 5 (from 3), 5 less recovery, and has 6 more blockstun frames • Fixed bug that caused Glacier Grenade to have higher input priority then Cryogenic Blast when performed as a cancel • Absolute Zero Supermove and Cryogenic Blast can no longer get destroyed by some Background Interactions • Force Field now activates 5 frames faster and has 5 less recovery frames • The Wall has reduced pushback on block, 9 less blockstun frames, and 9 less recovery on block • The Wall MB startup is now 6 frames (from 14) and recovery increased by 2 frames and now ignores projectile immunity • Reduced the gap between The Wall missing and The Wall MeterBurn active frames to 1 (down from 6)
Catwoman
• Tail Spin (Away + Hard) has pushback on block reduced and victim regions slightly increased during the active and recovery frames • Whip Strike (Jump + Medium Attack) has its hit region angle slightly adjusted • Cat-Lateral Damage character power damage on each hit changed (overall reduced) • Cat-Lateral Damage character power no longer has invulnerability on wakeup • Cat Stance Cat-Wheel has 13 more frames of recovery on block, 8 more frames of recovery on miss, and increased combo damage scaling • Cat Dash MeterBurn no longer has armor, has increased damage scaling when hitting airborne opponents, and decreased damage scaling when hitting grounded opponents • Cat's Tail and Up Cat's Tail damage scaling increased
Cheetah
• Fixed issue with Graceful Hunter (Away + Medium, Light + Hard) input window which made it difficult to perform follow ups with Input Shortcuts Off in controller settings • Fixed bug that could cause her tail to no longer animate after losing a clash to Red Hood • Silent Stalker (Medium, Medium, Hard) has 25 less recovery frames • Blood Ritual (Hard, Hard, Medium) recovers 3 frames faster on hit, 6 frames faster on block/miss, has 5 more frames of blockstun, and increased pushback on block • Last hit of Blood Ritual (Hard, Hard, Medium) now causes a splat reaction instead of a juggle state when hitting airborne opponents • Auto-block is enabled after a 2nd Blood Lunge in the same combo
Darkseid
• Fixed bug that caused Boss Darkseid Supermove to get destroyed by some interactables
Deadshot
• Ops Strike (Towards + Light) now has 7 startup frames (up from 6) • Low Burst (Down + Light) now has 7 startup frames (down from 8) , 5 less hit/miss recovery frames, 3 less block recovery frames, and blockstun increased by 2 frames • Knee Burst (Away + Light) now has 14 startup frames (up from 13) and 3 more recovery frames • Triggered (Away + Light, Medium) has 5 more recovery frames • Hammer Slam (Towards + Medium) now has 16 startup frames (up from 15) • Reduced his effectiveness in fighting up close.
Dr. Fate
• Can no longer spend meter trying to Meter Burn Displacer Orb after it has been projectile parried • After Displacer Orb is Meter Burned, it will ignore projectile immunity and cannot be projectile parried • Fixed issue with his win screen being obstructed by foreground objects on some backgrounds • Fixed issue with some Displacer Orb effects lingering on screen during clash • Evoking The Gods (Medium, Light, Light) and Blood Price (Medium, Light, Light, Hard) had their hit regions adjusted • Summoned Force (Away + Medium) now has a growing hit region instead of a static one and has 9 startup frames (down from 10) and 3 more recovery frames • Glyph of Osiris and Glyph of Anubis recover 1 frame faster on block • Glyph of Anubis MB has decreased combo damage scaling • The Pillar of Magic after connecting with 3 Ankhs of Final Judgment has decreased combo damage scaling
Firestorm
• Fixed bug causing Energy Shield effects to persist during the win screen
Flash
• Quantum Tunneling and Sonic Parry Gear Ability can now be selected in Wakeup Mode and Reversal Mode in Practice Mode > AI Options • Lightning Punches now has 10 startup frames (down from 12) • Speed Zone Character Power has increased damage scaling • On Your Mark into Sonic Pound has its hit region adjusted, blockstun increased by 10 frames, has increased pushback on block, and hit advantage has increased to 30 or 49 (from 39) if the last hit only or both hits connect • On Your Mark into Charge now has a different reaction and has 30 hit advantage (down from 39) • Freeze Tank interaction on Red Sun Prison now works correctly if Flash uses it while Speed Zone Character Power is active
Gorilla Grodd
• Base stats adjusted to have 50 less Ability, 50 less health, and 100 more defense • Slaughtering Humans (Light, Light), Cutthroat King (Medium, Medium), Salvation Run (Away + Medium, Light + Hard) base damage increased by 1 • Low Bash (Away + Light) has 5 more frames of blockstun and 6 more hit advantage • Bloodthirsty Ruler (Away + Light, Light + Hard) and (Away + Light, Light + Hard Meter Burn) base damage increased by 1 • Hyper-Intelligence (Towards + Medium, Light) base damage increased to 7 (from 5) • Carnivore Sweep (Down + Hard) has 2 more hit advantage, recovers 4 frames faster on block/miss, and has 3 more frames of blockstun • Secret Sweep (Down + Towards + Hard) has more 10 more blockstun • After using Leap 3 times during a combo Savage Kick (Jump + Hard) will cause a splat knockdown • Fixed bug that prevented meter build from occurring when exiting Psionic Lift then canceling into Primal Lunge, Savage Strength, or Mind Control • The window for canceling into Psionic Push or Savage Strength from Telekinesis now starts 14 frames sooner • Telekinesis recovery reduced by 4 frames • Stampede base damage increased to 9 (from 5) • Stampede Meter Burn base damage increased to 18 (from 10) • Stampede Carcass Toss Gear Ability Meter Burn base damage increased to 25 (from 18) • Primal Lunge into Head Bash damage increased to 11 (from 10)
Harley Quinn
• Fixed visual bug that caused her mallet to instantly disappear if she is hit by a freeze attack while performing Mallet Slap (Away + Hard)
Joker
• Fixed bug that caused Side Order of Pie Gear Ability Supermove to get destroyed by some interactables
Poison Ivy
• Rhytidome Skin, Thistle Coat Gear Ability, and Datura Hammer now requires a more precise input when buffered • Up Rooted (Down + Medium) now has a growing hit region instead of a static one, has 16 startup frames (down from 20), has 7 active frames (up from 3), and recovers 3 frames faster • Quick Bloom (Away + Hard) now has a growing hit region instead of a static one, has 26 startup frames (down from 29) and has 10 active frames (up from 4) • Straight Datura and Up Datura have increased combo damage scaling • Swinging Datura has greatly reduced combo damage scaling
Red Hood
• Fixed bug causing Ground Mine explosion to have interactable properties • Battle-Chain MB now has 20 advantage on hit (from 39) • Lethal Lunge now has 9 startup frames (up from 8)
Robin
• Haunting Legacy (Light, Medium) has 2 less recovery on hit / miss, 3 more recovery on block, and 5 more blockstun • Fighting Authority (Light, Medium, Hard) has 20 startup frames (up from 16) • Family Secrets (Light, Medium, Down + Hard) has 2 less recovery and 5 more blockstun • Quick Draw (Away + Light) has its hit region adjusted • Skill And Training (Away + Light, Medium, Up + Hard) has increased pushback on block • Deep Laceration (Medium) hit region adjusted, has 5 less recovery, blockstun reduced by 5, and 3 less cancel advantage • Blades And Blood (Medium, Light) has its hit region adjusted and 1 more active frame • Inner Darkness (Towards + Medium, Light) has its hit region adjusted • Never Lose (Away + Medium, Light, Hard) has 1 more active frame and 12 less recovery frames • Flip Kick (Towards + Hard) can now be directed closer or further by holding Towards or Away • Flip Kick (Towards + Hard) recovers 3 frames faster on hit, 8 frames faster on block, 13 frames faster on miss and has 10 less frames of blockstun • Low Cutter (Down + Hard) now recovers 5 frames faster on block • Assassin Strike cancel input can now be buffered • Swoop has its hit region adjusted • Swoop MB now auto faces the opponent, has 8 startup frames (down from 16), the projectile travels faster with improved initial tracking
Supergirl
• Elseworld's Finest (Light, Light, Up + Hard) has 10 more frames of blockstun • Last Daughter of Krypton (Away + Light, Medium, Hard) has its hit region adjusted and 5 less recovery on block and miss • Face Smash (Medium) has its hit region adjusted, starts up in 10 frames (up from 8), and is a mid attack • Forbidden Fortress (Medium, Light) has increased pushback on block, 5 less blockstun, and 3 less recovery frames • Crossroads of Time (Medium, Light, Medium) now has 16 startup frames (down from 18) • Matrix (Away + Medium, Light + Hard) has 5 less blockstun, 20 less recovery on block, 15 less recovery on block • Frost breath MB base damage increased to 2 (from 0) and combo damage scaling reduced • Kryptonian Force now recovers 4 frames faster • Fixed bug that caused the hit region of Kryptonian Force MB to be offset when done on right side of the opponent • (Air) Power Slam MB can now be Air Escaped • Adjusted the stat distribution on her Epic Set Items to be more in line with similar items. • Fixed bug preventing superman from canceling Steel Fist (Jump + Light) or Double Strike (Jump + Medium) into Ankle Breaker (Down + Hard) or Flying Low (Down + Towards + Hard)
Superman
• Flying Punch is now a high attack and has had its repel proximity adjusted • Flying Punch MB no longer has armor and has its hit region adjusted • Rising Grab has 4 more frames of recovery on block and 9 more frames of recovery on miss • Super Breath base damage decreased to 9 (from 10) • Super Breath MB base damage decreased to 6 (from 10) • Fixed bug preventing combo damage scaling from applying to (Air) Flying Smash when used as an OTG in certain circumstances
Swamp Thing
• base stats adjusted to have 50 less Ability, 50 less health, and 100 more defense • Log Slam (Towards + Hard) and Log Smack (Away + Hard) have their hit regions adjusted • increased base damage of most special moves by 1 • Abigail's Garden recovery has been reduced by 9 frames • If Swamp Thing has Abigail's Garden character power active, hitting an opponent with Vine Grab or Green Thumb causes Swamp Thing to gain armor for a short duration • Abigail's Garden will no longer stop growing when Swamp Thing blocks an attack, attacks with Healing The Breach (Towards + Medium, Light), hits with Bio-Fission MB, or does a dash
Wonder Woman
• Eyes of The Gorgon (Towards + Medium, Hard) has 5 less frames of recovery and 10 more frames of blockstun • Challenge of The Gods (Away + Medium, Hard) now has 21 startup frames (down from 24), 10 more frames of blockstun with increased pushback, and recovers 15 frames faster on block / miss • Upward Shield Toss is now a high attack, recovers 17 frames faster and has increased hit advantage • Upward Shield Toss MB has its hit region adjusted and has increased hit advantage • Air Shield Toss is now a high attack • Air Shield Toss MB is now a high attack, has 2 more active frames, recovers 12 frames faster, and no longer triggers autoblock on a grounded opponent • Air Downward Shield Toss MB now recovers 9 frames faster and no longer triggers autoblock on a grounded opponent • Hippolyta's Light character power recovers 9 frames faster
Source: eventhubs
|
|
The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on Aug 4, 2017 10:48:56 GMT -5
Bizarro is a lot more blue looking than I would have expected. It'll take some getting used to.
|
|
|
Post by Nyu Nozomi Hyuga on Aug 7, 2017 2:17:19 GMT -5
Injustice 2 Watchtower Starfire
Written By: Nyu Nozomi Hyuga
3 Months has pass by when Injustice 2 was released, and saw the First Fighter Pack (Red Hood aka Jason Todd, Sub-Zero, & Starfire). Which 2 have been released but only one is left, which today we will have a Watchtower featuring Starfire giving out a breakdown:
Source: shoryuken
|
|
The Big Daddy C-Master
Big Daddy
Living life to the fullest, and it feels great.
I'm still here... for now...
Posts: 26,387
|
Post by The Big Daddy C-Master on Aug 19, 2017 17:34:53 GMT -5
Did you watch this?
|
|
|
Post by Nyu Nozomi Hyuga on Aug 23, 2017 2:18:21 GMT -5
Starfire's ability to cancel any special into her trait complements her zoning and combo game - Injustice 2 breakdown and info
She is definitely looking like she'll be among one of the game's more powerful zoning characters based on looking at how her moves work. A number of ranged options are available.
When the Twitch chat heard that she would be a beginner's character, many were displeased that the flashiness of her combos would suffer as a result. Well, it certainly appears as though she has a unique combo option that we'll see throughout the highlights...
First off, in case you forgot, here is her super once again.
xhttps://clips.twitch.tv/TenderOriginalWormBudBlast
Starfire has a few attacks where she'll shoot out a laser to extend her reach. There are ways to use alternate variations of these moves to further extend the range at the cost of safety.
xhttps://clips.twitch.tv/HyperManlyShinglePoooound
Her zoning game is probably the highlight for the character. She has a standard projectile, which can be ducked under easily.
She also has an air version of this projectile. Meter burning these projectiles will cause her to shoot a flurry of additional projectiles downward, which can't be ducked under.
Her cluster bomb has close, medium, far, and very far variations. These projectiles are multi-hitting and are said to be very good on hit and block (which likely means that they leave Starfire at positive frames).
The meter burn version of her cluster bombs creates a slow moving projectile that will launch the opponent upon hit. It is said to be unsafe upclose so you'll want to be careful as to how you use it.
xhttps://clips.twitch.tv/FreezingShinyVampireShadyLulu
Next are Starfire's flight attacks and a hair whip move. Both moves are unsafe normally, but become safe if meter burned.
The hair whip move is especially good as a wakeup attack since it has invincibility if used that way. While it is safe on block if meter burned, be aware of the opponent neutral jumping it for the punish.
xhttps://clips.twitch.tv/PlainEnergeticPastaHeyGuys
If you read the opponent's neutral jump, you can use this rotating air attack. It's not invincible on wakeup though...
xhttps://clips.twitch.tv/SolidReliableRadicchioYouDontSay
Starfire's trait allows her to fire a beam. If the button is held, it will shoot out longer for more damage.
It works a lot like Supergirl's in that it has a meter that regenerates over time as it is used. It hits high, but the meterburn version will make the last hit hit mid.
What is particularly interesting about this trait is that it can be cancelled from any special move. This complements both her zoning tools and works as a combo ender.
xhttps://clips.twitch.tv/BlushingAlertPandaBleedPurple
xhttps://clips.twitch.tv/ObliqueOptimisticMeatloafNomNom
If you are interested in her gear moves, here they are. She also has a Blackfire (her evil sister) shader.
xhttps://clips.twitch.tv/ObedientDifficultJalapenoRlyTho
xhttps://clips.twitch.tv/FriendlyWildRatYouWHY
xhttps://clips.twitch.tv/AntsyPiercingCucumberPanicVis
Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Aug 23, 2017 2:20:26 GMT -5
Injustice 2 Fighter Pack 2 to be revealed at Gamescom Today
Injustice 2 will be seeing its next big announcement at Gamescom. Fighter Pack 2, featuring the game's next three DLC characters, is set to be revealed at the gaming expo.
Today at 5 a.m. CDT / 3 a.m. PDT, NetherRealm Studios is holding a live stream on which top DJs Steve Aoki and Don Diablo will face off in Injustice 2. The two competitors will slug it out in five matches for charity.
A donation of $5,000 will be made to the Aoki Foundation, founded by Steve Aoki himself, which focuses on finding advances in brain science through funding research in regenerative medicine and brain preservation. The foundation also supports humanitarian causes dear and near to Steve Aoki such as disaster relief, developmental disabilities, and animal-rights.
In addition to the celebrity showdown, NetherRealm will be showing an exclusive reveal of Injustice 2's Fighter Pack 2. This likely means we will be finding out which three characters are set to join the game next.
From Mortal Kombat's Raiden to Black Manta, there is quite a bit of speculation on who is coming as DLC based on the initial silhouettes released for the characters. You can see them in this story's banner.
All of the action is set to take place on both Twitch and NetherRealm Studios' Twitch channel.
Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Aug 23, 2017 2:27:49 GMT -5
I don't normally watch streams, I put them out there if anyone was interested. When I put Youtube links I browse bit (not fully see) to see what they're showing so I know which one to post.
|
|
|
Post by Nyu Nozomi Hyuga on Aug 24, 2017 2:15:28 GMT -5
Hellboy, Black Manta and Raiden join Injustice 2 in upcoming Fighter Pack 2 The three characters you can look forward to enjoying within the next few months are Raiden, Black Manta and the surprising inclusion of Hellboy. Raiden is most easily recognized from the Mortal Kombat series, Black Manta comes from the world of Aquaman, and Hellboy from his own comic book series published by Dark Horse. Fighter Pack 2 will begin rolling out on September 12th, 2017. Those who own the Injustice 2 Ultimate Edition, the Injustice 2 Ultimate Pack, or Fighter Pack #2 will get early access to the first character on that day, though we are currently unsure which of the three fighters that will be. You can purchase the Ultimate Edition for $99.99 on PlayStation 4 and Xbox One. Players who have already purchased the standard edition of the game can get all of the same content in the Injustice 2 Ultimate Pack for $39.99. Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Aug 27, 2017 1:54:56 GMT -5
First in-game screenshot of Injustice 2's Black Manta released Black Manta is the first character of Injustice 2's Fighter Pack 2 that we'll be seeing. We get our first look at him in-game. NetherRealm Studios Creative Director Ed Boon tweeted out a screenshot of the new character in action. The image shows Manta firing a large eye beam at Swamp Thing. Whether this is a special move, his character power, or something else is unclear right now. However, we will be seeing an official gameplay reveal that will have the answers we seek very soon. Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Aug 28, 2017 2:55:22 GMT -5
Injustice 2 reveals Black Manta gameplay
Written By: Nyu Nozomi Hyuga
Since we have our trailer of Fighter Pack 2 which showed off Raiden, Black Manta, & Hellboy previously posted from Aug 24, 2017 at 2:15am. To start off gameplay reveals, we have our villain from Aquaman which is none other than Black Manta which he was part of a stage transition and now is loaded with lasers, rockets & harpoons. He can also hover around to give grounded opponents a hard time, lets check him out in action.
He will be coming in September 12th, and Deluxe owners will be getting him early.
Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Sept 9, 2017 2:30:52 GMT -5
Injustice 2 September patch available now - bug fixes, a few balance adjustments, new shaders, and new legendary gear tier
The September patch for Injustice 2 is now available for download, according to reports. There have been a few changes implemented that are probably worth noting.
While we've only had one patch that implemented major changes, bug fix patches have been fairly common in Injustice 2. Still, there are a number of balance adjustments present.
In particularly, the DLC characters have received the most adjustments this time around. Starfire and Sub-Zero are notable examples of this.
This patch also adds new shaders and gear. Whereas previously the highest tiered item was "epic," "legendary" is now the new highest tier of gear that can be collected.
Black Manta will be available on September 12th for those that have purchased Fighter Pack #2. His gameplay looks very interesting to those that enjoyed Sektor in Mortal Kombat 9 and Mortal Kombat X.
It's very likely that this patch is getting things ready for Black Manta before his release. Only seven days, after all.
General Gameplay fixes
• General stability and Online stability improvements • Move list corrections and improvements to AI logic • Online Ranked Match has been replaced with Ranked Set which are first to 3 wins • Player Match and Private Match can now be searched with Competitive Mode On • From within an Online Lobby Room you can now challenge player to 1v1 and KOTH matches with Competitive Mode On • Fixed a rare issue where placing a wager during Clash with high latency on some controller configurations could result in the wrong bet being used • Added Xbox Arena support for User Generated Tournaments on Xbox One • Player can now equip gear dropped after a match or from a Mother Box to that character’s current default loadout • Gear can now be bulk selected in a characters inventory screen with simple and advanced filters • Gear can marked as favorite which prevents it from being sold or deleted • Fixed many special moves being affected by the strength attribute instead of the ability attribute. Swamp Thing and Bane have had some damage increases noted below to compensate for this • Fix for some character select and character viewer animations on premier skins • Fixes to visual effects priority with Scarecrow’s & Cyborg’s supermoves • Fixed audio issues with several attacks being interrupted • Multiverse - fix for Swamp Thing's sidekick being able to make a character unresponsive if interrupted with specific timing • Several Gear Abilities with Down, Down inputs that were still not changed to require a more precise input when buffered now do so • Fixed an issue which was preventing Starfire Gear Abilities from dropping from Mother Boxes and Multiverse Event rewards • Completion requirements have been reduced for all Guild Mulltiverse Tiers • AI Loadouts can now be used in Guild Multiverse Events
Stage Specific Fixes
• Arkham Asylum - Fix for toilet interaction having a displaced hit region when interrupted in certain circumstances • Atlantis - Bug fix for interrupting wall run interaction under certain circumstances preventing it from being used again • Batcave - Fixed a bug causing the hit region of the motorcycle interaction to linger after being interrupted by certain attacks • Batcave - Fix for rare situation where players could use a teleport move to be outside the boundaries of the stage
Aquaman
• Fixed a bug causing combo damage scaling on Trident Scoop and Trident Scoop MB to be larger than expected • Fixed a rare issue that could cause Aquaman's trident to be misaligned after hitting an opponent with Deep Sea (Towards + Medium, Light + Hard)
Atrocitus
• Fixed rare bug that could cause Brute Slam (Down + Hard) to have longer than normal recovery when hitting Flash while he has Speed Zone character power active
Bane
• Heavy Hammer (Light, Light, Medium, Down) and Fist Slam (Towards + Medium, Down) recovery on hit increased by 2 • Increased Base damage on several special moves by 1 to compensate for them being now being correctly adjusted by the Ability stat
Batman
• Fixed a rare bug that could case Batman's Flying Kick follow-up from Straight Grapple to sometimes go in the wrong direction
Black Canary
• When Front Handspring is interrupted by Firestorm's Molten Trap, he will no longer then sometimes pass through Black Canary while immediately following up with Heat Wave (Away + Hard)
Blue Beetle
• Fixed issues with hit regions while character power is active if you attack immediately following a Roll Escape
Brainiac
• Fixed a bug that allowed Tendril Smash MeterBurn (Towards + Hard, MB) to be air escaped • Fixed a bug that prevented Beta Strike’s hit region to be increased while opponent is in a combo • Fixed bug causing Beta Strike and Beta Bomb blockstun and hitstun being shorter than expected if it collides with the opponent immediately following a blocked Pneumenoid Dive
Catwoman
• After hitting with Cat Dash and Cat Dash MeterBurn Catwoman can no longer sometimes forward dash through the opponent • Cat Stance now requires a more precise input when buffered
Cyborg
• Fixed the ability to perform Back/Forward grapple as a 2in1 cancel while Input Shortcuts are turned off in controller options
Deadshot
• Fix a bug which could result in a lingering empty clip from his end of round win animation
Firestorm
• Missing with (Air) Fusion Charge then immediately performing Heat Wave (Away + Hard) will no longer sometimes cause Firestorm to pass through his opponent
Green Arrow
• Fixed bug that caused Green Arrow to be briefly immune to high attacks if he started Take Aim character power while crouching and immediately jumped while holding the arrow • Fixed rare issue that would cause Green Arrow's bow to be misaligned after missing with Stinger
Harley Quinn
• Fix for hyenas summoned from her character power appearing in the wrong position in certain circumstances
Joker
• Rolling Gas can no longer be MeterBurned after it is destroyed by things such as Sub-Zero's Ice Klone and Captain Cold's Death-cicle MeterBurn which would result is wasted super meter
Red Hood
• Lethal Lunge MeterBurn while Hidden Explosive Gear Ability is equipped now does 8 less base damage • Akimbo Blaze & Akimbo Blaze MeterBurn Gear Ability now does 3 less base damage
Robin
• Fixed rare issue with Assassin Strike causing the hit animation to not work properly if hitting on the last active frame • Fixed hit FX sometimes appearing in the wrong location on many sword attacks
Scarecrow
• Fixed a bug that caused Fear Flame to fully charge Scarecrow's character power meter when colliding with certain projectiles
Starfire
• Reduced the base damage of My Little Bumgorf (Light, Light), Grishnik Got Your Tongue? (Medium, Light), and Call Your Knorfka? (Medium, Hard) by 1 • Reduced the base damage of Star Strikes (Away + Medium) by 2 • Increased combo damage scaling when canceling into Starbolt character power • Side Scratch (Down + Light) has 2 less cancel advantage • Burning Desire & Shooting Star base damage reduced by 1 • Reduced base damage of Star Dust by 2 and Star Dust MeterBurn by 1 • Tamaranean Charge is now airborne on frame 4 • Star Slam gear ability can now be directed close • Fixed a bug which could cause some lingering visual FX after end of round win animation • Fixed some hair clipping issues
Sub-Zero
• Function-Kneeing Properly (Hard) has its hitregion adjusted, has 10 less frames of recovery on hit/block/miss, 10 less frames of blockstun, and slightly less pushback on block • Killing Blow (Hard, Hard) had its hitregion adjusted • Low Chop (Down + Light) has 1 more frame of cancel advantage, 2 more frames of recovery, and has 1 more hit advantage • Fixed rare issue where several attacks when pushing an opponent into Ice Klone which would cause it to have slightly reduced blockstun
Supergirl
• (Air) Heat Vision Gear Ability will no longer sometimes change impact location after destroying Sub-Zero's Ice Klone
Superman
• Fixed some visual FX being the wrong color when using Bizarro skin
Swamp Thing
• Increased Base damage on several special moves by 1 to compensate for them being now being correctly adjusted by the Ability stat
Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Sept 15, 2017 1:13:39 GMT -5
Some Black Manta Content from eventhubs: Black Manta is the first character for Season Pass 2. We'll get Mortal Kombat character Raiden and Hellboy a little later. This breakdown went into a little further detail than what the trailer initially showed us. What appears to be heavily emphasized with Black Manta are his mid range tools. He is also armed with many anti-zoning capabilities. Certainly a worthy rival to Aquaman in this game. Black Manta looks as though he will be able to easily get around Aquaman's tentacle strike. Let's take another look at Black Manta's super to get things started. xhttps://clips.twitch.tv/PeppyApatheticFungusSquadGoals His ability to fight from a mid range is reflected in his normals. He has quite a bit of reach to work with. His sweep is an eye beam. You likely won't be able to counter poke against this since it isn't a physical part of his body. xhttps://clips.twitch.tv/HilariousCoweringNikudonFUNgineer xhttps://clips.twitch.tv/ColorfulBusyPoxBabyRage His Manta Rays special move is not a zoning tool. You'll use this up close as a multi-hitting move. Meter burn it for additional damage and to keep it safe if blocked. xhttps://clips.twitch.tv/TrappedWittyMoosePeteZarollTie The Torpedo special works a lot like Raiden's Flying Man special from the Mortal Kombat series. This is also his wake up special, meaning it has invincibility if used after being knocked down. It also has an air version to help Black Manta get around the stage easily. Just like the grounded version, if the opponent is caught in its path then they'll be taking a hard hit. At the cost of meter, additional damage can be applied to both the grounded and air versions of this move. xhttps://clips.twitch.tv/OilyUgliestWrenchOneHand This character is also armed with a harpoon gun. It doesn't work like Scorpion's spear as it will never grant you a combo extension opportunity. What it does do, however, is switch sides with the opponent. While it isn't exactly a traditional zoning tool (and it will probably lose to projectiles), it is noted to have a fast recovery even on whiff; this makes it a move tht is difficult to punish, though not impossible. xhttps://clips.twitch.tv/FastClearArtichokePermaSmug Black Manta's rockets do not actually track the opponent. Instead, they occupy the same space every time. If you want a combo extension, this is the move to meter burn. xhttps://clips.twitch.tv/MoistSecretiveBaconKappa While his rockets are not very similar to Sektor's as was initially thought, his teleport uppercut certainly does look like it. Use this to counter the opponent's zoning options. Once again, you can extend your combos with this move if it is meter burned. Keep in mind that even if you do expend meter, this move is unsafe if blocked. xhttps://clips.twitch.tv/ElatedVainPigBabyRage Finally, his trait allows him to... fly. It's his jetpack, after all. You have a limited amount of fuel, so use it wisely. You can surely get past a character's zoning options with this. Aquaman's tentacle strike, for example, won't be able to reach you if you are in the air... xhttps://www.eventhubs.com/images/2017/sep/08/black-manta-09/ He will become available for standalone purchase on September 19th for $5.99, you can get him now if you have Ultimate Edition, Deluxe Edition, Ultimate Pack, or Fighter Pack #2.
|
|
|
Post by Nyu Nozomi Hyuga on Sept 18, 2017 1:57:27 GMT -5
Injustice 2 Raiden & Black Lighting Gameplay Trailer After the Injustice 2 Pro Series Grand Finals event came to its final conclusion, there was a special surprise that was shown. Raiden, the second character of the Fighter Pack #2, had some gameplay revealed. The lightning Elder God will be joining Sub-Zero as the game's second Mortal Kombat guest character. I'm willing to bet that you're not too surprised to hear that he utilizes electricity during fights. He will also have access to what appears to be a Black Lightning premiere skin. Like other skins of this nature, this will cause him to have a different voice and everything. Raiden's super might actually rival Flash's in terms of just how awesome it looks. It creates the Mortal Kombat logo in lightning form on the moon itself. www.eventhubs.com/imagegallery/2017/sep/17/raiden-and-black-lightning-injustice-2/1/Raiden Super: xhttps://clips.twitch.tv/ProudAwkwardDaikonOhMyDog Source: eventhubs
|
|
|
Post by Nyu Nozomi Hyuga on Sept 22, 2017 1:46:34 GMT -5
Black Lightning's super animation and win pose differ from Raiden's in Injustice 2
We previously saw the official gameplay reveal of Raiden in Injustice 2. The trailer also showcased the Black Lightning premium skin for the character, which will be given to Ultimate Edition owners for free in October.
In Injustice 2, these premium skins take the foundation of a character and change their look to that of a similar, but different character complete with their own voice actor and lines. After watching the Raiden trailer, fans were left wondering how Black Lightning's super might appear, since the hard-hitting move features a giant Mortal Kombat dragon.
The official Injustice 2 Twitter account released a clip showing the super move in action, and it is indeed different than Raiden's. Instead of a dragon, Black Lightning utilizes a giant electrical hand to beat down his opponent.
This is mirrored in Black Lightning's win pose, as Raiden's also features the dragon.
Black Lightning's super also loses the stormy bridge scenery featured in Raiden's in exchange for using whatever stage the players are battling on.
Source: eventhubs
|
|