If you spend more bars of meter than your opponent, you win the Clash and either do damage or recover health. Here, both characters come together - with a dash of trash talking - to wager meter on a clash. When you're down to your second life bar, you can interrupt a combo to trigger a Clash. Used correctly, Clash can be a useful comeback mechanic. I'm always mindful of how much meter I've got in this game - more so than in other fighting games I play - because so many crucial moves and techniques rely upon it. Given there's a meter burn button, it shouldn't come as much of a surprise to hear that Injustice 2 is heavy on meter management. Injustice 2 already feels like a zoner's fighting game, with a number of characters able to spam projectiles from an entire screen away (it's early days but Deadshot can do one!). But I tend to use it more for closing the gap on characters who favour annoying keep-away tactics, such as Deadshot, Dr. Forward, forward and the right trigger burns one bar of super meter for a near invincible escape. Most useful of all, though, is the roll escape. This is incredibly useful if you're being pressured. ![]() You can also burn one meter to block escape, which lets you interrupt a blocked combo to push away your opponent. This is key to success, as in Injustice 2 a huge amount of damage comes off of juggle combos. ![]() There are three quick escapes in the game, each using the meter burn button, If you're juggled, you can spend two bars of super meter to perform an air escape. However, a bounce cancel burns two bars of super meter. This can be incorporated into most combo strings in the game, and sets up your opponent for a high damage juggle follow-up. ![]() Two taps to the left and a press of the right trigger, or two taps to the right and a press of the right trigger does what's called a bounce cancel. The meter burn button is also used for Injustice 2's raft of new mechanics, and it's here we get into the nitty gritty of the feel of the game. Land the first hit in a match and you fill up one bar of meter. It's a simplified system that essentially means "press the meter burn button to start a big combo" - and it works the same for all 29 characters. And in Injustice 2, augmented special moves typically extend the combo opportunity. But unlike Street Fighter, Injustice 2 asks you to press the meter burn button immediately after the special move input command, so it's a bit easier to use. I love this button! Like Street Fighter's EX, Injustice 2's meter burn augments special moves. The smartest button, though, is the meter burn button. These powers are cool and, crucially, useful in a fight. Any opponent caught in it cannot dash or jump. Swamp Thing raises Abigail's Garden from the ground. Harley Quinn can set attack hyenas munching on her enemy. Batman summons a few bats he can set as a protective swarm or fire off as homing projectiles. These powers are unique to each character. The face buttons are used for the three main attacks: light, medium and heavy, and the character power. One of the things I like most about Injustice 2 is it thinks hard about how a fighting game should be played on a pad.
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