Ok, so Injustice. I ain't done talking about it yet even though I talked about it on Fapcast 12 plus a separate blog I'm still chugging out. I've finally come to the tipping point where I know how to play. I know how fight. I know what is consistency for Injustice.
I've given up on Green Arrow and Hawkgirl. Green Arrow needs a unique style of zoning I cannot grasp and Hawkgirl seems bound for the bottom tier. Her normals suck and she can't hit confirm for beans. I mean, she has a fucking mace for chrissake but all she can do with it is swing it out in a small arc in front of her. Where are her big swings? Or at least, big swings that can be special canceled? But sorry, all her specials are absurdly unsafe on block so why bother?
In actuality, she does a ton of damage off her simplest combos. A simply 1, 2, 3 combo into a flight cancel and mace charge can do 29%. My current character needs to spend a meter to get that close. But that character happens to be Hal Jordan Green Lantern and that meter is pretty easy to come by and his moves in general are way better.
So I've moved on to Green Lantern and Nightwing. Nightwing will take some more work because I need to figure out his safe combos. His Escrima Fury special seems ok but I'm worried about the negative frames on it from block. Still, his escrima mode gives him absurdly fast normals. They're a little short but at least they're fast. Plus he still has a decent ranged normal in escrima mode that's special cancelable. Now his staff mode is where his range and damage is at. He loses a lot of his mobility but in return, he gets mad poking range and increased damage. Land a staff combo with meter and you'll do 30% easy in only 5 hits. Escrima mode lands tons of hits through Escrima Fury and you'll be doing 15 hits on average! Not that it's bad though. Your damage scaling isn't adversely affected by Escrima mode.
Now Green Lantern is my jam. His ridiculous range game is incredibly malleable. His claim to fame, the Lantern's Might, is a catch projectile that reaches out in front of him a set distance and simply slams them into the ground. It's extremely easy to just abuse at midrange where the opponent can't hope to punish the move because it is punishable up close. But the best part is burning a meter off it to make free combos off it. It slams the opponent twice, bouncing them off the second hit for quite literally the easiest combo set up in the world. His normal projectiles and moves are all really good at controlling space so Hal can always control the flow of the match with whether he wants full on zoning or careful midrange poking and baiting into close range combos.
Speaking of poking, he also has some nice normal moves. Most normals seem small and spammy but Hal has a two foot boot combo starter that has abnormally good range for a normal. Most characters can't even hope to stick their leg out as well as Hal can. When I was struggling with Green Arrow and Hawkgirl, I was on a large losing streak. But with Hal, I earned a 10 win streak before meeting a strong Batman and even then it was decent. I'm calling it now that Hal is the new Wesker for NetherRealm Studios.
Or you could just watch my upload of my training session where I say a lot of the same stuff I typed out.
I lost a lot of time today to editing the Fapcast and other projects. I seem to be losing a lot of it. I couldn't do a part of it like I planned on Tuesday either because I had to attend to my girlfriend having a breakdown. It didn't help that her internet was down and we couldn't Skype. So my plan to get her a 3DS and Animal Crossing would be useless in this situation technically but at least she'd still have Crashmo and Animal Crossing singleplayer in such situations.
I'm just gonna end the Striderisms now in fact. I still have a ton of stuff I'm surprised I haven't been able to churn out yet and it's already 2am in the morning. More to come later. And welcome back my friend Jonathan, who is Makaa in his introduction. Whatevs, whatevs.