Learn about frame data for NRS games from @ultradavid
If you play fighting games but have never touched any fighter made by Netherrealm Studios (including Injustice 2), you’re going to be understandably confused when you try to understand how their frame data works. Fortunately, one of the FGC’s longtime ambassadors, David Philip Graham a.k.a. UltraDavid, took some time to give a brief breakdown on how you can expect frame data to function in Injustice 2.
The above clip is taken from the UltraChenTV show, where commentators come together to educate players, old and new, about the many basics of fighting games. UltraDavid recently came on there to arm players with knowledge about the basics of Injustice 2’s data since the game launches tomorrow – or tonight at midnight, if you want to get technical.
As a quick breakdown, hitstun in NRS games does not traditionally function like it does in other fighters, particularly Street Fighter. With hitstun, it typically creates a window for you to link your next attack with appropriate timing, such as two consecutive medium punches from Ryu in Street Fighter V. In the case of Injustice 2, however, hitstun does not open any windows for links, it merely guarantees pressure for you. Your combos will come not from links, but from attack strings and juggles.
To the seasoned NRS player, this will seem like common knowledge, but their games function so differently from most other fighting games that for new players coming in, this one detail can throw them off-kilter. For the sake of expanding the player base, it’s recommended that the knowledge be spread far and wide.
Thanks to UltraDavid for taking the time to share this video! You can catch him at a variety of Injustice 2 events as a commentator this year and, most likely, in the future.
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