![]() If the wager is less than the opponent, they will receive damage to relatively the same measured degree, although never down to complete zero. For example, if they wager 3 meter bars and the opponent wages 1, they will gain health proportionate to two full meter bars. ![]() If the player that initiated the clash wages more than the opponent, they will regain health relative to the amount they won the meter by. This is done secretly, and neither player can see how much the opponent has wagered. ![]() ![]() When a clash is initiated, players “wager” (in the simplest way) part of their Super Meter. Thankfully, you’ll be able to initiate something called a “clash” when you’re trapped in an enemy combo, and knowing how to initiate one is an important step towards perfecting your fighting credentials. Getting caught up in an enemy’s devastating combo is an inevitable part of the Injustice 2 experience, and any fighting game, really.
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