When a new league of supervillains threatens alternate-universe Earth, it's up to Batman's crew of superheroes (and their shaky alliance with Superman's ruthless Regime) to stop them.
I think it's just there for aesthetic purposes. I never quite understood why that's a thing in these NRS games.
You can use stances to put a delay in combos, bluff a move, or use the stance button to remain down on the ground longer after a knockdown. There are legitimate uses for it but they are super situational and super specific. I remember this video from MK9
Some combos in MKX require stance switching, no one ever did them though; Injustice 2 has a lot of theoretically possible combos that no one will ever do (aside from the AI potentially); since optimal is like 1% off and immensely more difficult. That and the baseline execution requirements for simpler combos are just higher than before. There's probably something for almost every character.
For having a gigantic playerbase the number of actually competent players is less than 50 and the number of lab monsters is similarly small; if there were like several thousand really good players then you'd see lots of optimization. This is predominantly because NRS fundamentals (Injustice onward, MK9's are completely different) are extant but distinctly different and unique from all other fighting games, very hard to get a handle on if you working from a different perspective; but perhaps if your first game ever is an NRS game and you break through the skill glass ceiling against all odds then you can get to that point; that is a very tight vice to get through though especially with the immensely legendary status of top player(s?).
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