Eddy Wang
Skarlet scientist
The MKX is no way like MK9 when it comes to anti-air, its not that the game lacks anti-air, there is different proprieties in the system that layers out different ways to beat a jab meant to take an attacker out of the air.
On this threat, i will show you a set of 7 rules, that will help you understand why this happens, and hopefully you can use your character and totally work your way against them:
How jump ins work:
1. The float system (time characters take in the air) not jump arc (different heights at same or about same or different speeds) in this game can feel different from character to character, so jabbing someone out of the air may require character specific timings.
a) If you're playing takeda, Cassie, or Scorpion, you can jump in incredibly fast forward avoiding fast projectiles, or backwards, but if you're playing Johnny Cage, you will notice that he hardly avoid fast traveling projectiles by jumping in, even Sub-Zero's ice ball, that happens due the float jump.
2. Jab attacks have 1 to 3 active frames, so they require a precise timing to stuff attacks out of the air, you will get the impression that either you did way earlier, or way late.
3. Jump in attacks in this game are the normals with with longest active frames, they can have 11 to 12 active frames in the air, but they have draw backs too:
a) Jump attacks are around -15 on whiff upon landing (check character specifics frame data for precise information).
b) Jump attacks can have bad tracking
c) jump attacks need to be telegraphed against grounded opponents.
4. Some characters have special jump attacks, all SJAs in this game have 4 common proprieties:
a) They don't need telegraphing to hit characters on the ground no matter if they're standing or ducking
b) They can't be ducked due the large hitbox, or the disjointed hitboxes the attack has.
c) They have equally bad tracking, and are around -15 on whiff
d) They equally can't be telegraphed to hit way late, if they do this the move won't come out and they will land with around -15 frames without being able to block
5. Jump in Kicks are all negative on block, no follow up is guaranteed
a) Almost all jump kicks, it can either be Jump 3 or Jump 4, if you block them, they're around -3 at least
6. Jump in punches have different blockstuns, but are character specifics
a) Some characters have jump ins that are 0 on block, some others are +2 on block
b) Some jump ins doesn't grant a slow overhead or low blockstrings, for example: Kung Jin Jump 2 into F24 is not a true blockstring, you can backdash, armor out or interrupt F2 after you block a jump 2.
c) Blocked jumps into throws are not guaranteed either, because throws can't be dialed as strings so the game doesn't register cancel frame advantage, only block advantage.
7. Neutral Jump punches on the way up hits mid on the way down are overheads, but every character have his own block or whiff advantage.
a) On the way up on block is character specific, Kung Jin is at -13 if you block his NJP on the way up
b) On the way down on block is character specific, Kung Jin is at -10 if you block his NJP on the way down
c) Any NJP that whiffs on the way up is massively punishable upon landing, just match your punish with the landing.
d) Any NJP that is blocked on the way down has character specific frames, check them before decide to do anything.
So how to beat common jump ins? These are the key forms, can be universal in some cases.
Whiff punish by ducking (duck punish): works vs attacks targeting your head
To beat regular jump ins, since they have to be telegrahped, it means if they target your head by pressing the punch or kick way earlier, is the only place where it will hit if you're grounded, you can duck the normal, match your punish with the landing and do a full combo punish on the ground.
Whiff punish by walking (walk punish): works vs most jump attacks in the game
To beat regular jump ins from distance if they're telegraphed to track your head or chest, you can walk backwards, match your punish with the landing for a full combo in the ground.
To beat regular jump ins up close, if they're telegraphed to track your head or chest, you can walk under them, or run under them, match your punish with the landing and get a full combo.
Note: Be aware that chest attacks can be delayed, but once they press the button, it won't autoface anymore, in some cases it won't even autoface if they delay it.
Whiff punish by running under them: Works vs all jump attacks in the game
You can run under any jump normal, and then run back up again for a punish on the landing, in some cases, you can also run right under the normal and punish them on the landing.
Note: Goro has a very slow run, anyone with the same speed on running might be like goro and won't be able to take advantage of this matter
Jab punish: Works vs all attacks targeting ducking, your chest, or your legs
This is the few specific situations to use a jab, in situations where they think you might duck, they will delay the attack from the jump to target ducking, which in consequence hit will put them on the range where your jab reaches before they press a button, this includes cross ups as well.
How to deal with Special Jump attacks (SJA) in MKX
Walk punishes are the most effective, but it needs to be walking backwards away from the hit box.
Running under works best because these jumps have a bad tracking, but still require predicting jumps.
Neutral jump may work if you can predict and react at godlike speeds, be aware that any delay might be crucial to the effectivity of this tactic
Jabbing and Ducking is a terrible idea against these attacks
Use character specific anti-airs, like armored anti-airs or other tactics your character has.
These are the characters i know who fall under this category i only know 3 of them, help me out finding more if you want to complete this guide:
Kung Jin (jump in 2)
+ Disjointed Hitbox (Staff is a separated hitbox from kung jin himself, you can't trade a hit with Jin without bypassing the staff)
+ Large Hitbox that even at earlier press from the top of the jump, it will hit crouching characters
- Floaty Jump in
Kung Lao (Jump in 2)
+ Disjointed hitbox (Hat is a separated hitbox from Kung lao himself, you can't trade a hit with Lao without bypassing the hat)
-(+) Somewhat large hitbox, at some point it can't be ducked, never tested way earlier, but there at determined range where Jump in 2 can't be ducked.
+ Fast jump in
Jax (Jump in 1)
+ Large hitbox on jump in, doesn't need to be telegraphed, it hits even characters crouching
+ Fast jump in
Scorpion (NJP Ninjutsu only)
+ Extended Range
+ Disjointed Hitbox (The swords are a separated hitbox from scorpion, you can't trade a hit with Scorpion without bypassing the swords)
Erron Black (NJP Outlaw only)
+ Extended Range
+ Disjointed Hitbox (The sword is a separated hitbox from Erron, you can't trade a hit with Erron without bypassing the sword)
Ferra/Torr (NJP ruthless and vicious only)
+ Extended Range
+ Disjointed Hitbox (Ferra is a separate hitbox from Torr, you can't trade a hit with Torr without bypassing Ferra)
+ Can still hit the opponent if they are positioned just behind F/T (from a TP or just running underneath them while they're jumping up) Thanks @MK Led
Anyone feel free to post up characters that fall under this same category, i will make a special segment video covering all up with visual details and everything later.
On this threat, i will show you a set of 7 rules, that will help you understand why this happens, and hopefully you can use your character and totally work your way against them:
How jump ins work:
1. The float system (time characters take in the air) not jump arc (different heights at same or about same or different speeds) in this game can feel different from character to character, so jabbing someone out of the air may require character specific timings.
a) If you're playing takeda, Cassie, or Scorpion, you can jump in incredibly fast forward avoiding fast projectiles, or backwards, but if you're playing Johnny Cage, you will notice that he hardly avoid fast traveling projectiles by jumping in, even Sub-Zero's ice ball, that happens due the float jump.
2. Jab attacks have 1 to 3 active frames, so they require a precise timing to stuff attacks out of the air, you will get the impression that either you did way earlier, or way late.
3. Jump in attacks in this game are the normals with with longest active frames, they can have 11 to 12 active frames in the air, but they have draw backs too:
a) Jump attacks are around -15 on whiff upon landing (check character specifics frame data for precise information).
b) Jump attacks can have bad tracking
c) jump attacks need to be telegraphed against grounded opponents.
4. Some characters have special jump attacks, all SJAs in this game have 4 common proprieties:
a) They don't need telegraphing to hit characters on the ground no matter if they're standing or ducking
b) They can't be ducked due the large hitbox, or the disjointed hitboxes the attack has.
c) They have equally bad tracking, and are around -15 on whiff
d) They equally can't be telegraphed to hit way late, if they do this the move won't come out and they will land with around -15 frames without being able to block
5. Jump in Kicks are all negative on block, no follow up is guaranteed
a) Almost all jump kicks, it can either be Jump 3 or Jump 4, if you block them, they're around -3 at least
6. Jump in punches have different blockstuns, but are character specifics
a) Some characters have jump ins that are 0 on block, some others are +2 on block
b) Some jump ins doesn't grant a slow overhead or low blockstrings, for example: Kung Jin Jump 2 into F24 is not a true blockstring, you can backdash, armor out or interrupt F2 after you block a jump 2.
c) Blocked jumps into throws are not guaranteed either, because throws can't be dialed as strings so the game doesn't register cancel frame advantage, only block advantage.
7. Neutral Jump punches on the way up hits mid on the way down are overheads, but every character have his own block or whiff advantage.
a) On the way up on block is character specific, Kung Jin is at -13 if you block his NJP on the way up
b) On the way down on block is character specific, Kung Jin is at -10 if you block his NJP on the way down
c) Any NJP that whiffs on the way up is massively punishable upon landing, just match your punish with the landing.
d) Any NJP that is blocked on the way down has character specific frames, check them before decide to do anything.
So how to beat common jump ins? These are the key forms, can be universal in some cases.
Whiff punish by ducking (duck punish): works vs attacks targeting your head
To beat regular jump ins, since they have to be telegrahped, it means if they target your head by pressing the punch or kick way earlier, is the only place where it will hit if you're grounded, you can duck the normal, match your punish with the landing and do a full combo punish on the ground.
Whiff punish by walking (walk punish): works vs most jump attacks in the game
To beat regular jump ins from distance if they're telegraphed to track your head or chest, you can walk backwards, match your punish with the landing for a full combo in the ground.
To beat regular jump ins up close, if they're telegraphed to track your head or chest, you can walk under them, or run under them, match your punish with the landing and get a full combo.
Note: Be aware that chest attacks can be delayed, but once they press the button, it won't autoface anymore, in some cases it won't even autoface if they delay it.
Whiff punish by running under them: Works vs all jump attacks in the game
You can run under any jump normal, and then run back up again for a punish on the landing, in some cases, you can also run right under the normal and punish them on the landing.
Note: Goro has a very slow run, anyone with the same speed on running might be like goro and won't be able to take advantage of this matter
Jab punish: Works vs all attacks targeting ducking, your chest, or your legs
This is the few specific situations to use a jab, in situations where they think you might duck, they will delay the attack from the jump to target ducking, which in consequence hit will put them on the range where your jab reaches before they press a button, this includes cross ups as well.
How to deal with Special Jump attacks (SJA) in MKX
Walk punishes are the most effective, but it needs to be walking backwards away from the hit box.
Running under works best because these jumps have a bad tracking, but still require predicting jumps.
Neutral jump may work if you can predict and react at godlike speeds, be aware that any delay might be crucial to the effectivity of this tactic
Jabbing and Ducking is a terrible idea against these attacks
Use character specific anti-airs, like armored anti-airs or other tactics your character has.
These are the characters i know who fall under this category i only know 3 of them, help me out finding more if you want to complete this guide:
Kung Jin (jump in 2)
+ Disjointed Hitbox (Staff is a separated hitbox from kung jin himself, you can't trade a hit with Jin without bypassing the staff)
+ Large Hitbox that even at earlier press from the top of the jump, it will hit crouching characters
- Floaty Jump in
Kung Lao (Jump in 2)
+ Disjointed hitbox (Hat is a separated hitbox from Kung lao himself, you can't trade a hit with Lao without bypassing the hat)
-(+) Somewhat large hitbox, at some point it can't be ducked, never tested way earlier, but there at determined range where Jump in 2 can't be ducked.
+ Fast jump in
Jax (Jump in 1)
+ Large hitbox on jump in, doesn't need to be telegraphed, it hits even characters crouching
+ Fast jump in
Scorpion (NJP Ninjutsu only)
+ Extended Range
+ Disjointed Hitbox (The swords are a separated hitbox from scorpion, you can't trade a hit with Scorpion without bypassing the swords)
Erron Black (NJP Outlaw only)
+ Extended Range
+ Disjointed Hitbox (The sword is a separated hitbox from Erron, you can't trade a hit with Erron without bypassing the sword)
Ferra/Torr (NJP ruthless and vicious only)
+ Extended Range
+ Disjointed Hitbox (Ferra is a separate hitbox from Torr, you can't trade a hit with Torr without bypassing Ferra)
+ Can still hit the opponent if they are positioned just behind F/T (from a TP or just running underneath them while they're jumping up) Thanks @MK Led
Anyone feel free to post up characters that fall under this same category, i will make a special segment video covering all up with visual details and everything later.
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