Eddy Wang
Skarlet scientist
I'm pretty sure by now that you guys have noticed that each character has a different NJP animation, and not only that, it seems that their utility might be specific for each character, so some might not be that good to AA people out with like in MK9, but i'm not here to talk about this, i've come to noticed another thing:
Something that has been itching me for a while since the Kitana stream, we were under the impression that some characters could take much longer to land from a forward jump, well this appears to be true.
I went into 4 different characters and get them to jump all at the exact same take off and put together a 4 video to compare, and this is what i got.
So there is a possibility that some characters float longer air bone than others, this might be a good thing tough the distance traveling might be the same, there might be some characters who are much easier to avoid projectiles with jumps, and there might be characters who will probably have some good airbone advantages, like being hard to AA against on a good basis, specially more if such character has air projectiles and such. And there might be characters that their weakness might be Airbone.
There isn't much to go on detail now, aside from the fact that the instant your character touches the toes on the ground you will be able to use any ground move or even jump again, even without completing the landing animation, however if you attack while airbone and whiff, the land animation can't be canceled for a while and you can't block or backdash in this short period of time.
Accounting to the fact that jumps attacks now have recover animations, these might provide some really good opportunities of situational whiff punishes by back dashing out of jump attacks, walking backwards or dash under it and get a full combo punish on the ground.
Interesting, NRS is rising the bar here, hopefully.
Something that has been itching me for a while since the Kitana stream, we were under the impression that some characters could take much longer to land from a forward jump, well this appears to be true.
I went into 4 different characters and get them to jump all at the exact same take off and put together a 4 video to compare, and this is what i got.
So there is a possibility that some characters float longer air bone than others, this might be a good thing tough the distance traveling might be the same, there might be some characters who are much easier to avoid projectiles with jumps, and there might be characters who will probably have some good airbone advantages, like being hard to AA against on a good basis, specially more if such character has air projectiles and such. And there might be characters that their weakness might be Airbone.
There isn't much to go on detail now, aside from the fact that the instant your character touches the toes on the ground you will be able to use any ground move or even jump again, even without completing the landing animation, however if you attack while airbone and whiff, the land animation can't be canceled for a while and you can't block or backdash in this short period of time.
Accounting to the fact that jumps attacks now have recover animations, these might provide some really good opportunities of situational whiff punishes by back dashing out of jump attacks, walking backwards or dash under it and get a full combo punish on the ground.
Interesting, NRS is rising the bar here, hopefully.