What's new

Dealing with jumps

Coming from Street Fighter, I have a very hard time anti airing different jump ins. From some ranged a d2 will work, but sometimes it get beat, and I eat massive damage. If they are really close, I feel that can jump over and do a 1/2, and there is nothing I can do to stop it. Can someone please help me out a bit?
 

Prinz

watch?v=a8PEVV6tt14
Coming from Street Fighter, I have a very hard time anti airing different jump ins. From some ranged a d2 will work, but sometimes it get beat, and I eat massive damage. If they are really close, I feel that can jump over and do a 1/2, and there is nothing I can do to stop it. Can someone please help me out a bit?
Welcome
 

Cossner

King of the Jobbers 2015
Coming from Street Fighter, I have a very hard time anti airing different jump ins. From some ranged a d2 will work, but sometimes it get beat, and I eat massive damage. If they are really close, I feel that can jump over and do a 1/2, and there is nothing I can do to stop it. Can someone please help me out a bit?
Are you playing online
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Armored attacks are good if your uppercut isn't working. Use those if you're not sure.
 

lslick

Stole this pic from Doombawkz :P
So there is no obvious solutions?
Pretty much, if you know they are going to jump, just uppercut early enough....If you do it too late, you're going to get stuff....If it's online, just throw everything out the window cause there is input lag.....If you think the uppercut will take too long or your reactions are slow, you can always backdash since there are invincibility frames on it
 

Fractured_Shadow

Really likes to throw things at you.
Coming from Street Fighter, I have a very hard time anti airing different jump ins. From some ranged a d2 will work, but sometimes it get beat, and I eat massive damage. If they are really close, I feel that can jump over and do a 1/2, and there is nothing I can do to stop it. Can someone please help me out a bit?
The problem you are having is becausd you are unfamiliar with the attack priority and active frames of certain characters JI attacks.

Take Sonya for example. Her JIP1 has 16 active frames (lmfao IKR?!?!)... this will beat out a lot of characters ground normals plus she has a great JI arch....

Now take Kano's JIP1... it had like 4 active frames, a weak arch, and will be crushed by 99% of D2s...

For strong JI attacks I use an armored move if I really want the combo and have meter to spend. If not I just backdash.
 
So in this game, the hitboxes of moves are not made in such a way, that certain ground moves WILL beat air normals? So a move with alot of active frames will beat anti airs? Or are the interactions between the normals. Are there situations where you have to block? Like in teh corner, if they jump from certain distances? (not when you knocked down, but neutral)
 

LEGEND

YES!
Elder God
Jump kicks might be a little too strong but they're not unbeatable. Well timed uppercuts usually do the trick, and most characters can get some kind of combo off them

Some Jabs work pretty well as AAs as well. I know Jaxs standing 2 works vs Jump kicks because of its large hitbox and active frames. Just mess around with some Jabs in practice mode to find one, if not, uppercuts are still a legitimate option
 

redeyes

Button Masher
So in this game, the hitboxes of moves are not made in such a way, that certain ground moves WILL beat air normals? So a move with alot of active frames will beat anti airs? Or are the interactions between the normals. Are there situations where you have to block? Like in teh corner, if they jump from certain distances? (not when you knocked down, but neutral)
AA has always been weird in NRS games.

MK9 most of the best AA's were standing 1 &2 sometimes d1's even

injustice, i think D2's were best option.

you really just have to test all your options from certain jump distances as well.

as cassie, her d2 has a really far hitbox so its great for stoping jump ins on read, while her DB2 is amazing for anti cross ups.

your best bet is just hit the lab and practice AAing will all your different normal and specials.

i wish air normals didnt seem like they have so much priority tho, i find myself making reads on jump ins and still trade :/
 
Thanks for all the help. That sounds kinda annoying. Anti airing should not be a risk, considering how much damage can be done, aswell as the following mixup.