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how to deal with constant cross ups

i can not for the life of me deal with people that play reckless. i lost consecutively to a person that had absolutely no skill with scorpion, he just kept hopping with constant cross up to a mix up starter. if i tried to punish, the beginning of his teleport is super safe. so i have to wait until the end, but by that time he has started the constant cross up again. i've tried uppercut, backdashing, njp (works sometimes) but ill lose to people who play like this for the most part. im not the best, but i think im pretty good and its irritating to lose to people who found this easy way to get around people.
 

LRK128

TEST - YOU'RE WHITE!
cross up? what?
if he is canceling teleport then you have free opportunity to start pressure.
if he does not cancel block and do your bnb
solved
 
i can not for the life of me deal with people that play reckless. i lost consecutively to a person that had absolutely no skill with scorpion, he just kept hopping with constant cross up to a mix up starter. if i tried to punish, the beginning of his teleport is super safe. so i have to wait until the end, but by that time he has started the constant cross up again. i've tried uppercut, backdashing, njp (works sometimes) but ill lose to people who play like this for the most part. im not the best, but i think im pretty good and its irritating to lose to people who found this easy way to get around people.
Honestly sometimes this is just an online issue. I too have run into this problem. I have found that dashing out of it works best or neutral jumping if he keeps doing it.
 
There are no cross ups in this game, it has a block button.
ok -_- jump ins
Neutral jump punch and punish or dash forward.
i main quan as well and go for a njp to trance bnb usually but if the pressure of constant jumping starts again its difficult to get out of. especially scorpion for me, because he seems to auto target really easily. what do you do with quan when you run into this problem?
 
E

Eldriken

Guest
Don't sweat it, dude. I sometimes lose to stupid online horseshit as well. Just do like the folks here have suggested and hope for the best.
 

ShaolinGunFu

Warrior
Honestly sometimes this is just an online issue. I too have run into this problem. I have found that dashing out of it works best or neutral jumping if he keeps doing it.
i feel like me and you have played more on ranked than I have anyone else, we must play at similar times
 
Thanks guys for all of your replies. I guess I wasn't doing it right, but I learned to njp it correctly. I coincidentally ran into a player like this last night after a few replies from this post and started to njp crazily to test it out. I almost abused the njp but it made him respect the air and messed his game up because he didn't know how to open up correctly lol. Idk why people think this is street fighter. It made the game extremely boring hopping around like idiots lmao
 

DarkSlayerSmith

Fundamentals in real life
indeed theres no cross up in this game but there´s cross under wich is when a opponent jump in on you and you dash forward.
 
It's a cross-up. It can reverse your inputs making certain moves unable to come out as intended. It's fundamentally different from a jump that does not cross up.

Not every game is Street Fighter. Don't fall into the trap of defining everything in Street Fighter terms.

This is essentially why we even have the dumb "there's no footsies" arguments. Or "there's no neutral game" arguments. Yeah, when you define footsies and neutral games in Street Fighter terms, there isn't. But Street Fighter isn't the be-all end all of fighting games.

TLDR, if it can mix up your inputs, it's crossing you up.

<3
 
Sorry, got sidetracked. To answer the OP's questions, I think the best advice so far has been low profile (d4 works for me), standing 1 (people tend to have varying success with it, but it works well for me), forward dash (I'm not huge on this but oh well) and neutral jump punch.

I think the neutral jump punch mechanic is quite smart in MKX. Forward jump punches will generally lead to less damage in an air-to-air situation. While neutral jump punches generally lead to good damage in air-to-air situations because you get a nice ground bounce instead of having to chase your opponent. The effect is you are rewarded for winning more than your opponent is rewarded for winning should you go for a NJP counter to a crossover JP.
 
D

Deleted member 9158

Guest
Just njp, crouch or standing block. And then don't play these morons anymore. That's what I do
 

CrimsonShadow

Administrator and Community Engineer
Administrator
It's a cross-up. It can reverse your inputs making certain moves unable to come out as intended. It's fundamentally different from a jump that does not cross up.

Not every game is Street Fighter. Don't fall into the trap of defining everything in Street Fighter terms.

This is essentially why we even have the dumb "there's no footsies" arguments. Or "there's no neutral game" arguments. Yeah, when you define footsies and neutral games in Street Fighter terms, there isn't. But Street Fighter isn't the be-all end all of fighting games.

TLDR, if it can mix up your inputs, it's crossing you up.

<3
In MK these are commonly called "cross overs".
 

CrimsonShadow

Administrator and Community Engineer
Administrator
So as far as defense, there are a few main options:

1) Block. This is ok for characters that don't have a good mixup option after the jump-in
2) Late armored special -- if you have a bar, this can be a fairly safe option. May allow you a full combo depending on the special. WIll allso work against delayed cross-ups.
3) d1 -- This also gives a lot of characters a full AA combo, but the effectiveness depends on the point at which your opponent's jump attack comes out. It beats earlier jump-attacks free, but delayed ones might stuff it or trade. Takes some practice to time this well.
4) d2 -- This will work in situations where a d1 will lose. Have to be careful to time this late enough that it doesn't come out in the wrong direction, but not so late that it loses. Also, a late cross-over can trade or beat d2 out.
5) NJP - This can be very risky. Best done preemptively against certain crossovers, because trying to do it on reaction often leads to it being beat out.
6) Dash out, teleport out if you have one, etc.
7) D3/d4 - This works with characters whose pokes cause them to low-profile airborne attacks


Here are some examples of applying this with Takeda to a typical-timing cross-over (again, delayed cross over may beat the d1 and d2).
 
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KeyserSoze

Fabled Villain
It's a cross-up. It can reverse your inputs making certain moves unable to come out as intended. It's fundamentally different from a jump that does not cross up.

Not every game is Street Fighter. Don't fall into the trap of defining everything in Street Fighter terms.

This is essentially why we even have the dumb "there's no footsies" arguments. Or "there's no neutral game" arguments. Yeah, when you define footsies and neutral games in Street Fighter terms, there isn't. But Street Fighter isn't the be-all end all of fighting games.

TLDR, if it can mix up your inputs, it's crossing you up.

<3
This is such a good post.