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Jump Attacks vs AA in MKX (part 1)

Read 2 pages.

Im convinced the players of the TYM community are bad.

D2 isn't the be all end all of AA in this game. You'll have to take your character into the lab but standing and crouching 1 and some command normals also anti air. And usually into full combos as well.

Then you have low profile moves.

Lastly theres air to air. If a button sticks straight down like subz jump 1, it will lose to something in the air. Stop trying to make it streetfighter
 

Nate

Mutant Rebel
Don't get me wrong, I'm SUPER glad people are like "well, you could do X in situation Y" to anti-air. That's good people are dealing with it.

But given everything, it doesn't make sense to me that I have to do this. I shouldn't have to spend meter to do an armored AA to catch a jumper who I have read correctly. I shouldn't have to settle for high-crushing the jump with a 3% D4. I shouldn't have to ensure that my opponent will only jump at me when I am at a distance where backing up a bit will give me a free whiff punish.

Jumping is a universal tool, and AA-ing is supposed to be a universal tool against it.

I think it was clearly the intent of NRS to make anti-airs (d2's) a sufficient way to deal with jump ins. I'm sure their motivation was all along that a well-timed d2, against a well-read jump in a well-spaced situation should reward that person. It just didn't turn out to be the case.
I don't think it's really fair to say that. That NRS wanted every character to have the exact same option to deal with the exact same thing. If that was the case then all jump attacks would be identical to all d2's. Different characters are meant to deal with jump in's in diferent ways. It's clear that you feel you should be able to handle every jump in in some certain way, but that's just not the case. As you've already said, people have already pointed out lots of ways to deal with it. Proper spacing from a back dash is a great way to deal with it and can lead to a full punish after a whiffed jump, as well as dashing under, as well as armored moves, as well as proper application of a D2. And like someone else pointed out, all the tournament footage I've watched definitely hasn't pointed to jump in's being over powered. I understand it's frustrating to be jumped over constantly and deal with the mix ups after the landing from a jumping 1 or 2, but the idea is to not get yourself in that situation.
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
Read 2 pages.

Im convinced the players of the TYM community are bad.

D2 isn't the be all end all of AA in this game. You'll have to take your character into the lab but standing and crouching 1 and some command normals also anti air. And usually into full combos as well.

Then you have low profile moves.

Lastly theres air to air. If a button sticks straight down like subz jump 1, it will lose to something in the air. Stop trying to make it streetfighter
Do you know how fucking silly it looks when I'm playing Shinnok and mashing d4 just so I can low profile and punish an AA? It's the most dumbest, punishable thing if they cross me up, but if they're in front I get a D2. It's the only way I can AA consistently because you can even jump over Hellsparks sometimes for free and I have no idea how they avoid the fireball hitboxes.
 

Shark Tank

I don't actually play these games
Latest hotfix:
  • Kotal Kahn – Air Takedown / Anti-Air Throw should no longer sometimes trade with jumping attacks
Yeah, it just loses. I already tested those changes out, it only affects the rare situations where they trade which they probably weren't intended to do at all.
 

PANDA

*Supreme Member*
Same thing happened with Injustice. Before the injustice D2 buff, jump ins wouldn't even trade with D2s they would just connect. After the universal D2 buff it would just trade and not anti-air effectively.

NRS really hates AAs
 
Play good people that no how to space correctly, you will not think jumping is strong. Against weak players, jumping is the BEST option. Just like most fighting games. End of conversation.
 
Do you know how fucking silly it looks when I'm playing Shinnok and mashing d4 just so I can low profile and punish an AA? It's the most dumbest, punishable thing if they cross me up, but if they're in front I get a D2. It's the only way I can AA consistently because you can even jump over Hellsparks sometimes for free and I have no idea how they avoid the fireball hitboxes.
Who cares if it looks silly? Do what works. I haven't seen a character with zero options.

I think you guys need to stop playing in lag and hit the lab to start figuring out match up options
 
Play good people that no how to space correctly, you will not think jumping is strong. Against weak players, jumping is the BEST option. Just like most fighting games. End of conversation.
The only way to defend against jumps can't be constantly ensuring you are just outside of jump range. That basically means the footsie game completely revolves around who is best at staying out of jump range.

I'm not sure how anyone is able to play without getting in the opponent's shallow dump distance. Like, seriously. It's going to happen, and when it does, we need the ability to anti-air.
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
Who cares if it looks silly? Do what works. I haven't seen a character with zero options.

I think you guys need to stop playing in lag and hit the lab to start figuring out match up options
Who doesn't play in lag unless you're in tournaments/playing locals? Even wired connections with ports open have issues with MKX. As for Matchup options, I suppose the best way to find those out is by experience. I find d4s work pretty well to make even mids whiff. Game is just silly, not everyone is gonna be a NRS fanboy and protect everything about the system to a fault. The OP is correct, the risk of jump ins are greater than AAs, and pro players have said this as well. Some who have even won their locals. Just because you can adapt past it still doesn't automatically mean you should accept it's what the game should be, but rather what the game is. That's for any game that has things you dislike about it.
 
The only way to defend against jumps can't be constantly ensuring you are just outside of jump range. That basically means the footsie game completely revolves around who is best at staying out of jump range.

I'm not sure how anyone is able to play without getting in the opponent's shallow dump distance. Like, seriously. It's going to happen, and when it does, we need the ability to anti-air.
What character do you use? Some are tougher than others, but it is by design that certain characters have more options to AA. Sometimes its footsies, sometimes it low profile, sometimes its run under, etc. There are many AA options available.

Yes, you do have to consistently space your character. Sorry that is really a fundamental lesson you need to learn. You SHOULD be constantly trying to defend against powerful options that players have against you.
 
Who doesn't play in lag unless you're in tournaments/playing locals? Even wired connections with ports open have issues with MKX. As for Matchup options, I suppose the best way to find those out is by experience. I find d4s work pretty well to make even mids whiff. Game is just silly, not everyone is gonna be a NRS fanboy and protect everything about the system to a fault. The OP is correct, the risk of jump ins are greater than AAs, and pro players have said this as well. Some who have even won their locals. Just because you can adapt past it still doesn't automatically mean you should accept it's what the game should be, but rather what the game is. That's for any game that has things you dislike about it.
Lol. C'mon either play the game and learn to adapt or move on. It's that simple. The majority of these forums just complains hoping the devs swoop in and save you. Your characters have options
 

Name v.5.0

Iowa's Finest.
Play good people that no how to space correctly, you will not think jumping is strong. Against weak players, jumping is the BEST option. Just like most fighting games. End of conversation.
Spacing isn't always the issue. Sometimes you're just stuck in a situation where your opponent gets a jump in. It happens. Ill try to trip guard as much as the next guy, but sometimes you don't get a choice, especially when stuck in the corner with no stamina after breaking. Then Sonya jumps in with a God like ji1 and its 50/50 town and there's little you can do about it.
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
Lol. C'mon either play the game and learn to adapt or move on. It's that simple. The majority of these forums just complains hoping the devs swoop in and save you. Your characters have options
It's not like those options are exactly guaranteed. I'm sorry, if I'm standing and Sonya's jip1 beats my fucking 7 frame d2 out even preemptively it's gonna piss me off. Even if I d4 to try to low profile it it's not always guaranteed because you have to time it and they could empty jump thus getting in anyway since trip guarding is rough. When I play War God Kotal I use d3 for my AA or EX Air Grab. I get that my characters have options, but I think MKX could still use a better AA meta and that's something that's my opinion and you're entitled to yours.
 
Spacing isn't always the issue. Sometimes you're just stuck in a situation where your opponent gets a jump in. It happens. Ill try to trip guard as much as the next guy, but sometimes you don't get a choice, especially when stuck in the corner with no stamina after breaking. Then Sonya jumps in with a God like ji1 and its 50/50 town and there's little you can do about it.
Then don't break? Maybe use those two meters to armor anti air.

Part of fighting game fundamentals is staying one step ahead in your decision making and avoiding bad situations
 
What character do you use? Some are tougher than others, but it is by design that certain characters have more options to AA. Sometimes its footsies, sometimes it low profile, sometimes its run under, etc. There are many AA options available.

Yes, you do have to consistently space your character. Sorry that is really a fundamental lesson you need to learn. You SHOULD be constantly trying to defend against powerful options that players have against you.
Show me footage of you playing where you are never in deep jump range