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Jump Attacks vs AA in MKX (part 1)

WakeUp DP

GT MK OshTekk.
Add more recovery to landing and whiffing attacks.

Buff AA hitboxex, reduce hurtboxes and give them more priority.

Make d2s fasters but more - on block or whiff so they dont become abusiveable or mashable.

Make walking backwards better to whiff punish strings, so far is almost impossible to whiff punish by walking back. People just keep going to NJPs lol.
 

D4G

Win At All Cost
Thank you for making this thread. I hope the community and NRS can work together in fixing this. The neutral game in MKX is so dumbed down right now, that a lot of the fundamental aspects of fighting games are almost non-existent. Fixing anti-airs would be a HUGE change to how this game is played and all for the better too.
 

Bryck Walle

Counting the Days for the JCVD Johnny Costume!
I'm going to receive hatemail for this, but think about this in terms of other games. In SF not everyone has a universal AA. Bison's best AA is his standing HK. Shoto's have DP's <---special moves. Some characters have really good Down Fierces. There's also characters that can just jab and aa that way. Hell Dudley (My main) his best AA is his standing Forward. Think outside the box when trying to AA. Just because you have an uppercut in this game, doesn't necessarily mean it should be amazing. Not everyone should have the ability to have really good anti airs either. I see people still use the oldschool mk9 tactic of D1 when they try to cross up to deep. Why shouldn't you have to spend a bar to stop them from pressuring you. Also, everyone does have a universal cross up AA. It's called NJP or NJK. Stops cross ups dead in their tracks. It's all about knowing YOUR character and spacing correctly. If you're having trouble anti airing you should probably practice it in training room and learn what yours is. If you can't find a good one, maybe your character wasn't meant to have one and learn to play around that aspect. Don't let them jump for free. If ALL ELSE FAILS. Learn to block better.
 
For what's it worth, from Kotals perspective:
D2 works mostly against Close to medium range jump ins. It will lose to far jumps like you demonstrated. At that spacing you need to look at different solutions. Maybe backdash, maybe step back, maybe some other button etc.
D3 works against most cast and gives you a 20-35% combo. It's really good when properly done.
D4 will low profile many jump in attacks, causing them to wiff and give you a punish most of the time.
EXDB1 for War God just flat out beats most jump in attacks in to 30-40% combo.
Antiair grab sometimes works but not the best.
Jumping forward with a early 1 can also work and also leads to 30-40% combo.
Jumping back can also work but really hard to convert.

I'm not saying antiairs are fine, this is from Kotals perspective only. Antiair game with Kotal is much like Juri is in SF4. You have 3-5+ different options for different ranges and different situations and you have to pick the right one.
 

Qwark28

Joker waiting room
For what's it worth, from Kotals perspective:
D2 works mostly against Close to medium range jump ins. It will lose to far jumps like you demonstrated. At that spacing you need to look at different solutions. Maybe backdash, maybe step back, maybe some other button etc.
D3 works against most cast and gives you a 20-35% combo. It's really good when properly done.
D4 will low profile many jump in attacks, causing them to wiff and give you a punish most of the time.
EXDB1 for War God just flat out beats most jump in attacks in to 30-40% combo.
Antiair grab sometimes works but not the best.
Jumping forward with a early 1 can also work and also leads to 30-40% combo.
Jumping back can also work but really hard to convert.

I'm not saying antiairs are fine, this is from Kotals perspective only. Antiair game with Kotal is much like Juri is in SF4. You have 3-5+ different options for different ranges and different situations and you have to pick the right one.
I liked the Juri comparison
 

Crayraven

Mortal
Wow, this is why i can't take this thread seriously. People claiming to know on hour 1 how the meta about jump ins works. That's amazing. Not even a full day of trying to understand your options.
A move labelled "anti air take down" but loses to air attacks consistently isn't hard to miss.
 

RM_NINfan101

Nine Inch Nails fan from Metro Detroit, Michigan
Wow, this is why i can't take this thread seriously. People claiming to know on hour 1 how the meta about jump ins works. That's amazing. Not even a full day of trying to understand your options.
To be fair I came from IGAU before the AAs were buffed, so I knew something was up.
 

Rabid Justice

Your Soul Is Mine
Why does kotal f2 just flat out lose to njp. Makes no senses. You can clearly see his hand go right through there body and you get blown up. You would think them doing a badly timed njp would lead to being punished not rewarded. But instead I have to either hit them while going up or on wiff. Tight window for that. Which would be fine if you could anti air them. And trying to guess the hit box for your punish does not help with that.

You known how you make d2 work. By constantly jumping 1 and forcing them to try and beat it out with there jump in attack.

The way this game is played right now is go ham at start or get out of jump punch range till corner. Then try and change sides and then corner game. If your opponent has no way to contest projectiles use them till hit then go in for presser into corner. They have to come to you.

The neutral game is a side thought unless you have advantage usually after a knock down or them trying to walk/ block there way in which goes right back into jump attacks. Slightly different if both players have usable projectiles.

This is a huge reason block breaker are useless. They just put you into jump range where you have to deal with all there other option as well. You basically just used all your stamina and meter to be in the same situation. Even worse becomes now you can not breaker/ back dash or armor.

Trying to low profile a jump punch is a joke. The second your opponent notices this they will just jump kick into 50/50 rush down. Which forces you to just block or armor.

The best character in the game are the ones that can consistently anti air and/or have very strong air attacks.
 
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YoloRoll1stHit

Publicly Educated
16 bit took quite a long time before he figure out the D1 catclaw trip guard anti air. I think as everyone levels up they can anti air better