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Dealing with jumpers?

medleyoz

Noob
My anti air game is probably my weakest at the moment and I have a real hard time dealing with people who are constantly jumping in and doing crossovers etc.

So what are the best ways to deal with people jumping around all the time? I'm using Sub Zero (Cryomancer) and Mileena at the moment but some general advice would be helpful as well as.

Thanks for any help. MKX is my first fighting game I'm trying to learn and it's been great so far.
 
i have this problem in a lot of games tbf, i hate playing people that constantly jump. (thankfully kitana is strong against people who love jumping)

its quite hard to deal with but my best advice is learn your characters best anti air.
i believe sub has a very solid d2 and mileena can anti air with a ball roll for a combo (you just have to learn the timing), when you start punishing their jumping they should stop doing it all the time
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
@medleyoz

its a strict timing but i believe:

Mileena:

AA-Crossovers: NJP in (piercing)
S2- is a 9 frame startup, not much range but at the right timing on way up can AA crossovers.
D2-when they start their crossover and you will catch them as well. jump ins
S3-is a double hit and works to hit them on way up.
DD3 stops jump ins
Ball roll- 8 frame full combo punish on - JIP - CrossOvers


Subzero:

D2-JIP
DB1+block- Stuffs=crossovers and JIP better whn you have clone down.
Slide- can either hit them on way up or escape on their way over!
B12- escapes CO
Backdash- can full combo punish JIP if followed by B12,DF2
Backdash-can punish CO if you use D2 right after (cryomancer)


id say her up kick but we all know its worthless, and i dont think her S1 is good enough for this.

i absolutely know what your talking about with the jumpers... my sparing partner does this as his staple, when all else fails he JIP mixup, Crossover crossover crossover , dont even try to special punish it in time, certain jip followed by strings can cause Stun, which leaves you unable to Special cancel at right time!


i have been working on this with all my old mains.

if you have other character questions i mained.

Sub Zero-GM, Sonya-Demo/CO, Kung Lao-Tempest/Buzzsaw, Kung Jin- shao-BO,ansestreal,
Kitana Assassin before recent patches!, Predator Hunter, Raiden MOS/Displacer,

and currently working on Cassie-Brawler/Hollywood/Covert Ops!
 
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MK_Al

Apprentice
If they jump from max jumpin - range try ice clone. If they jump from close distance (crossup) you can try to crouch / low profile to make the JIP whiff and punish / poke while they are recovering. When you get hit while crouching it means that they are doing the JIP pretty late; in this case a standing 1 might catch them in the air. If they jump from somewhere inbetween try backdash and punish. In general be aware of the distance they jump in, and practice the proper counter in traing mode.
 

JJV Phoenix

I'm not Vak goddamnit
Whenever I play online I make it my mission to condition jumping beans out of the habit...

It's not going terribly well.

As @ESG Jagged pointed out you can use Mileena's DD3, which you can follow with an air sai and continue into a full combo. Her U3 MB is inconsistent but also leads to a full combo. My only consistent AAs with Sub have been b2s preventing corner jumpouts and nj3, but not sure how well those work in actuality and pretty sure they only worked on reads. I've not spent enough time with the character to be sure. A decent d1 should AA with a good deal of the cast as well.
 
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Wigy

There it is...
AAing in this game without armour is very unreliable, i trip guard everything.

trip guarding is basically reading a jump in stepping back, making it whiff then punishing.
 

iMileena

"I will cut a hole in you"
I have the same issue as well, its my weakness . Best advice (for mileena) would be to either uppercut, ball roll, or her U3 Anti Air people never use that move but its the best aint air ever imo
 

MadeOfMetal

Kenshi Srubtastic,Cyrax, Special Forces Mains
I have the same issue as well, its my weakness . Best advice (for mileena) would be to either uppercut, ball roll, or her U3 Anti Air people never use that move but its the best aint air ever imo
in my experience the U3 is Hot garbage, and usualy always misses! i know my sparing partner tires it on me all the time, and i punish him for it
 

Eddy Wang

Skarlet scientist
If you don't play a character with a good Jab to AA others out of the air, trip guard them.

Run under a jump in, then whiff punish as they land.
 

Method

Full Combo Punishable
For Mileena, her roll and telekick (on a read) are great anti-air. Her D2 is 8 frames, so enjoy that. I also find her B3 can be useful against certain jump ins. I only use U3 MB to extend combos.

Sorry, can't offer much advice about Sub.
 

YOMI DJT

LIn Kuei Champion
You can run when they jump nd trip guard. Use ex ice shatter for jumps. Standing 1 works really good for crossups nd only jumpkick beat it or OD jump punches like kung lao j2