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Discussion Anti-Airs Suck in MKX: Fact or Myth?

B. Shazzy

NRS shill #42069
So when jabs AA everything in SFV you bitch about them being too strong and any scrub can AA with them.

When AAs don't always work in MKX you think it's stupid.


M'kay Shazzy.
No rudeboi don't get it twisted I complain about specific jab aas that have 360 degrees hitboxes which 2 characters have, not the concept of jab aas. They did a poll about it, nobody agrees with it besides like scrub Necalli (shoutouts to thtb) players obviously and you can find top players often complaining about it on their streams.

Anyway as for MKX I can see Alien, Bo, Sonya, Lasher, Jin, Kotal, Sub, Mileena, Jax, Predator, Kitana, Takeda, Quan, Predator etc crossups, njp to njks in the corner or like 3/4 of the cast jump kicks in general and still lose if I try to challenge unless I use meter. That'snot including air specials. But ya that one or two times I AA bad Johnny Cage jump ins with my 14% d2 or d1 makes up for the 40% combo I could've randomly eaten or just hold the guaranteed 50/50 when I don't risk aaing some characters crazy hitboxes.

Obviously some character's will have better aas but the risk/reward in general is way, way on the side of jumping. There's more layers to it then some Johnny Cage jumping at you from fullscreen and getting an antiair off.
 
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STRYKIE

Are ya' ready for MK11 kids?!
Lmfao Queensbury rules home of footsies

Also people on here cry too much about jump kicks not being able to get anti-aired like that wasn't a thing in MK9.
If a character in MK9 got a lot of mileage out of their jump kick I would usually just trip guard it (partially because of the weird scaling glitch Scorp's old B2 had lol). Not sure why people act like trip guarding is some new MKX thing either to be honest.

Fucking golden responses <3 I want to see you people AA some of those jumpins with s1's etc. Good fucking luck.
This is the thing though, who said you HAVE to AA with standing 1?
 

Braindead

I want Kronika to step on my face
If a character in MK9 got a lot of mileage out of their jump kick I would usually just trip guard it (partially because of the weird scaling glitch Scorp's old B2 had lol). Not sure why people act like trip guarding is some new MKX thing either to be honest.
Trip guarding with Smoke's b23 was sooooo Kreygasm
 

Pan1cMode

AUS FGC represent!
Jacqui has "good" anti airs but even she loses to Sub Zero, D'Vorah, Alien, Sonya, bo rai cho, Ermac, Takeda, scorpion and kotal.

That's what they mean when they say anti airs are weak.
 
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B. Shazzy

NRS shill #42069
Tripguarding is a whiff punish not an aa.

And you can't ask in sincerity if antiairs suck in MKX and then when people point to jump kicks go " Ya, but besides those normals every character in the game has do antiairs suck" even though the answer is still prob genereally yes.
 

Dankster Morgan

It is better this way
Ok so really which characters have insane jump ins? I think Alien, Sub, Scorpion, Kotal, and Sonya are the only ones that really go overboard. I think Scorpion needs his, as the character was meant to be strong in air to airs, Sub-Zero's is extremely bullshit if he crosses up, Sonya and Kotal have insane reach not to mention Sonya's mean you're more than likely gonna get mixed, and Alien's j2 is pure ebola. But still that's 5/33 characters, about 15%. Let's say you disagree and double that number but it's still well under half. How many characters have good anti airs though? More than 5, I can guarantee that shit
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
Tripguarding is a whiff punish not an aa.

And you can't ask in sincerity if antiairs suck in MKX and then when people point to jump kicks go " Ya, but besides those normals every character in the game has do antiairs suck" even though the answer is still prob genereally yes.
If you have time to talk, you have time to be my Reaper slut
 
Mileena is an AA beast with both her standing 1/2 being great, her U3 is great and last but not least.. her down 1 is also great. She may even have the best AA options in the game.
 

dennycascade

UPR_ghastem
With pred and f/t (outside of lackey and warrior), if someone wants to jump in/over you, you really just have to hold that shit. Nothing you can do on reaction, unless you neutral jumped in advance. These characters basically have no d2 and 0 standing jab AA options, and d1/d3 can only beat shitty jump punches like reptile's lol. It's the AA struggle.
 

Wigy

There it is...
If i had to say, i think its not hard to AA with any character, it takes practice with whoever you use, With that said. don't try to AA NJP's or JIK's and you should do fine. there are a couple that its harder like Kotals JIP1 or alien's JIP2. some of them just out trade even the best.


But when iot comes down to the majority of matchups, there are plenty of characters that can AA just fine. and get some decent damage out of it I.E. 20% or more.

Example: Standing 1's are a great way to anti air, i hardly like to use Uppercuts because Crossovers can make them hit the wrong direction. so i tend to stick with what move has the following:

Large hitbox on said move, Minimal Recovery, Juggle properties(meaning can be easily followed up by another fast normal. and a move below 10 frames startup. as long as you have that covered then you have a decent AA.

@Braindead you said the following you was not sure correct? let me try to help you out on this.

Reptile - Has a good armored launcher, anything else? also has a good Hitbox on standing 1 and 2 decent enough to have low recovery and can follow up.
Jason - Has B1 which works just fine and obviously goes into additional damage and has B2 i think is the double handed launcher that works with crossovers. Good hitbox, decent recovery
Tanya - Im not sure aqbout her at all!!!
Bo Rai Cho - B14 i think i linked some shit on this and it has massive Hitbox and Special cancel.
Johnny Cage - umm had a friend that i tought to play him, and he could use him like none other i played, I am the LK may have been kinda rude, but could play him very well none the less. and he used 12, F4, Nutpunch, Projectileinto combo, and F3. and AAed off all of them pretty well.
Liu Kang - Um not sure of Liu......
Leatherface: @CrazyFingers do you know if LF has any normals that AA well, have good hitbox, juggle, small recovery and is below 10 frames?
F4 is not a good antiair.
 

Pan1cMode

AUS FGC represent!
I think it's funny how people are like "you can't anti air shit!" then are like " God damnit you can't jump at Mileena and Lao without losing 30%!"
It's because it should be universal or at least somewhat equalised. Not everyone needs to be able to get 30% off an anti-air, but everyone should have a meterless option against every jump in. Whether or not it should be the same option is debatable.

They get mad because why does mileena get to anti-air every jump in with the one option on reaction when I can read the jump in and still not be able to anti-air with my character.
 

KingHippo

Alternative-Fact Checker
Trip guard is the act of defending oneself from landing on an errant sweep or attack as they recover from a jump in.

MKXL has trip guard if you jump without a normal, but you gain extra recovery frames when landing while doing an air normal, just like IGAU. So one could say there is no trip guard in MKXL.

Just clearing it up, since seemingly everyone is confused about the meaning.
 

M.D.

Spammer. Crouch walk hater.
Why does nobody bitch about ermacs broken ass crossover jip where he has a hitbox behind him and doesn't have to cross you to hit you
Because to get jip-ed by an ermac they have to be in jip range, and they can't get there because of the other broken tools he has, so they cry about that first.
 

B. Shazzy

NRS shill #42069
I watch 4 sets in a row of MKX evo top 8 2016 with 8 different characters and saw like 5 succesful antiairs against jump ins using grounded normals, 2 of which where D2s that happened to be functional. Take a guess at how many jump ins I saw in total tho

Give me a break
 

Braindead

I want Kronika to step on my face
I watch 4 sets in a row of MKX evo top 8 2016 and saw like 5 succesful antiairs against jump ins using grounded normals, 2 of which where D2s that happened to be functional. Take a guess at how many jump ins I saw in total tho

Give me a break
Last USF4 tournament I watched was a jumpfest as well. It doesn't matter how strong the AAs are people will keep jumping.