Gaxkang
Banned
MK11 isn't as jump powerful as say Injustice 2. Batman's big gameplan was to just jump a lot heh.
MK11 has got one of the, or perhaps, least useful neutral jumps I've seen. The get hit situations outnumber the useful situations, I feel.
Jumping on wakeup...I get hit whenever I try that.
You cannot jump over projectiles in MK11 without fine, fine finesse. It can feel like jumps have a supernova hurtbox shoot out when you do it. I've done jumps and gotten hit by attacks that looked like lows.
The plusness of jump kicks on block...I dunno, that can feel inconsistent.
As for anti-air's...by instinct you want to use D2...but unless you have a really good one, it will be disappointing. The game wants you to anti-air jab (bleh). If you don't have a good one of those...you get to block I guess.
But various moves can hit someone out of the air...whether the user meant to or not.
People jumping a lot...I dunno, maybe they are envious of neutral skipping moves and are trying to make magic happen.
MK11 has got one of the, or perhaps, least useful neutral jumps I've seen. The get hit situations outnumber the useful situations, I feel.
Jumping on wakeup...I get hit whenever I try that.
You cannot jump over projectiles in MK11 without fine, fine finesse. It can feel like jumps have a supernova hurtbox shoot out when you do it. I've done jumps and gotten hit by attacks that looked like lows.
The plusness of jump kicks on block...I dunno, that can feel inconsistent.
As for anti-air's...by instinct you want to use D2...but unless you have a really good one, it will be disappointing. The game wants you to anti-air jab (bleh). If you don't have a good one of those...you get to block I guess.
But various moves can hit someone out of the air...whether the user meant to or not.
People jumping a lot...I dunno, maybe they are envious of neutral skipping moves and are trying to make magic happen.