This thread wasn't created to bash MK11 in any way, but I'm not surprised it turned into some kind of hidden agenda conspiracy to bury MK11. I created this thread to track data and put numbers into perspective for many of the players who claim they see anti-airs all the time in MK11 from my stream. What started off as a fun mini-game during a weekend, ended up being an interesting project. I must admit, I was also very surprised myself when I tracked the first two tournaments. I was not expecting it to be the 1:5 ratio we currently have. Why do you think commentators get so hype when anti-airs happen in MK11? Because they are not too common, so when an anti-air does happen, it is very memorable and stands out beyond recognition.
I'll cease all data for future tournaments and put this project to rest, as it really is pointless and is stirring so much negative energy.
And the reason I'm not specifically only counting "the times someone tried to anti-air and failed, or hit them and succeeded" is because then you have common matches like Hayatei, Deoxys, Gunshow, etc. in top eights where they will MAYBE attempt to anti-air ONCE or TWICE in the entire first to three set against a player. Showing data for only 10-20 jump-ins for an ENTIRE top eight is not only not believable, but severely misleading. In what universe would the masses believe that there were only ten to 20 instances of jumps in an entire top eight of first to three sets? That is precisely why I also include jumps done in neutral that are specifically blocked or hit a grounded opponent.
There seems to be a science behind why some players tend to block and defend 70% of the jump-ins instead of challenging them. The most common form of "anti-jumping" control I noticed in these top eights is walking backwards to avoid the jump-in completely, and then whiff punishing them. This is the universal tactic almost every players tends to go for when predicting a jump.
In regards to the data, I include "flawless blocking into reversal launcher" as an anti-air. So keep in mind in the numbers you see for anti-airs in these top eights also include the flawless block reversal.
Also just to add on, it's very possible and completely OK for there to be a great fighting game that does not have very powerful anti-airs. Stop associating inconsistent anti-airs = bad game, which is where I feel most of the negativity is coming from. It's possible for fighting games to not shine in one specific area and be a great fighting game. Look at MKX as another example - it wasn't primarily focused on neutral and footsies, but it was still a great game. To each their own. Play the games you like.