What's new

So Jump Ins Jail Standing now?

RapZiLLa54

Monster Island Tournaments
I noticed this in Reos scorpion video that he was doing j1 11. Now 1 is a high and it sure as hell looked liked like the opponent was ducking.

So my first reaction was "lol, tell me they made Scorpions jump ins jail just like Mk".

I take it into the lab, record it and try to d1 between the jump in and the 11 and to no avail it jails...

So I take batman into the lab, who up until Scorpions release I would constantly get d1'd after a j2 if I ever tried for a 113 or 123.

Now Batmans j2 123 jails even vs low hitbox characters and you can't d1 him in between the j2 * 123.

Did NRS sneak this in or have I been completely oblivious?
 
you've been oblivious. This has always been there. You have to time your string after the jump in properly to get it to jail If you input too late, your jump doesn't jail and you don't get cancel advantage off the jump in, allowing the defender to block your jump in and poke out. I do this all the time to people that don't link their jump ins properly. RiBBz22
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
j2's do not jail on block (depending on where they hit they could), and you should be able to d1 out of them. j1 should universally jail since they are heavy advantage on block and force you to respect offense. j3's have advantage too and lead to pressure or a juggle on hit since they create knockdowns.
 

Relaxedstate

PTH|RM Relaxedstate
j2's do not jail on block, and you should be able to d1 out of them. j1 should universally jail since they are heavy advantage on block and force you to respect offense. j3's have advantage too and lead to pressure or a juggle on hit since they create knockdowns.
My J2 does. Strict timing though
 
how are people not noticing these thing immediately :( I don't want a stupid prompt box in the corner every time some time thing happens like in Soul Cal 5. why is there so many drop outs ;______;
 

MKPROJECT2359

EMPEROR | MKU PROJECT
It was known since the game came out o.o but, in my opinion, it shouldn't be like that because, for example, let's take Shazam; if you do a ji2 22dbf1 it would jail them and they are going to get grabbed by the dbf1 .___.

-Project
 

HGTV Soapboxfan

"Always a Pleasure"
It was known since the game came out o.o but, in my opinion, it shouldn't be like that because, for example, let's take Shazam; if you do a ji2 22dbf1 it would jail them and they are going to get grabbed by the dbf1 .___.

-Project
They can still duck the grab there.
 

ryublaze

Noob
I've always wondered if jump-ins jailed or not and people always told me they don't because of the in-game frame data but that doesn't show the cancel advantage which is why I think there are some jump-ins that jail. I set the AI to always block and jump and if I timed DS's ji3 into his standing 3 then the AI would just keep blocking but if I timed it wrong then the standing 3 would hit him out of the air. I guess this is why I tend to get full combos on blocked jump-ins because people always think they can poke after a jump-in.
 

Circus

Part-Time Kano Hostage
They've always jailed from the release of the game depending on the frame data on your standing 1. Some characters with great 1,1 strings have always really relied on it from jump ins.
 

killa_solid

Friendly--foe
It was known since the game came out o.o but, in my opinion, it shouldn't be like that because, for example, let's take Shazam; if you do a ji2 22dbf1 it would jail them and they are going to get grabbed by the dbf1 .___.

-Project
22 has a frame gap between the hits, so you can always duck during the frame gap.
 

ThaShiveGeek

Est In Harvey 1989
Didn't know the name of this action. I love this sight. Two years here, and I still don't fully comprehend everything but I'm getting there. This is like the google of fighting games.