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Question Did jump ins even change?

Some characters were just meant to have great jump ins. Don't act like every single character should be AA'd just because you hate people who jump (not saying this directly at the OP)

Just like how not every character has great AA, it doesn't mean aa's need buffs, it's so that character has a weak point or something of that matter.

However that's not to say SOME characters need jump nerfs or others need AA buffs.
no, from a design perspective those are entirely *not* okay statements. if a char is designed to stay aerial, and have it not straight lose to good AAs, you give that char tools to counterplay the AA. like a divekick you can delay to "stagger" the jump, other aerial tools like DN tanya air tele or pogo air d2.

you don't just straight up make it unbeatable without counterplay, that's objectively poor design. honestly no character should straight up lack tools that give them access to the bare fundamental aspects of fighting game.

honest question, do you actively play many other 2d fighters than NRS ones?
 

tatterbug4

Bug of tater's
no, from a design perspective those are entirely *not* okay statements. if a char is designed to stay aerial, and have it not straight lose to good AAs, you give that char tools to counterplay the AA. like a divekick you can delay to "stagger" the jump, other aerial tools like DN tanya air tele or pogo air d2.

you don't just straight up make it unbeatable without counterplay, that's objectively poor design. honestly no character should straight up lack tools that give them access to the bare fundamental aspects of fighting game.

honest question, do you actively play many other 2d fighters than NRS ones?
I used to play some street fighter and I play killer instinct time to time.

I'm not saying to make something unbeatable. And I have not gone into full detail because that'll take time.

Don't make something unbeatable but don't expect every character to deal with it in the same way. You can expect a balanced game but you can't expect every match up to be 5-5
 
I used to play some street fighter and I play killer instinct time to time.

I'm not saying to make something unbeatable. And I have not gone into full detail because that'll take time.

Don't make something unbeatable but don't expect every character to deal with it in the same way. You can expect a balanced game but you can't expect every match up to be 5-5
yes, point here is just that in many cases, the characters don't have other options for counterplay to the jump in the first place.

as long as there are elements for counterplay, it's fine. instead of a d2, it's fine to give a char a d3 that would low profile jump-ins, or a slide with similar properties. even a fast phase-through move so you could punish the jump from behind would work. but straight up not letting you deal with an airborne sub just because you're X char is not acceptable.
 

Dankster Morgan

It is better this way
I think jump ins are worse than ever now. Don't get me wrong, I think the removal of armored launchers was a great move.... that being said before the patch I had a reliable way to anti air Alien, Sub-Zero, Ermac, Sonya, Scorpion, and Kotal. Now? Not so much...
 

A F0xy Grampa

Problem X Promotions
at least Kenshi's JIP1 is -2 on block. most Jump ins are Plus 2 on block. that was there way of saying here kenshi we gonna give you a viable tool but totally screw you out of follow up half of the time, and now you have to time it in a weird way other wise they will break it with armor.
I can see you eating full combos any time a Kenshi player jump 1s you
 

Wigy

There it is...
Reading people say 'some characters should have good jump ins' yes, but half the ones that do don't need them.

Like why the shit do mileena alien and subzero have them, should be like goro and ferr torr bo rai cho etc.

I miss my armoured nutpunch
 

YoloRoll1stHit

Publicly Educated
yeah iuts a wierd timing right. even though its -2 you can link strings on it. its just different than his JIP2 and others JIP being +2.
Most jump punches in this game are +15 on block, except for some really buggy ones
And Kenshi jump 1 currently has a bug that it can't combo into anything on hit lol. NRS never fixed it. Like Kenshi wasn't bad enough
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
I can feel a slight difference, but it's generally the same. For Reptile, it helps a little cuz uppercut basically only works at the peak, and he stuffs jump ins that are a little late more often now.

They won't ever change them aside from extending the hurtbox early extension frames to like 2 or maybe 3 frames before active.
 

DR.Innuendo

Kitana, Kenshi, Triborg
Most jump punches in this game are +15 on block, except for some really buggy ones
And Kenshi jump 1 currently has a bug that it can't combo into anything on hit lol. NRS never fixed it. Like Kenshi wasn't bad enough
really you calculated them to +15 thats absurd. man i believe ya. but seems alot. well thats why you feel so jailed after a jump in. I persoanally think NJP's should grant nothing after wardsa and should be like -5 on block.
 

DR.Innuendo

Kitana, Kenshi, Triborg
Reading people say 'some characters should have good jump ins' yes, but half the ones that do don't need them.

Like why the shit do mileena alien and subzero have them, should be like goro and ferr torr bo rai cho etc.

I miss my armoured nutpunch
hey just a question: doesn't Johnny have many AA options now? like his D2 is pretty good right? what about Fisty and Stunt Double not having the charge that Alist has, Fisty should have Flip kick right? and Don't know what Stunt double has would Db1 work?
just asking cuz i don't use johnny and was wondering what your best ones are. i know most generally are hard asf to time on reaction with any charcter but curious what you use?

I just use spin or standing 1 with lao. sometime a delayed EN Teleport into Grab or OH. which works well, if they hit my armor, it just splates them on ground, but if i time it right and don't get touched i get full combo into a hat trp setup and possible frame trap with meter.
 

Wigy

There it is...
hey just a question: doesn't Johnny have many AA options now? like his D2 is pretty good right? what about Fisty and Stunt Double not having the charge that Alist has, Fisty should have Flip kick right? and Don't know what Stunt double has would Db1 work?
just asking cuz i don't use johnny and was wondering what your best ones are. i know most generally are hard asf to time on reaction with any charcter but curious what you use?

I just use spin or standing 1 with lao. sometime a delayed EN Teleport into Grab or OH. which works well, if they hit my armor, it just splates them on ground, but if i time it right and don't get touched i get full combo into a hat trp setup and possible frame trap with meter.
Uppercut is better than it used to be but still ain't spectacular. Ex ballpunch used to be awesome for crossups and jump ins

Not to mention, a s1 antiair would be better as its ends in np
 
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