SpecOps2013
Noob
Over the course of MKX, I have tried to anti air and have received mixed results. Here are my personal pros of anti airing vs not anti airing
ANTI AIR
If ur char has a good anti air move, by all means go ahead and anti air e.g ermac's d4. However, if ur char has a trash anti air that requires precise timing e.g. kenshi's standing 1, u risk getting ur anti air stuffed and eat a 30+%-40% combo just for simply doing a fundamental. This is especially risky against good jump in attacks e.g. Mileena's jump in punch/kick or Scorpion's jump 3. Moreover. u can input ur anti air move wrongly and get a different move altogether e.g. Scorpion's stand 3 into back 3 (recovery on b3 is also huge) when moving back and risked getting comboed. Now this isn't a huge factor if your execution is good but the risk is STILL THERE. Plus if I mistime my d2 and it whiffs, my opponent gets a free whiff punish into full combo.
NOT ANTI AIRING
This is what I do most of the time unless I am super confident with my char's anti air e.g Ermac's d4. I eat the full jump in into block string and if im lucky, I get out of it unscathed. However, the problem comes when my opponent starts mixing it up using jump ins into 50/50s or grab.
P.S. Asking this in the wake of Immortal Angel's dominance in the kombat cup. He beats most opponents by just jumping around and his opponent not anti airing him.
My question is, should u anti air or more precise WHEN should u anti air? Thanks for any reply/help
ANTI AIR
If ur char has a good anti air move, by all means go ahead and anti air e.g ermac's d4. However, if ur char has a trash anti air that requires precise timing e.g. kenshi's standing 1, u risk getting ur anti air stuffed and eat a 30+%-40% combo just for simply doing a fundamental. This is especially risky against good jump in attacks e.g. Mileena's jump in punch/kick or Scorpion's jump 3. Moreover. u can input ur anti air move wrongly and get a different move altogether e.g. Scorpion's stand 3 into back 3 (recovery on b3 is also huge) when moving back and risked getting comboed. Now this isn't a huge factor if your execution is good but the risk is STILL THERE. Plus if I mistime my d2 and it whiffs, my opponent gets a free whiff punish into full combo.
NOT ANTI AIRING
This is what I do most of the time unless I am super confident with my char's anti air e.g Ermac's d4. I eat the full jump in into block string and if im lucky, I get out of it unscathed. However, the problem comes when my opponent starts mixing it up using jump ins into 50/50s or grab.
P.S. Asking this in the wake of Immortal Angel's dominance in the kombat cup. He beats most opponents by just jumping around and his opponent not anti airing him.
My question is, should u anti air or more precise WHEN should u anti air? Thanks for any reply/help
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