What's new

Ground to air tactics

So how is the anti air game in MK9 like anyway? Is it like SF4 where jumping could mean your death? The most characters have a viable anti air or is it more character specific?

I've seen some videos where people have hit opponents out of the air, but never capitalise on the free juggle after it. Is this just the case of unexpected anti airs, where they are not ready for follow up combos after a successful AA?

I have heard that moves such as Kung Lao's spin and Xrays are pure 'Stay the fuck outta my air' moves which can lead into combos.