This is something I've been thinking a lot about as I get better at MK11. Because they are so many choices on wakeup, you have numerous chances to make a hard read when you're being pressured after you're knocked down, vs. just delayed WU or getting up and blocking.
Hard reads would be: roll (punishable by grab etc.), neutral jump/jump forward or back, u3, hit a button immediately on wakeup to interrupt, or neutral crouch to blow up a throw.
Safer options would be: Delayed wakeup, or just block
Outside of playing against opponents who are very readable, where it's obvious, I'm curious to know how often and when you guys apply each approach? And how it varies based on the type of pressure the matchup dictates. Also how it applies to characters with oki loops (Jax, Geras, grappler Kano, etc).
Anyway, I think it'll be an interesting discussion and I'm curious to see how risky your approach getting off the ground is, most frequently.
Note: This mainly applies when your opponent is actively pressuring you on knockdown; because if they aren't, and they're just waiting for you to hang yourself, you can just get up and do whatever.
Hard reads would be: roll (punishable by grab etc.), neutral jump/jump forward or back, u3, hit a button immediately on wakeup to interrupt, or neutral crouch to blow up a throw.
Safer options would be: Delayed wakeup, or just block
Outside of playing against opponents who are very readable, where it's obvious, I'm curious to know how often and when you guys apply each approach? And how it varies based on the type of pressure the matchup dictates. Also how it applies to characters with oki loops (Jax, Geras, grappler Kano, etc).
Anyway, I think it'll be an interesting discussion and I'm curious to see how risky your approach getting off the ground is, most frequently.
Note: This mainly applies when your opponent is actively pressuring you on knockdown; because if they aren't, and they're just waiting for you to hang yourself, you can just get up and do whatever.
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