What's new

Video Is Jumping too Good? Anti-Airs + Jumps

What would you like to see happen in the balance patch regarding MKX?


  • Total voters
    145

Nuovo_Cabjoy

G O R O B O Y S
Best outcome of improved AA is that the ground game will become more manageable. Run will be slightly easier to deal with since you can look for that while reacting to jumps potentially. Could be good! Either way, something for AA or run, or both needs to change.
 

Daemantalo

Not Good Enough
Make advancing jumps more floaty or buff the hitboxes of uppercuts. I still don't know anyone that can consistently anti-air on reaction. I do know plenty of people who can AA quite frequently on a read, however.
 

B. Shazzy

NRS shill #42069
Literally what I said in the other thread.

I don't think jumping is better in this game than Injustice because you had to seriously read a lot of jump ins more so than MKX and even then you still had bad options agains a lot of these jump ins at crossup range and since walkpeeds were so bad people did it constantly... the ratio of jumps to aas was prob worse.
 

Pan1cMode

AUS FGC represent!
Armour is a great option to anti-air... if you're Kung Lao, Kenshi, tremor, Johnny etc. and get a full 30% combo from it. If you're say Liu Kang, your armour whiffs on jump ins and when it connects you get a whopping like 12%? Into a tech rollable knockdown.

My point is people say that characters like Jaqcui have good anti -airs; and to some extent they do. Up rocket is great if you read the jump in (except against Kitana because her jump arc is really weird for some reason) but not so good on reaction. 4u4 is good at anti-airing the reckless jump ins from half screen, but anything spaced properly is definitely a challenge. s1 is good for crossups, except it loses to all the good jump ins and almost all jump kicks. d2 is ok, but the good jump ins still beat it. This is a character that's meant to have good anti-airs.

I just wanna be able to play high tech and anti-air somewhat consistently. Give my d3 and extended upwards hitbox like ermacs; voila consistent anti-air! Or extended her jab hitbox up more, or remove the leg hurtbox on 4u4, or make d4 faster and increase the upward hitbox or extended the d1 hitbox much more vertically; there's literally heaps of options you could take to give Jacqui the same sort of anti-airs that Ermac and alien have without resorting to making all characters have the same generic boring anti-air. Playing high tech, Jaqcui already has to contend neutral with characters with ridiculous footsie normals, great pokes and good footsie range; it just sucks even more when characters get to jump in or over you basically for free because if you want to risk anti-airing them, you're gonna be eating a full combo.

Also the discussion saying jump kicks shouldn't be considered when talking about anti-airs I disagree with. Quite a few character set conversions of jump kicks Midscreen and almost all get conversions in the corner. If you're gonna make jump kicks that strong on hit, you have to make them anti-airable.

EDIT:
You also didn't mention, but D'Vorah has very good anti-airs as well with her jab (I think it's s1?) and her d2 that honestly would be on par with mileena roll except it doesn't grant full combo.
 
Last edited:

Frenzy

Noob
I know REO said Liu's jump attacks were garbage later in the video, but when he first went through the whole cast's jump attacks he skipped right over him lol.
 

ChaosTheory

A fat woman came into the shoe store today...
Every jumpin jailing into a block string/5050 is obnoxious
That's the annoying part for people, I think. Jumping in is basically the easiest way to play the spacing/footsie game in general... but in MKX you get so much benefit just for contacting the opponent, it's just another example of risk/reward being skewed strongly in favor of the agressive player.

If you don't get the full combo, you get some cocktail of chip damage, cancel pressure, and high/low guessing.
 

YoloRoll1stHit

Publicly Educated
I still don't understand why jump punches in this game are extremely plus on block. I'm fine with most of them being like +8, which jail into high, create a gap with slower mid and allow poke/armor out of OH/low attempts. But but....+16? seriously? And we got Alien's jump 2 which is active for TWENTY fucking frames.....
 

ChatterBox

Searching for an alt.
I think part of the problem with jumps is the reward you get for hitting a jump in attack vs the reward you get for hitting an anti air. Hitting a d3 or s1 doesn't give a large combo for most, and it doesn't compare to the damage everyone gets with a full jump in combo. That's why there are a bunch of specific anti air specials in this game, but they just don't happen to work. Like REO said, they need to be much faster or have upper body invincibility.

Other fighters that are designed to have crazy movement and a fast pace always up the defensive tactics to match it. SF has invincible dragon punches, KOF has roll and dps, and GG has dps plus Every Single Character has a normal that has upper body invincibility to catch long jumping limbs and ludicrous footsie tools. Any/all would help a lot in this game in my opinion.
 

SaSSolino

Soul Stealing Loyalist
Jumps in this game are insanity. I'd do more than nerf jump ins and buff anti airs personally, I think that they should also be slightly slower and impossible to cancel into while running.

@YOMI REO In the video you didn't mention the range, Kitana has insane range on her ji1 and at certain distances it's borderline impossible to aa as her hurtbox is basically mid screen. You didn't mention crossups either.
 
Last edited:

Invincible Salads

Seeker of knowledge
i say make the d2's better, give everyone more reliable DP like anti-air moves (with the top half being invincible) no need to really nerf the jump-ins at that point.

and there would definitely be no need to remove advantage from jump-ins at that point either, with anti-airs being so much more reliable, if you still fail to AA, that's on you, you got caught with your pants down and now you gotta hold dat shiet.
 

DDutchguy

Stand 4'ing airplanes out of the sky
NRS made jumping in MKX that strong completely for sales purposes.
I really dislike this sort of 'evil corporation' angle people are taking with NRS, like they somehow balance everything around making a good buck.
Legitimate question: If you're a casual player do you honestly give a flying fuck about whether the back of the box says that jumping is strong in this game? How often does a casual player go 'This game is cool and all but I won't buy it yet because I don't know if jump-ins are really powerful'. No, they don't give a shit. They want to see a good-looking game with characters they're excited to play. They'll worry about something as specific as whether jumping is good when they've already bought the game.

/endrant
 
One of the things I love about SF is that while there are invincible DP's both the jumper and the character that has to AA have to actually think before doing any of those, jump in or AA. Makes footsies stronger and rewards actual reads and punishes players who think "hey I have a DP so anytime he jumps ima use it". You have Ryu and throw a badly timed fireball? Use a heavy sweep and gets blocked? Trying to throw a crush counter while your opponent is going for a cross up or jump-in? You'll get your butt handed to you for any of those, get ready for a full combo punish. If MKX had realiable AA's then same concept applies, it would make the game much better.
 

Pan1cMode

AUS FGC represent!
I really dislike this sort of 'evil corporation' angle people are taking with NRS, like they somehow balance everything around making a good buck.
Legitimate question: If you're a casual player do you honestly give a flying fuck about whether the back of the box says that jumping is strong in this game? How often does a casual player go 'This game is cool and all but I won't buy it yet because I don't know if jump-ins are really powerful'. No, they don't give a shit. They want to see a good-looking game with characters they're excited to play. They'll worry about something as specific as whether jumping is good when they've already bought the game.

/endrant
They'll buy the game but not the DLC. A large portion of the profit NRS makes off their games comes from DLC sales.

I'm not saying I agree that NRS made jumps strong to boost sales, but they have a vested interest in keeping their playerbase after the initial purchase. A large proportion of which is casual players who won't find the game fun if every time their feet leave the ground they get launched for full combo.

Again, I honestly think NRS made the balance decisions they did because they think it makes the game more fun, and not necessarily with the express intent of boosting sales by catering to scrubs.
 

Slips

Feared by dragons. Desired by virgins.
I think the jumping problem is just a bi-product of mobility being too strong. It's not that anti-airs aren't good, it's just too hard to react to them since there's usually a run just before they come out and you have a split second to decide which AA to use and it changes the closer they run to you which causes a panic and hesitation. Throw in air teleports, air fireballs and dive kicks and you have pure chaos.