Bruno-NeoSpace
They see me zonin', they hatin'
Do you think jumps should get nerfed?
Yea they should remove jumps, like OMFG they suck worse than Sally on a Willy nilly Thursday!Jumps are too dumb
Your wrong and here's why....Personally depends on who YOU play as! Noob saibot has Really Good Anti-airs, where as Terminator may not
(forgive me if he does, I don't spend much time with grapplers)
I believe d+3 is very reliable.Personally depends on who YOU play as! Noob saibot has Really Good Anti-airs, where as Terminator may not
(forgive me if he does, I don't spend much time with grapplers)
What is wrong with a character who has a strong aerial game?If I am not convincing you just look at the simple fact. Kung Lao - gimmicky character with huge glaring issues - is now in conversation to be top 10 character only because how strong is his air game.
Nothing is wrong with a strong air game, but when you have shit like Kitana’s J2 and JK or Lao’s JK that are basically impossible to anti-air and lead to + frames on block and full combos on hit you have a tool just as scrubby as a one size fits all anti-air.What is wrong with a character who has a strong aerial game?
Every move that functions as an anti-aerial attack but cannot anti air consistently obviously ought to be fixed. However, the community should contemplate the idea that perhaps the developers do not universally want you to anti-air all jumping attacks at all ranges with a single button (i.e., Mortal Kombat 9 and Street Fighter 5 in earlier versions of the game). Perhaps you are meant to use a wide variety of anti-aerial attacks such as low pokes, trip guarding, flawless blocking, and spacing, which is precisely what we have observed from players like Ninja Killa and DJT. Also, perhaps some characters are meant to have a weak anti-aerial game because they are very strong on the ground.
Anti airing jumping attacks is difficult, which is why players take a lot of time to master this ability, yet the options are present, even against the most powerful and obnoxious jumping attacks. All characters can at least flawless block and u+3 in order to stop the offense and get their turn back.Nothing is wrong with a strong air game, but when you have shit like Kitana’s J2 and JK or Lao’s JK that are basically impossible to anti-air and lead to + frames on block and full combos on hit you have a tool just as scrubby as a one size fits all anti-air.
No one is asking for MK9 Smoke’s S2 that will deny any thought of a jump in into a 100% reset, bc that is not okay. Now what makes you think is okay for a character like Kit or Lao to have a JK that denies any kinda of challenge and gives them high dmg on hit and advantage on block? Why is it wrong to have a universal I win button to contest jump ins but it is okay to have a universal I win button to start your turn simply by jumping in?
Personally I hate armor, it really makes the neutral game worse and it eventually becomes a panic button. Iframes like the U2s added to the D2s startup could fix it, but the one thing I'd really like to see if they stay as obnoxious as they are hitbox-wise would be jump kicks causing a splat knockdown like NJK used to in MKX and being more negative on block, and jump punches being free as hell to any kinda of anti air, but leading to + frames and combos.I agree that anti-aerial attacks are not ideal. Perhaps the ideal solution would be to implement invincible or armored anti-aerial special moves, but the community has vehemently protested armor since Mortal Kombat X even though armored moves were genuinely the only effective way to anti air. In some sense, Mortal Kombat X became even more friendly to offense and jumping when armor was removed from many characters.