They already hotfix the problem, its like allways now!I haven't keep up to the news lately. can anyone tell me what happen to run cancels in general ? Thanks btw
hes not slow.I think i would be happy if he was just a little faster. Hes designed as a rushdown char but hes slow.
They nerfed air normals in general, might be it!Is it my impression or they nerfed JC ji1 and ji2??? I have troubles connecting it against a STANDING Ferra-Torr. :/
I have to do it much deeper than before or it just won't connect
I didnt want to say anything initially because I didn't want to be making shit up, but something does feel a little different. I feel like I'm whiffing more. According to this forum it's fine though. If it whiffs, I just shouldn't do the move. LoL.Is it my impression or they nerfed JC ji1 and ji2??? I have troubles connecting it against a STANDING Ferra-Torr. :/
I have to do it much deeper than before or it just won't connect
Guess we better learn to space very carefully.The general jump ins nerf unexpectely hit Johnny jumping attacks very hard. They were already abysmal but now is absolutely impossible to hit a crouching opponent with ji1, ji2 and ji3 if not at a specific distance and extremely deep...even hitting standing opponents is much harder than before.
Just look at the video, is hilarious.
@Killer Xinok @rafaw @Name v.5.0 @GGA Dizzy @ismael4790 @kelevra @smokey @Hawfy @Mikemetroid etc...
What the fuck... A rushdown with barely any means of doing a jump in. That is seriously some hurtful shit right thereThe general jump ins nerf unexpectely hit Johnny jumping attacks very hard. They were already abysmal but now is absolutely impossible to hit a crouching opponent with ji1, ji2 and ji3 if not at a specific distance and extremely deep...even hitting standing opponents is much harder than before.
Just look at the video, is hilarious.
@Killer Xinok @rafaw @Name v.5.0 @GGA Dizzy @ismael4790 @kelevra @smokey @Hawfy @Mikemetroid etc...
looks a lot worse than it is, not many people are "smart" in the sense they duck in response to you jumping on them. This was a universal change, i mean it hurt us more than some characters, but it also gave our anti airs a huge boost and means people cant jut jump in for free at will. Dont think anyone has a crossup that beats cages standing normals now either.The general jump ins nerf unexpectely hit Johnny jumping attacks very hard. They were already abysmal but now is absolutely impossible to hit a crouching opponent with ji1, ji2 and ji3 if not at a specific distance and extremely deep...even hitting standing opponents is much harder than before.
Just look at the video, is hilarious.
Excuse my ignorance, work has kept me from touching the game since Tuesday and I'm not sure when I'll get to play again...fucking work. Which normals are good for anti air? I tried a little bit after the patch and had limited success with S1 and S2 against Sonya, Kotal and SZ. I mean, if I was ready I could S1 Sonya pretty easily, but not SZ. I also couldnt easily anti air any of their cross overs.looks a lot worse than it is, not many people are "smart" in the sense they duck in response to you jumping on them. This was a universal change, i mean it hurt us more than some characters, but it also gave our anti airs a huge boost and means people cant jut jump in for free at will. Dont think anyone has a crossup that beats cages standing normals now either.
In the video air normals look terrible, but i didnt feel that bad on the match, but i dont jump much.The general jump ins nerf unexpectely hit Johnny jumping attacks very hard. They were already abysmal but now is absolutely impossible to hit a crouching opponent with ji1, ji2 and ji3 if not at a specific distance and extremely deep...even hitting standing opponents is much harder than before.
Just look at the video, is hilarious.
@Killer Xinok @rafaw @Name v.5.0 @GGA Dizzy @ismael4790 @kelevra @smokey @Hawfy @Mikemetroid etc...
S1 s2 d1 d4 f3 all easy unless they space it well. Sonya will always be hard due to active frames. Anti crossup niw is simple you s1 or d1 before they can even turn in the air.Excuse my ignorance, work has kept me from touching the game since Tuesday and I'm not sure when I'll get to play again...fucking work. Which normals are good for anti air? I tried a little bit after the patch and had limited success with S1 and S2 against Sonya, Kotal and SZ. I mean, if I was ready I could S1 Sonya pretty easily, but not SZ. I also couldnt easily anti air any of their cross overs.
I only put in about 15 minutes worth of trying though...just wondering about the timing and which normals you're using.
I did notice D2 still pretty much sucks for AA.
d1 before they can turn? didnt understand that.S1 s2 d1 d4 f3 all easy unless they space it well. Sonya will always be hard due to active frames. Anti crossup niw is simple you s1 or d1 before they can even turn in the air.
When they cross you up from left to right, you will turn to the right and be able to d1 or s1 them before they have turned round in the air to hit their crossup facing leftd1 before they can turn? didnt understand that.
I didn't put any effort in showing them worse than what they actually are, I even showed that is possible to land them at the proper distance if the jump is deep enough.In the video air normals look terrible, but i didnt feel that bad on the match, but i dont jump much.
Our air normals before the patch was already very bad, now that the air normals got nerfed its worse. But it will make jump ins weaker in general which is good for neutral game.
I didnt mean to say that you showed it worse. Just that in an actual match i dont feel that much worse, but as i said, i dont jump much!I didn't put any effort in showing them worse than what they actually are, I even showed that is possible to land them at the proper distance if the jump is deep enough.
The main problem is that now even punishing projectiles by jumping over is much harder, hitting standing opponents is not so easy. You always need a deep jump, and this gives them more time to recover than before the patch....I will adapt somehow but it is a big problem.
Are you sure that even on the d1 range on the crossover they are not facing left? if so is even better to do s1.When they cross you up from left to right, you will turn to the right and be able to d1 or s1 them before they have turned round in the air to hit their crossup facing left
You can do either, the secret to anti air is to know your options and recognise when to do it. Theres a bunch of characters its still risky to try but this patch made a big difference and im a lot more confident to contest jumps.Are you sure that even on the d1 range on the crossover they are not facing left? if so is even better to do s1.