MadeFromMetal
Heart From Iron, Mind From Steel.
Lackey Torr's got a slow d2 that I haven't found a use for.I'm saying d2 in this game are extremely strong unless your name is Jaqui Bae briggs
Lackey Torr's got a slow d2 that I haven't found a use for.I'm saying d2 in this game are extremely strong unless your name is Jaqui Bae briggs
I think you have good points, but I still think you are approaching this as if D2's are bad by design, and jump ins are ridiculous by design. It's very clear that D2's were made to be very effective anti-airs. Hell, it's a huge part of MK in general (TOASTY!). But D2's aren't working.I get the whole risk reward thing, and I've admitted that jump ins are strong. I just think right now people are overreacting seeing as the game is still brand new. There's another couple things I want to address with what you're saying.
- trip guarding an opponent grants (in a lot of situations) a full combo. I think you're kind of under estimating the risk reward of AA in some situations. Yes it's difficult, but not impossible. I agree with what you're saying with active jump ins, but it's still an option.
- running under a jump in, or even dashing, is a legit way of dealing with jump ins, especially cross up jump ins. if you're looking for a jump in (which i think right now in this game we should all be doing that) it's a very plausible read to make.
- I'm sorry that for some reason you've decided that you shouldn't have to spend a resource to AA effectively. That being said, in the current meta, it seems to be the case. Accept it as part of the game and adjust.
- "I shouldn't have to NJP to AA". Again this is your personal opinion on how the game should be played that I think is holding you back. NJPs are strong to deal with jump ins, use it and profit, whether you like it or not.
- When I said specials, there are raw specials that AA well in this game.
@SaltShaker I don't know exactly what you meant in your post, but i get that you're saying that jump ins are strong because of what you get out of them. You play Jacqui, which by default means I like you. So let's just agree to disagree.
So was Smoke's in MK9.I would just like to state that Johnny Cage's uppercut is one of the worst uppercuts I have EVER seen lol
I think we agree on a lot. and we both bring up valid points. Just remember what the D2 buff in Injustice did to some characters (Re: Bane).It's like in Injustice, NRS didn't want D2's to be horrible. They just came out that way, and when we brought it up, they fixed it. Hopefully they are looking into doing the same thing again
Running under is again, a tricky and risky strategy especially against characters who have air specials.I get the whole risk reward thing, and I've admitted that jump ins are strong. I just think right now people are overreacting seeing as the game is still brand new. There's another couple things I want to address with what you're saying.
- trip guarding an opponent grants (in a lot of situations) a full combo. I think you're kind of under estimating the risk reward of AA in some situations. Yes it's difficult, but not impossible. I agree with what you're saying with active jump ins, but it's still an option.
- running under a jump in, or even dashing, is a legit way of dealing with jump ins, especially cross up jump ins. if you're looking for a jump in (which i think right now in this game we should all be doing that) it's a very plausible read to make.
- I'm sorry that for some reason you've decided that you shouldn't have to spend a resource to AA effectively. That being said, in the current meta, it seems to be the case. Accept it as part of the game and adjust.
- "I shouldn't have to NJP to AA". Again this is your personal opinion on how the game should be played that I think is holding you back. NJPs are strong to deal with jump ins, use it and profit, whether you like it or not.
- When I said specials, there are raw specials that AA well in this game.
@SaltShaker I don't know exactly what you meant in your post, but i get that you're saying that jump ins are strong because of what you get out of them. You play Jacqui, which by default means I like you. So let's just agree to disagree.
I've made a pretty strong effort to show that it's not just Kotal, but universally everyone has wonked jump attacks, and wonked D2's to deal with them. I main Sonya, so I used her. I used to main Kotal, so I used him. I used Sub Zero because I just mashed "enter" on the select character menu once.So was Smoke's in MK9.
This thread is debatable. The only thing objective here is Kotal has a godlike ji1 and a bad uppercut. But he has an aa grab.
I've never seen Sonya's d2 fail in tournament setting. Level up.I've made a pretty strong effort to show that it's not just Kotal, but universally everyone has wonked jump attacks, and wonked D2's to deal with them. I main Sonya, so I used her. I used to main Kotal, so I used him. I used Sub Zero because I just mashed "enter" on the select character menu once.
I'm confident I could go through every single character in the game and find an instance of this happening:
I mean, is anyone going to argue my Sonya did something wrong in this picture? Clearly, we're both making contact with each other, but his air attack is beating out my anti-air. In other examples, like the Kotal vs Sonya, I'm showing even in not-completely-wonked situations it's too hard for the effort, and it certainly shouldn't TRADE.
I pretty much just picked the characters randomly to show jump ins in general were beating out D2's, and not just specific characters. The only characters I purposely avoided where ones who SPECIFICALLY were designed to stuff attempts to anti-air them. I'm being pretty conservative about this.
I think only anti-air special moves (upballs, etc..) should have invincibility against air attacks.I've kind of avoided doing this, but here we go, two specific changes that I think would make the system better.
1) D2's do not trade with Air attacks. When you hit someone with a d2, and they are in the air, the anti-air outprioritizes the air. Clean 14%. No trades.
I agree.I think only anti-air special moves (upballs, etc..) should have invincibility against air attacks.
why not d2s?I think only anti-air special moves (upballs, etc..) should have invincibility against air attacks.
Does this game really have a move priority system ?I agree.
But this is not invincibility, it's out-prioritization. Meaning if they hit at the same time, the AA wins.
Jump ins would still stuff an AA that is too early, or too late, they just wouldn't work against an AA that is timed correctly. Invincibility would be like AA-ing with Sonya's EX Arc Kick, where she can do it early, and it will absorb/go right through the jump in and still work.
Maybe in other games, in this game u just magnet to the floor.Uppercut is a great AA, spacing is the best AA because ji1 or ji2 is very punishable on whiff. Watch matches with Cassie, she obliterates people who empty jump.
I'm more concerned about the lack of abuility to stop crossups and being able to trip guard. That concerns me because for characters who have a slow NJP, there is really no way to anti crossup other than armor. Also, jump ins are loopy and you hang in the air more, giving you more time to counter with NJP, upper cut, or ji1.
Im not sure. But I'd like one if possible.Does this game really have a move priority system ?
I really don't think there is one. Maybe just increase the hitbox of uppercuts and remove phantom hitboxes of jump ins ?Im not sure. But I'd like one if possible.
You play Scorpion. Your "I beat everything" j3 gives no fucks about AAs. =PUppercuts are so overpowered lol. So many other things antiair as well. Armor moves can lead to full combo. There is a lot of risk while jumping. Also, many times the attacks don't come out when you jump in unless the jump in is pretty well timed. You can also D4 with a lot of characters and cause a whiff. I dont see this as an issue honestly.
A lot of the cast have slow-ish or terrible hitbox uppercuts.Uppercuts are so overpowered lol. So many other things antiair as well. Armor moves can lead to full combo. There is a lot of risk while jumping. Also, many times the attacks don't come out when you jump in unless the jump in is pretty well timed. You can also D4 with a lot of characters and cause a whiff. I dont see this as an issue honestly.