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Jump in punch defense?

FpS__King

Keep it Free.
I'm having problems against people that jump in punch after every block combo. My record is 1207-416 for psn. And 46-9 for xbox. I constantly play on MKU servers and i only fight people with 400-1000 more wins than losses. I have been looking for perfect defense against jump in punches. For example, I would block a string then the opponent would jump over me and do it again chipping my health. But when I block his jip and try to retaliate I get uppercutted. I crouch block alot but if the opponent jumps I let go of down and tech block. One question. If I block a jip does that give the opponent frame advantage? And what is the best defense against jips with any character. Thanks In advance.
 

Somberness

Lights
Yes, jump in punch gives advantage. The best defense against a crossover jump in punch for any character? Jump out. I would say x-ray but Cyber Sub can't. Low pokes that lower your hitbox are good too. If you wanna play dangerously, you can just crouch and if the opponent tries to jump over and punch it will miss and you can uppercut or something else. I'm not sure if that will work for all characters though. You can also try a neutral jump punch.
 

FpS__King

Keep it Free.
Yes, jump in punch gives advantage. The best defense against a crossover jump in punch for any character? Jump out. I would say x-ray but Cyber Sub can't. Low pokes that lower your hitbox are good too. If you wanna play dangerously, you can just crouch and if the opponent tries to jump over and punch it will miss and you can uppercut or something else. I'm not sure if that will work for all characters though. You can also try a neutral jump punch.
It's not just the cross jump but also the jump overs. The jump overs are really what's getting to me. As I said in my first post, the do a string, I block it, they jump over and do it again chipping my health. If I try to move I get combo'd, if I stand block I get sweep'd, if I crouch block they jump over and if I tech block I get throwed. That is how I mostly lose.
 

Lyuben

Sinestro's might!
It's not just the cross jump but also the jump overs. The jump overs are really what's getting to me. As I said in my first post, the do a string, I block it, they jump over and do it again chipping my health. If I try to move I get combo'd, if I stand block I get sweep'd, if I crouch block they jump over and if I tech block I get throwed. That is how I mostly lose.
I love doing that with Sub Zero. Jump in, do 2,1,4 or 2,1,2 and then ice clone and just go again after my clone breaks or is close to breaking. I get a whole lot of my damage from chipping like that.

I think I get 6% from every safe chip like that.
 

FpS__King

Keep it Free.
I love doing that with Sub Zero. Jump in, do 2,1,4 or 2,1,2 and then ice clone and just go again after my clone breaks or is close to breaking. I get a whole lot of my damage from chipping like that.

I think I get 6% from every safe chip like that.
I hate it when people do that to me and I can't get around it. And if I try it I get uppercutted into kingdom kong. I can't find the perfect defense against it.
 

Dan

KomboMaker
I just try to jump back with FK as fast as I can. If I get hit, I'll at least gain some space to start a reaction.
 
What Dan said---especially regarding characters with slower uppercuts, i.e. Ninjas. However, even if said characters do an anticipatory uppercut, it can still catch them on the way up, allowing for a combo off of uppercut in some cases. Characters with faster uppercuts can have a difficult time with this as well, and that is mainly due to the fact that the faster uppercuts seem to have smaller/more linear hitboxes and shorter active hit windows.

But yes, as Dan said, the old SF tactic applies: instant jump-back kick. Bear in mind, though, that it can be anticipated and countered.
 

Shady

Kombatant
Just FYI record's don't mean shit in this game so saying that you only fight people with a specific record or your record is so and so doesn't really mean anything. Not being an asshole here, but just pointing out something since not everyone with a spotless record consistently plays people on their skill level. And if they do, then their record should be closer to even than 400-1000 wins since they "constantly play someone their skill level" (sense, no?).

As for jump ins. Uppercuts are usually a good answer, NJP seems to work for a lot of people, for others, there may be character specific stuff (ie Mileena D4, CSZ Parry, Jax Gotcha Grab, Baraka Chop Chop, Kabal's EX Nomad Dash... the list goes on, a lot of characters have good anti-air options).
 

OutworldKeith

Champion
it all depends on who you main. Different characters have different options, for example Kung Lao has spin, Scorpion has :en spear but all characters have njp