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Need help with opponents who jump non-stop.

Wolverine32

PSN: ADM_Wolverine
I am able to contest with all characters in the game in the neutral while on the ground. But once they decide to go rogue and cross me over with constant jip's or empty jumps in to a 50/50 it all falls off the rails... I play Shaolin Kung Jin and try to throw out S1's, D1's, D2's and his U1. But when to close I either get stuffed, punch in the wrong direction, or eat a jip and full combo... I play online mostly but hate to use the "This net code blows line" unless dealing with Ermac's D3 but thats another thing. I see AA's work just fine in the current net code but I cannot seem to find the right timing, if thats even my problem. I absolutely hate having to use Kung Jin's MB DB4 because it's a waste of the bar I already need to do significant damage and whiffs more often than not and I eat a punish that way. Could someone help me out please...
 

zoofs

bless
its a lot more than just throwing out normals, one thing you should be aware of is that some jump ins are harder to anti air than others and you may need to use different normals depending on what it is. The other thing you need to get used to is the actual timing that you need to hit them as it auto corrects or before their jump in actually comes out.

im not going to get into every specific characters jump ins with specific normals from kj but for the most part s1/u1 works for all forward jump ins and d1/s1 should be your crossover tool
 

Wolverine32

PSN: ADM_Wolverine
If you're struggling to do it consistently then either walk back and trip guard them or if they're too close then dash/run forward then punish them.
Just so I'm clear on what you mean like when they get over my head? I'll definitely try it out though, thanks!
 

Wolverine32

PSN: ADM_Wolverine
its a lot more than just throwing out normals, one thing you should be aware of is that some jump ins are harder to anti air than others and you may need to use different normals depending on what it is. The other thing you need to get used to is the actual timing that you need to hit them as it auto corrects or before their jump in actually comes out.

im not going to get into every specific characters jump ins with specific normals from kj but for the most part s1/u1 works for all forward jump ins and d1/s1 should be your crossover tool
Thanks!
 

dennycascade

UPR_ghastem
Pay attention to the angle they're jumping from and know the properties of their jump attacks. There are certain crossup punches that can't reliably be stopped when spaced correctly, like sub/jax's j1 which hits unbelievably high or ferratorr's j2 from sweep distance which hits directly above your head, and for things like these you actually have to move yourself preemptively to make the punch whiff and trip guard them while they recover on the ground. You'll either need to slightly walk backward or forward depending on what jump attack you're dealing with.

As for jump kicks... good luck with that. Shoutouts to NRS
 

Dinosaur

Data Collecting
as a ronin player i know the pain of the jumping fools and whiffing df1 trying to anti air the jump in truly pains me. Scotts suggestion to trip guard or dash forward is how i've been able to combat jumping players as takedas d2 is also very unreliable.
 

Baconlord

Proud follower of the church of Cetrion
If your looking for a jump try to walk back and stay at a range you feel comfortable AAing or trip guarding. Against certain characters like Sonya's j1 you can low profile them on reaction so do a d3 to make it whiff. You don't get much of a reward but you stop them from pressuring you. Also if you're caught off gaurd and aren't ready to anti air them there's no shame in just blocking. Last thing you want is your AA getting stuffed because you where late.
 

oaoo94

Owner of HAZARDOUS Gaming
Trying doing your arch kick on reaction. Or NJP them. You're Kung Jin. You don't care about Jump Ins lol. On a serious note yes Arch Kick is really good. But I find D1 and U1 to be the most consistent anti airs whenever I choose to play Kung Jin as far as normals go.
 

Wolverine32

PSN: ADM_Wolverine
Trying doing your arch kick on reaction. Or NJP them. You're Kung Jin. You don't care about Jump Ins lol. On a serious note yes Arch Kick is really good. But I find D1 and U1 to be the most consistent anti airs whenever I choose to play Kung Jin as far as normals go.
When they are at a distance i do try to use njp's and his up kick. that works well so far but my main problem is close jump ins. specifically his whiffing hotbox on his njp. but i was always scared of the d1 and me mistiming it... but i need to try something new so that sounds like its worth a shot.
 

Wolverine32

PSN: ADM_Wolverine
If your looking for a jump try to walk back and stay at a range you feel comfortable AAing or trip guarding. Against certain characters like Sonya's j1 you can low profile them on reaction so do a d3 to make it whiff. You don't get much of a reward but you stop them from pressuring you. Also if you're caught off gaurd and aren't ready to anti air them there's no shame in just blocking. Last thing you want is your AA getting stuffed because you where late.
So im relatively new to the fgc and still learning a lot of the terminology... I hear "trip guarding" used often but am not quite sure what it is. Is it making their jump attacks whiff and then whiff punishing it?
 

Baconlord

Proud follower of the church of Cetrion
So im relatively new to the fgc and still learning a lot of the terminology... I hear "trip guarding" used often but am not quite sure what it is. Is it making their jump attacks whiff and then whiff punishing it?
When a jump attack is whiffed it has extra landing frames then an empty jump which allows you to punish them on landing.
 

Pan1cMode

AUS FGC represent!
As Kung Jin you have several options, deepening on the range. If your having trouble with traditional anti airs (such as d1, s1 or u1) you can try njp, jump back 1 or jump back dive kick.

You can also try just walking back and trip guarding with b1 into full combo.

Failing that, Kung Jin actually has a pretty decent d2 which works against most jump ins.

You can also run forward to make the ji whiff and punish. This works well for almost everything including cross ups, but it's a little harder to pull off.
 

oaoo94

Owner of HAZARDOUS Gaming
When they are at a distance i do try to use njp's and his up kick. that works well so far but my main problem is close jump ins. specifically his whiffing hotbox on his njp. but i was always scared of the d1 and me mistiming it... but i need to try something new so that sounds like its worth a shot.
Recreate the situations in practice and find the timing. That always help.
 

SamZ

Noob
Just to add with what's being said, online can make anti airing very difficult against some characters.
 

SylverRye

Official Loop Kang Main
as a ronin player i know the pain of the jumping fools and whiffing df1 trying to anti air the jump in truly pains me. Scotts suggestion to trip guard or dash forward is how i've been able to combat jumping players as takedas d2 is also very unreliable.
Takeda d1 and s1 are ridiculously good for anti airs. Why try to anti air with df1?
 

xxFalcon Loverxx

Ignorant slaves, how quickly you forget.
I'm actually able to AA most of the time if the connection between us is decent. (My connection is dogshit btw)


A tip i can give you: Keep looking for the jump, ASAP if connection is shît just njp or uppercut.Uppercut (Online with shit connection) has worked as a way to stop them from jumping for me.Since you play kung jin, i think your njp should have enough range for you to smack them on the head with it every time they jump.
 

MsMiharo

Kuff Bano
Go to training mode and pick an opponent that has a good/annoying jump in such as sub zeros. Then set the AI to jip you from certain distances (starting position, crossup distance, slighty outside starting position) and get comfortable with your AAs. Also backdashed are neat to avoid jump ins