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Properties of Instant Jump

DoctrineDark

Too little, too late...
Well, the truth is that this was one of the first things that caught my attention of MKX but did not give much importance because I focused on discovering combos.

As some noted this is an inherited mechanics of Injustice but the difference is that in MKX instant jumps are not overhead. Characters like Sub, Erron, Kano and some others, or other specific variations, can benefit with Instant Jump (ideal if these characters have a 50/50) but well, in some cases you must to sacrifice a full combo for trying to reset.

The advantages of Instant jump:

- Chip damage on block: Instant jumps allow "buffer" normals and specials on block. The advantage of this is that the next attack prevents any action of the opponent (like a JIP + 112 or any normal..) but also high normals are able to chip the opponent even crouched.

- Extend the damage: Instant jumps allow "buffer" normals and specials on hit: The advantage of this is that you can extend the damage when we cant continue to cross up or want to keep the opponent in corner.

- 50/50: this is the most important.




Just in case...



What do you think about this? you believe that future will be used at a competitive level?