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Should Jump Attacks Be Normalized?

Should Jump Attacks be Normalized

  • Yes

    Votes: 80 67.2%
  • No

    Votes: 39 32.8%

  • Total voters
    119

Evil_Riu48

Kombatant
a lot of the characters in mkx which are considered no so good are characters which have problems dealing with jump attacks and the characters that are considered top tier almost all of them have optios to AA.

jump attacks have way to much priority expecially jumping kicks.
one good example is cassie jumping 4 which most of the time will trade even with a 7 frame d2. there is many characters with this type of air attacks.

many jumping attack have way too much active frames as well. a jump attack shouldn't have 12 active frames... to me that is just over power you do not even have to try to time you jumps attack you just do it as high as you can and it will still hit a crouching opponent comung down and that is just ridiculous.

i personally think the game would be play at a higher skill level if jump acttacks did not have so much priority and active frames.

but that is me? what do you guys think

now remember that we wont be getting patches for ever this is the time to talk about this and ask NRS to normalize jump attacks if possible because if we start with the whole there is ways around them BS all that we are doing is hurting the game we love in the long term
 

Kevin 7

The bad boy scout
I feel that the jump kick priority was intentional. Like in MK9 it was used in a triangle system. Jump punches led into combos but could be anti aired with uppercut/armor/normal jabs. While jump kicks wouldn't lead into much (unless it was a deep jump kick) but it was the counter to anti airing.
 

ForeverKing

Patreon.com/MK_ForeverKing
What would be even easier then toning down jumping attacks, would be to just buff all D2's in the game. Either make every D2 faster, or have more priority, or both.

All I know is something needs to happen so I can stop mother fuckers from jumping, the only option that makes me feel 10/10 comfortable stopping jumping is Kung Laos EX spin
 

Evil_Riu48

Kombatant
Some characters deserve to have good jump attacks.

Most characters deserve to have good anti airs.

The latter is not how it is, though.
one thing is good jump attack other thing is a jump attack that has more than 10 active frames and priority

one of the two has to go
 

Evil_Riu48

Kombatant
Very few characters have anti airs.

Buff anti airs. Don't nerf jump ins.

It's not really a problem imo but I feel it'd improve the game
yes but anti airs are no the problem many characters have 7 and 9 frames d2 and they trade all the time with jump attacks

@XxTheGoblinX sure you can neutral jumping punch but that is not done on reaction is more of a read
and sure you can back dash but what is stoping them from jumping at you again? and what are you going to do when you do not have more stamina ?
 

Bildslash

Goro Lives 
What would be even easier then toning down jumping attacks, would be to just buff all D2's in the game. Either make every D2 faster, or have more priority, or both.

All I know is something needs to happen so I can stop mother fuckers from jumping, the only option that makes me feel 10/10 comfortable stopping jumping is Kung Laos EX spin
I die a little inside everytime I've been hit out of regular Spin.
 

WakeUp DP

GT MK OshTekk.
Yes but you know this game is cater to casual and casuals love jumping around. If they start getting punished for it they will rage and hate the game.

Why this game stays scrub friendly. NRs doesn't wanna risk it.
 

XxTheGoblinX

Le_Supreme_
yes but anti airs are no the problem many characters have 7 and 9 frames d2 and they trade all the time with jump attacks

@XxTheGoblinX sure you can neutral jumping punch but that is not done on reaction is more of a read
and sure you can back dash but what is stoping them from jumping at you again? and what are you going to do when you do not have more stamina ?
I guess I can neutral jump all day because quan chi has a great one. And if the opponent is jumping in over and over thats 30% every time. Now if im not using Quan , Ill let them jump in, stand my ground and block accordingly. Then punish, Jumping really isnt that smart. Another solution is I can jump right back n knock em out the air. All depending on whose faster. Unless im playing scorpion or Ermac, thatd be really dumb. Every character has their own tools, if you use them and your brain you will be fine. Alot of players have really floaty jumps too so you can see it from a mile away like Shinnok or Kano.
 

Matix218

Get over here!
I wish they would just make d2s have more priority compared to jump attacks. If someone is constantly jumping it should not be so hard to uppercut them out of the air. Nrs had no problem giving us 30+% combos off of anti air jabs in mk9 (which I liked because it made people really think about jumping instead of doing it all the time). They even universally buffed d2s in injustice in one of the patches. Why did they want to regress the meta of mkx to allow jump attacks to either straight up beat or trade with most of the cast's anti air options?? I really don't understand this especially since the reward off of a successful jump in is still just as high from the attackers perspective.
 

STRYKIE

Are ya' ready for MK11 kids?!
I play Scorpion, and I feel like the active frames on his jump kicks are completely unnecessary. 11-13 compared to what, 5 for almost everyone else? You can literally input it from D4 range into the jump and the kick will still hit by the time you reach your opponent. All I'm looking for is some kind of whiff punish lol, I don't want it to hit because they couldn't get their D2 out.

It's a hard one to regulate, with how the patching system works and what it's tied to in MKX, you can't really nerf the jump attack itself since it may hurt it in other areas such as air to airs and general conversions.

It does work both ways mind you. It can't be denied that there were a lot of people who never considered or even heard of trip-guarding before this game and that's pretty alarming lol, I'd say it's helped players to level up their general spacing awareness.

Besides, with how many variable properties there are between almost every jump attack, how do you adequately buff AAs to combat autopilot jump attacks, without making AAs themselves autopilot?

I don't think simple yes or no answers really cut it here.
 

Salad Petresky

Kombatant
I dont think jump should be nerfed but a lot of characters need buff anti air. Also what makes jumping worst is the 50/50, lets say we keep it that way. But good air game, ridiculous run, good 50/50 with range i think it might be too much. So I think we could make run a bit slower, give better anti air would help
 

KDZ

It's amore, BABY.
I feel that the jump kick priority was intentional. Like in MK9 it was used in a triangle system. Jump punches led into combos but could be anti aired with uppercut/armor/normal jabs. While jump kicks wouldn't lead into much (unless it was a deep jump kick) but it was the counter to anti airing.
Wait, so where's the triangle? Jump in punch is countered by anti airs, anti airs are countered by jump in kick, and jump in kick is countered by... nothing?
 

xKhaoTik

The Ignore Button Is Free
Well I use Kitana so I have no problem with AAs. Same when I use cassie and Tanya. But still, I agree. Jump attacks are just way too strong atm and most characters don't have the AA normals or specials to deal with it.

MK9 had it perfect. Literally every character had the right AA. Even some characters had multiple AAs.

Injustice was a step down, but at least d2s and mb f/b3 were good AAs, along with some specials.

Idk wtf happened with MKX
 

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
Well I use Kitana so I have no problem with AAs. Same when I use cassie and Tanya. But still, I agree. Jump attacks are just way too strong atm and most characters don't have the AA normals or specials to deal with it.

MK9 had it perfect. Literally every character had the right AA. Even some characters had multiple AAs.

Injustice was a step down, but at least d2s and mb f/b3 were good AAs, along with some specials.

Idk wtf happened with MKX
You could AA With literally everyone in MK9. Which was really nice.
 

Asodimazze

https://twitter.com/AlfioZacco
Wait, so where's the triangle? Jump in punch is countered by anti airs, anti airs are countered by jump in kick, and jump in kick is countered by... nothing?
Jump kicks should be the only option that usually doesn't lead to combos, that's the drawback
 

STRYKIE

Are ya' ready for MK11 kids?!
Wait, so where's the triangle? Jump in punch is countered by anti airs, anti airs are countered by jump in kick, and jump in kick is countered by... nothing?
Jump kick was countered by it's own general lack of damage/conversion options and knockdowns counting for almost nothing in MK9 since the fuckbois kept asking for more and more wake-up invincibility.
 

Scoot Magee

But I didn't want to dash
Wait, so where's the triangle? Jump in punch is countered by anti airs, anti airs are countered by jump in kick, and jump in kick is countered by... nothing?
AA's beat jump kicks too lol. That's no triangle.