Anti-AA JKs ended your offense. Deep JKs might as well have been JPsWait, 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?
A lot of characters have really great D2's and still get beat out lol.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
Regardless, if your opponent spaces correctly then their jump in will be successful and you have 0 options to stop it.There's recovery on jump ins, meaning you can whiff punish them. Level up your spacing and footsies.
Not really , armor always beat any kind of jump.So jump in kick is a free approach, no?
No risk/low reward isn't a drawback
Armored MB specials, d2, specific normals, air to air challenges, run under, etc. If it's a safe jump then it's a safe jump though.Regardless, if your opponent spaces correctly then their jump in will be successful and you have 0 options to stop it.
...or just tweak the hitboxes so they anti-air better.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
That's a great pointI 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.
The kind of jump kick that beat anti airs was actually negative on block I believe. Also a well spaced anti air was pretty much unbeatable. I don't think a triangle was a good way to describe it. But there was definitely a kind of meta to it.So jump in kick is a free approach, no?
No risk/low reward isn't a drawback
People here think that jumping isn't a part of footsies. They think that jump ins should be anti aired and then once they respect your AA then you begin playing footsies. This may honestly be kind of subconscious, jumping just isn't what you first think of when you think of footsies, you probably think of Ryu walking back and forth trying to get a cr.mk fireball haha. Obviously this thinking is flawed and jumping is an integral part of footsies. This also doesn't mean that jumping attacks are or aren't too strong or anything, it just explains the black and white thinking surrounding jumping.There's recovery on jump ins, meaning you can whiff punish them. Level up your spacing and footsies.
We want MK9 style AA lolI think AA's are downplayed on here but thats not saying the game is not lacking anti airs.
Give D2s more priority over jump attacks
but leave jump kicks the way they are, instead give them more recovery so you can whiff punish them easier.
People here secretly just want to AA with S1's lol
ButI think AA's are downplayed on here but thats not saying the game is not lacking anti airs.
Give D2s more priority over jump attacks
but leave jump kicks the way they are, instead give them more recovery so you can whiff punish them easier.
People here secretly just want to AA with S1's lol