BillStickers
Do not touch me again.
lol this pic sums up MKX pretty well for me.Yeah, I failed to AA here because of lack of knowledge
lol this pic sums up MKX pretty well for me.Yeah, I failed to AA here because of lack of knowledge
This 100%, consistency and damage. Armor eats any type of jump in regardless of whether its got a dumb hitbox, crossup or if it is a kick and you get 30% into a hard knockdown, and because it is never not worth it to AA you can play a stronger fundamental game.LBSH though, the fact that Tempest Lao is considered a demi-god when it comes to anti-airing in this game goes to show how shitty anti-airs are.
Put Tempest Lao in Injustice and you have characters like Aquaman and Flash who do what he does but meterless.
You have to low profile those.Kotal Kahn J1 is extremely good
also
Shinnok J2
both stuff most character's uppercuts
That means alot thank you very much and best of luck with your gaming career.This is a fair post and I stand by it and agree w u and my original statement
Yes good post
How much stronger though? should there be moves that by design hinder the ability for someone to see a jump and lets say react with a well spaced D2 to have a stronger jump normal out prioritize it.JK are known to be stronger on purpose
SZ's air normals are ridiculous and not an indicative of your average jump normal.Yeah, I failed to AA here because of lack of knowledge
if you're setting sub to jump attack way at the end of his jump arc yeah. otherwise you're notI can AA consistently with jacqui's S1 in training mode so ya.
Yeah, that's my point... Anyone can AA SZ on training mode.if you're setting sub to jump attack way at the end of his jump arc yeah. otherwise you're not
No. I'm saying you literally cannot AA with that with a normal jump-in. Only if you set Sub to do his jump attack way at the end of his arc so you're AA'ing the jump rather than the jump attack. I'm testing Mileena's roll and it works regardless though, at worst it'll make his jump attack whiff.Yeah, that's my point... Anyone can AA SZ on training mode.
Oh.... Yeah, most of the times it gets stuffed or roll goes under so it's kind of like a 50/50 :S I rather just be consistent and AA him with EX roll.No. I'm saying you literally cannot AA with that with a normal jump-in. Only if you set Sub to do his jump attack way at the end of his arc so you're AA'ing the jump rather than the jump attack. I'm testing Mileena's roll and it works regardless though, at worst it'll make his jump attack whiff.
You say 5%, I say nothing.does it even do 5%?
I sometimes don't aa with cw because i use it too early :OI forgot to say if you're a Cassie player no need to post when u have a 6f Cw
Idk if youre against me or answering meYou say 5%, I say nothing.
If you are going to use an armoured move with Erron Black, why use that for "5%" when you could use armoured Slide, which is more damage and grants a HKD, and even if it misses, it is very hard to wiff punishes, and that's if you haven't already spent some of your stamina before jumping at him anyway. Its not great, but it will do.
Standing 1 will prevail most times, except against those OP jump in punches that some characters have...good luck AAing them with any standing normal, let alone one as good as Erron Black's 1.
I feel like SFIV had really good AA's. Just thinking about Guy, he could AA pretty consistently. You did have to know the range of the attack but it was pretty easy. Long range jumps could be AA'd with st. HK. Closer jumps could be AA'd with cr. MP. Crossovers you could use close st. HK. On wakeup, he could use ex hurricane kick. Most other characters had a similar set of options or even better. Yes it was spacing/situational on what button to press, but if you were looking for a jump and knew it was coming, 95% of the time you could AA on reaction or at least trade.I just want to say there are very few fighting games there is a catch all AA. Even Street Fighter, from ST to SFIV, DP's are not always the answer. And for a lot of characters you need meter or a charge move or both to shut down the better jump attacks.
Maybe there is a character or 2 where maybe they need help in the AA department. But this attitude of AA in MKX being universally sub-par to most fighting games is for the birds.
His uppercut is fine, he can also jab if place correctly but most importantly his armoured but punch which leads to decent damage and a restandJohnny cage, his uppercut is so unreliable, standing 1 and 2 are inconsistent
What?Mileena and Johnny Cage have garbage anti-airs. Stop lying you stupid bitches.
also shinnok and johny are complicatedLiu kang against
Kotal
Sub
Scorpion(jk only)
Ermac (Jk only)
Eb
Kung Jin
ah cmon now, everyones godlike in pratice mode, compare real in game data and then you might see a different story.idk im in practice getting the roll aa pretty consistent maybe im just the best mileena but it doesnt seem that hard
no man going by tym logic since at least 1 character can do something about it, its trash.
Well to be fair, Roll loses to just about any jump kick. And Uppercuts aren't as strong vs Jumpkicks as opposed to Jump punches. From what I understand, Sub-Zero and Scorp are known to have some of the better Jump kicks in the game.roll does not get stuffed bro that things hurtbox is too low if you even have reactions the jump should be AAable