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MKX AntiAirs: Which characters cannot Anti Air in Mkx

Under_The_Mayo

Master of Quanculations
I think every character should be able to AA just as well as any other. And every jump attack should be as easy to AA as any other. Also, I would like every d1 and d4 to have the same range. Having characters play differently and have different attacks that are good is a very boring way to design a game.
 

Circus

Part-Time Kano Hostage
@Pig Of The Hut

I've seen that trip guarding has been mentioned but not to the extent it should be.

What I haven't seen mentioned is that for even troublesome jump kicks like Sub and Scorp, running FORWARD on reaction under the jumper and anti airing with a S1 or something works with most characters.

If you're doing a write up or video I would really mention it. I try to tell people to do it but they just don't. It's not that hard once you get accustomed to it and I think it's part of the future meta of AA.
 
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GAV

Resolution through knowledge and resolve.
I'll take characters that can anti-air divekicks and ways how for the win, Alex...
 

Matix218

Get over here!
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.
I agree, its more an issue of us being used to mk9 where jumping in high level play essentially was suicide against almost if not every character. Its not just the consistency of anti airs in mk9 that lead to this mentality, its is also the insane damage that they would net as well. If I anti aired someone with smokes standing 2 and I had a bar I was easily taking over half of their lifebar away. I think this whole argument is basically people just wanting it to be more like MK9. Im not opposed to certain aa attacks in mkx being pumped up but I am fine with standing 1 or 2 or d1 not being the be all end all way to stop everything (and also combo for over 30%)
 

Rude

You will serve me in The Netherrealm
People have these rose tinted glasses on with MK9.

As if no one ever jumped or used cross ups, which just isn't true.

Many characters's stand jabs and d1s had different start ups and properties in that game, too.

Reptile, Mileena, Liu Kang, Quan Chi, etc all had different d1s with different start ups.

Mileena, as an example, was better off using standing 4 or roll over her d1 or stand 1 for AA.

These games have always been like this.
 

Derptile

RIP Ex Smash
People have these rose tinted glasses on with MK9.

As if no one ever jumped or used cross ups, which just isn't true.

Many characters's stand jabs and d1s had different start ups and properties in that game, too.

Reptile, Mileena, Liu Kang, Quan Chi, etc all had different d1s with different start ups.

Mileena, as an example, was better off using standing 4 or roll over her d1 or stand 1 for AA.

These games have always been like this.
People wanted more character specifics in MK9 like pokes and Jumpins, now they have it and it's too much for them.:coffee:
 

Slips

Feared by dragons. Desired by virgins.
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.
MKX is different from this how?
 

Matix218

Get over here!
I love this thread, whats funny is that absolutely no one, and i mean no one tries to back dash. Its guaranteed no matter how shit your back dash is, to escape any jump over. It's a universal way to escape most advantageous jump situations.
Does everyones jump in landing recovery frames leave you (as the defender) able to backdash the jump in then run in and full combo punish them in their landing recovery frames? Or does that not work?
 

Derptile

RIP Ex Smash
I love this thread, whats funny is that absolutely no one, and i mean no one tries to back dash. Its guaranteed no matter how shit your back dash is, to escape any jump over. It's a universal way to escape most advantageous jump situations.
I've always been saying that, hell even in injustice. People really underestimate those backdashes(even normal dashes) as a get-out option for jump-ins.

@Matix218 if they do a input a jumpin attack and it whiffs then they'll be in recovery animation, so no. Backdashes>Jumpins.
 

Matix218

Get over here!
I've always been saying that, hell even in injustice. People really underestimate those backdashes(even normal dashes) as a get-out option for jump-ins.

@Matix218 if they do a input a jumpin attack and it whiffs then they'll be in recovery animation, so no. Backdashes>Jumpins.
Yeah thsts what im saying. So you can backdash their jump in and while they are in recovery frames from their jump attack run in and full combo punish. The only question is how many recovery frames their jump attack has and how far your backdash goes because if their jumpin attack doesn't have many recovery frames and your backdash puts you far away they may be able to block before you can run in and hit them

Also you would need full stamina to do this, 1/2 bar for the backdash and 1/2 bar to run in and punish
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
So rather than respond to every msg in here slips has summed it up actually pretty well

There's a different AA for every situation and distance and yea sometimes you have to use Armor to AA and some times you have to block.

Most can low profile and make jumping whiff

Most have armored AA moves that lead to good oki situations such as erron black

JK are harder to AA this was the same as mk9 (kitana JK)

Strongest JI attacks are Lao Kotal Cassie Quan and some JKs
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
@Pig Of The Hut

I've seen that trip guarding has been mentioned but not to the extent it should be.

What I haven't seen mentioned is that for even troublesome jump kicks like Sub and Scorp, running FORWARD on reaction under the jumper and anti airing with a S1 or something works with most characters.

If you're doing a write up or video I would really mention it. I try to tell people to do it but they just don't. It's not that hard once you get accustomed to it and I think it's part of the future meta of AA.
Thx that's a great point and Gross is the best I've seen at this
 
There's one thing about AAing in MKX that I currently don't like - inconsistency. Almost to the point where if your opponent would do nothing but trying to jump in into combo, you're gonna eat it half of the time) That's an exaggeration of course but still. And that is something that's gonna change with people getting more and more comfortable with their characters, matchups and general pace of the game.
On topic: Jacqui's AA is very close to none. Uprocket AAs only the floatiest jumps on reaction, stanky leg is not damaging enough for all the troubles to do it, d3~uprocket is very situational. And on top of that she has a very hard time air-to-airing people. J4 looks like it was designed for this but doesn't work for me. Ah, her d2...
I can't even
Edit: trip-guarding works very well. Especially when you're a Cassie player)
 
People have these rose tinted glasses on with MK9.

As if no one ever jumped or used cross ups, which just isn't true.

Many characters's stand jabs and d1s had different start ups and properties in that game, too.

Reptile, Mileena, Liu Kang, Quan Chi, etc all had different d1s with different start ups.

Mileena, as an example, was better off using standing 4 or roll over her d1 or stand 1 for AA.

These games have always been like this.
d1's are old meta for mk9. The universal anti airs were standing jabs when the metagame evolved.
 

Derptile

RIP Ex Smash
Yeah thsts what im saying. So you can backdash their jump in and while they are in recovery frames from their jump attack run in and full combo punish. The only question is how many recovery frames their jump attack has and how far your backdash goes because if their jumpin attack doesn't have many recovery frames and your backdash puts you far away they may be able to block before you can run in and hit them

Also you would need full stamina to do this, 1/2 bar for the backdash and 1/2 bar to run in and punish
Oh you mean like that, well it depends on what character you're using and just how close the jump in came to hitting.

If Kano(godtier backdash) backdashes Liu Kang(doodoo jumpins) jumpin then he'd most likely be too far to run in and punish.
If Kenshi(doodoo backdash) somehow backdashes Kung Lao(godtier times 5 jumpins) then he'd probably be able to immediately punish without even running in.

It's never a good idea to hold block in neutral for this game, you should always be moving around. Walking back is a great way to feel which AA you need, you can see whether or not the Jump-in will whiff so you can tripguard and punish, or you could armor, standing jab, or just backdash depending on the MU.
 

Rip Torn

ALL I HAVE IS THE GREEN.
MKX is different from this how?
In MKX you have much less options to AA on reaction. The success rate is much lower and risk vs. reward is very high for many characters. If you don't use meter, you are at risk of eating a full combo, where in SFIV, at least you trade and you are reset back to neutral.

I'm not saying SFIV is a better game because of it, but at least if you made the choice to watch out for jump ins, you could successfully AA and play some defense. At the very least, you could focus attack and absorb the hit into backdash.