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Jumping 1 changes?

I've mentioned this briefly in other threads, but it seems that jumping 1 has changed animation, and is no longer the sorta of sweeping club punch from MK9/Injustice and is more like the classic Trilogy and older heart punch...thing, or at least for some characters(i still can't tell if aerial normals are more unique this time or not, keep forgetting to check).

The point is that while crossups aren't quite as potent in a block button game, they still serve a very important purpose, and the ease with which you could connect a jump over 1 into shenanigans was important in both MK9 and injustice. With the new animation and possibly new properties i'm wondering if that's even still possible, as I don't think i've seen it a single time in any of the footage we have. I know a few of you have had demo build time, and I was just wondering if anyone could confirm if the jump over 1 into pressure stuff is still viable (or some equivalent exists) or if it's possible that's going to be harder now?
 

ChaosTheory

A fat woman came into the shoe store today...
Are neutral jump 1's and 2's both launchers with different animations? I hadn't paid attention.
 

trufenix

bye felicia
Everybody's got different animations but it seems like MK9 style rebounces and Injustice style double jump combos are in. No word on jailing yet, but I'd assume not or very light like Injustice.
 

STB Sgt Reed

Online Warrior
I loved how jump-ins jailed on MK9. Better AA me or I'm getting a blockstring!

Hated how you could jump-in in injustice and get poked out before you did a followup string. =/ Apparently this is a thing in like EVERY other fighting game so... I assume we'll be stuck with that in MKX.
 

Rajhkeem Beck

Mr. Still Getting it Together
I loved how jump-ins jailed on MK9. Better AA me or I'm getting a blockstring!

Hated how you could jump-in in injustice and get poked out before you did a followup string. =/ Apparently this is a thing in like EVERY other fighting game so... I assume we'll be stuck with that in MKX.
On offense that is totally understandable why you would like that. However, with certain characters such as Johnny Cage who is a trap monster, this could be an absolute nightmare for certain matchups. If your character didn't have great anti-air options either, someone could do this over and over again with little to no risk. For me personally, it was extremely frustrating, however, it did make me better at spacing and watching jump range from my opponent so it had its positives too.
 

STB Sgt Reed

Online Warrior
On offense that is totally understandable why you would like that. However, with certain characters such as Johnny Cage who is a trap monster, this could be an absolute nightmare for certain matchups. If your character didn't have great anti-air options either, someone could do this over and over again with little to no risk. For me personally, it was extremely frustrating, however, it did make me better at spacing and watching jump range from my opponent so it had its positives too.
On the flip side though... say you're playing a character that outranges your normals like say, aquaman. So trying to start offense with a poke or normal becomes a nightmare. Now, you take away the jump in jail and you can't get offense started that way either. That was always my problem.

This is what happens when MK9 was your first fighting game lol
 

Chaosphere

The Free Meter Police
On the flip side though... say you're playing a character that outranges your normals like say, aquaman. So trying to start offense with a poke or normal becomes a nightmare. Now, you take away the jump in jail and you can't get offense started that way either. That was always my problem.

This is what happens when MK9 was your first fighting game lol
This was the story of my life in the beginning injustice. However, i later found my character did have a starter that jailed after a j1 *evil laugh*