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Is there any major disadvantage to NJPs in MKX?

Lumpymoomilk

Online Punching Bag
Anti airs are pretty terrible in this game (with the exception of certain specials or armored moves), some characters NJP's have seemingly half a screens range leading to combos, stuffs uppercuts when timed right, hits very low even hitting ducking opponents depending on height, what's the drawback to not just njp'ing half the match?
 

Vagrant

Noob
Last week I did a pre emptive j3 to beat Dizzy's Raiden NJP in the neutral game.

So I started the j3 and when I saw that his Raiden was indeed neutral jumping, I was already patting myself on the back for making the read.

Then with my j3 leg wedged into his hitbox... Raiden somehow still managed to electro punch all of his problems away.

Hanzo woke up in the corner shortly afterwards wondering if it was time to retire.
 

Zoidberg747

My blades will find your heart
It depends on whose njp we are talking, but I am going to assume you mean all the hella good ones.

The honest answer is no. You pretty much just have to slowly walk forward to get in range to stop them from jumping at all. They are not - enough to punish but not plus enough to allow straight up pressure afterwords. Certain characters with air teleports/projectiles can deal with them pretty well but for the most part they are stupid good.
 

skater11

The saltiest
Well keep in mind they aren't active all the way through their jump.

-If your opponent NJP on the way up(hitting mid) then you can react by running up to him after the NJP active frames.
-If the opponent NJP at the peak of their jump. They will still land with a bit of lag so you can throw out a projectile/interactable to check him/her.
 

fr stack

Noob's saibot or noob saibot's?
^ from watching streams run cancels seem to be pretty solid at beating jump ins
 

HGTV Soapboxfan

"Always a Pleasure"
Whiff punishing is definitely possible, I personally often just throw a projectile if I'm not ready for it or if I see it coming I time a run cancel to get a good punish.
 

HeroesNZ

Baconlord's Billionaire Sugar Daddy
NJPs can be whiff-punished (even if you're late they should still have to block), trip-guarded, or block-punished (I know Scorpion can reversal takedown KJ's Instant NJP every time, for example).

You can also backdash, anti-air, low-profile, or armour upon blocking.

They are extremely strong though - well some are, like Raiden's. Worse ones like Liu's are easily dealt with.
 

Asodimazze

https://twitter.com/AlfioZacco
Anti airs are pretty terrible in this game (with the exception of certain specials or armored moves), some characters NJP's have seemingly half a screens range leading to combos, stuffs uppercuts when timed right, hits very low even hitting ducking opponents depending on height, what's the drawback to not just njp'ing half the match?
And don't forget that if you block a NJP when the opponent is descending close to the ground, you are at major disadvantage.
Raiden NJP into 2 is actually a blockstring, he is at least +10
 

Scoot Magee

But I didn't want to dash
Ninjitsu back 2 works. Depending on range and character though.

Also against Kung jin if you empty jump forward after something like a b14 and he does njp on the way up it will whiff completely and you can punish. I think a lot of the extended njp's may have a dead zone but I need to test more.