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Should Jump Attacks Be Normalized?

Should Jump Attacks be Normalized

  • Yes

    Votes: 80 67.2%
  • No

    Votes: 39 32.8%

  • Total voters
    119
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
A lot of characters have really great D2's and still get beat out lol.

Scorpion's JI3 is a perfect example.
 

ando1184

Noob
I think jump attacks are fine how they are but AA need to be improved. You shouldn't have someone on the ground just throwing out strings and miraculously they AA, then we have the moves that "appear" to be used as an AA get stuffed by jump in's or they trade. This whole mechanic of the game needs to be tweaked and fixed imo.
 

KDZ

It's amore, BABY.
So jump in kick is a free approach, no?

No risk/low reward isn't a drawback
 

StealthyMuffin

Earth's Mightiest Knucklehead
I've never heard some mention overall jump attacks being too weak in a fighting game. If a game changing patch is put out that made jump attacks less useful, no one would be upset. There are few reasons not to jump in most situations.
 

GAV

Resolution through knowledge and resolve.
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
...or just tweak the hitboxes so they anti-air better.
 

1man3letters

Alpha Tarkatan - Moderator
Moderator
my character has a 8 frame low profile launcher #notmyproblem :joker:

if your talking about jumping attacks aswell, always thought it weird i dont see people talking about the autocorrect on subzero crossover jip, like the normal is good but he doesnt seem to have to wait half as long as other characters when jumping over, its like a mk9 crossover :/
 

Matix218

Get over here!
I 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.
That's a great point
 

Under_The_Mayo

Master of Quanculations
All of these threads, creating issues around every little thing, reminds of me of the early days of MK9 when we had Perfect Legend after Evo saying "Right now the problem is that there's really no answer to people mashing Down1."
 

HGTV Soapboxfan

"Always a Pleasure"
So jump in kick is a free approach, no?

No risk/low reward isn't a drawback
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.
 

HGTV Soapboxfan

"Always a Pleasure"
There's recovery on jump ins, meaning you can whiff punish them. Level up your spacing and footsies.
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.
 

IrishMantis

Most humble shit talker ever!!!
I 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 D1's lol
 
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I 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
But
Is it wrong.....
To feel this way? Lol