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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

Kevin 7

The bad boy scout
Wait, so where's the triangle? Jump in punch is countered by anti airs, anti airs are countered by jump in kick, and jump in kick is countered by... nothing?
Doh you got me lol. Armor or neutral jump punch I'd say.
 

EMPEROR PRYCE

WAR SEASON "THE WEAK EXPOSED!"
Armored MB specials, d2, specific normals, air to air challenges, run under, etc. If it's a safe jump then it's a safe jump though.
Yeah true. I wasn't thinking completely. Mostly speaking for d2. Hate having to waste a meter for an anti air tho.
 
the fact that people who use a character which have a good anti air feel the need to use amor because they are afraid to lose or trade... says a lot about the priority jump acttacks have

i have no problem aa with my character cassie but i feel bad for people who has to ise one bar of meter just to punish a jump in
 

BillStickers

Do not touch me again.
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 :/
Jump attacks have beaten me out of roll before lol
 

IrishMantis

Most humble shit talker ever!!!
the fact that people who use a character which have a good anti air feel the need to use amor because they are afraid to lose or trade... says a lot about the priority jump acttacks have

i have no problem aa with my character cassie but i feel bad for people who has to ise one bar of meter just to punish a jump in
But you can t6ell tahts what they where going for

look at Kano Upball does it have an Armour option?
same with Jax's knee, JC flip, etc

I think they went with since you build meter so easy in this game if you want to do any of the cool stuff you need to burn meter, thats the vibe im getting
 

chrisisnice

I'm a lover, not a fighter
This is weird. We have heaps of people on this forum saying not to patch and others who are constantly requesting it. The most confusing part is that there are people who have recently been very vocal about not patching the game in this thread supporting this request for a patch... :confused:
 

Wigy

There it is...
If you play kotal sonya scoprion or tanya and are claiming its fine.

Just be quiet

I don't know if this belongs here but Kotal's NJP is terrible and super difficult to link after his F2 =(
Boo hoo. Kotals JIP goes 3/4 screen and has a ghost hitbox making it un antiair-able all you can do is tripguard
 

Death

Noob
It's fine guys. Just level up your spacing, footsies and trip guard ability. I'm even starting to run under the jump ins sometimes and it's only month 3.

Way too early to change game play mechanics around
 

TrulyAmiracle

Loud and Klear~
They are pretty strong right now, depending on the spacing/situation/character you can anti-air but it's pretty rough. considering how you can get a combo off of them I believe they should carry more risk.
In fighting games in general jumping is high risk/high reward where anti-airing is low risk/low reward. Some games have it differently obviously (eg: games with air-blocking/airdashes), in MKX atm jumping against most of the cast is low risk/high reward where anti-airing (unless you have an armored launcher that can anti-air as well) is high risk/low to mid reward.
 
It's fine guys. Just level up your spacing, footsies and trip guard ability. I'm even starting to run under the jump ins sometimes and it's only month 3.

Way too early to change game play mechanics around
is not way too early because in 3 more months it probably will be way too late based on NRS patching history
and back dashing and running under jumps as an answer to them is a bad argument. so you are to take risk timing your run and back dash and your reward for doing this correctly is none? soon or later you will make a mistake. this is no different to a boxer saying i do not have to try to punch him any more is the 12th round and i am up in points i ll just avoid him.


and for everybody who is saying that you can just space jump in and punish them yes it it can be done and yes is not very hard to punish a whiffed jia if your characts has a fast normal but this will not work against a good player who know the distance of his jia they will only jump at a distance they know you won't have time to walk back to make them whiff and if the make a mistake and jump in from the wrong range they have time to see it and just land without doing any air attack which is much safer.
 
For MKX to have mk9 level anti air you would have to rape all jumping normals and then there would be no jumping at all. The only fail safe way to anti air is to have a good armored move that can anti air. People need to air to air more. I know that some jumping normals have crazy good hitboxes but they will lose the trade if they try to aim it towards a grounded opponent(a jump in), if you the other player time and aim it towards an aerial opponent.
 

RM Jonnitti

Hot Dog
jumping shouldnt be this good lol. they should give characters better anti airs. suggestion could be removing the upper body hurtbox on d2s. you shouldn't be able to jump in so freely. should only be able to jump in if you read them doing something and you jump over a normal or projectile or some shit or doing it meaty