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MKX AntiAirs: Which characters cannot Anti Air in Mkx

Undeadjim

Green Lantern Corps.
Jax's d2 at 7 frames works fine when spaced correctly for most jumps, he suffers mostly from the top tier jump is such as Sonya Kotal Lao etc which have that far reaching hitbox. His stand 1 is a good anti cross up however he suffers from the same problems most do against really good cross up normals such as Subs where it is incredibly difficult to get consistent. Going back to his D2 however it does have a weird backwards hitbox that can cover crossups in some situations.

Outside of D2 he can armor a gotcha grab which nets him 13% or 22% in pumped up and you can also MB his bf4 for 17% normal bf4 is completely useless unless you make a incredibly hard read. Both MB moves are consistent just suck in terms of damage and/or game plan.

Predator in hunter which I mainly play really kinda struggles to AA from the ground most jump ins I try to catch with NJP's as D2 is abysmal at 11 frames even with its hitbox. No real armored special so it is mostly a game of not letting get into jump range and controlling space. Anti cross up he can stand one f1 and do a few other normals however its again sketchy against good crossup normals.
 

Doombawkz

Trust me, I'm a doctor
Ferra/Torr, though only when it comes to people getting around our heads in Lackey specifically.

Can we AA people jumping in on us? Yeah kinda if we mash out a MB Torryuken in Lackey, otherwise relying on a slow d.2 or an inconsistent stand 2.

Once they actually get on top of us though, the moment they get near that burlap sack, we can't do a damn thing about it. Torryuken whiffs, charge is 30 frames of full-combo punishable madness, roll has too much recovery and gets punished, d.2 misses, standing 2 misses, and nothing else we have works.

In Ruthless/Vicious, we can Ferra Toss against people jumping from half screen away, but I don't think thats what you're referring to. They share the same weaknesses without the option to MB Torryuken from 1/3 stage inwards.
 

SaltShaker

In Zoning We Trust
Well so is the narrative then anti airs take more skill than previous games as opposed to "there are no Anti airs "?
Imo it's that the jumping normals on some characters are too strong, which makes the AA's weaker than they should be. As a Kano player, B1 and uppercuts are pretty good AA tools against "some" cast members, better than most characters actually, but vs Lao, Sonya, Kotal etc MU's B1 and uppercut can be almost useless against a well spaced Ji. So it becomes either block, try to run/Backdash on a read, etc, but using your normal to AA becomes a death wish.

Then there's guys like HQT Predator who can just shoot everyone out the air for full combos, even the deadly hitbox ji's. I think it's characters vs character dependent.

AA's can be great- Lao AA vs Jacqui.
AA's can be good enough- Kano AA vs Liu.
AA's can be garbage- Jacqui AA vs Kung Jin.

I really think it's character and experience dependent.
 

xKhaoTik

The Ignore Button Is Free
Please do.
I have no shame in admitting I am wrong about anything. Only shows I'm still learning, as are we all.

Do know that I'm skeptical and awaiting a response.
I'm not sure about how good Raiden's jumps are, but i watched a video yesterday of Gunshow playing a raiden player and he was using s1 as an AA. He hit with it like 90% of the time and it was online.
 

StealthyMuffin

Earth's Mightiest Knucklehead
Crossovers are better to anti air with normals so you have to find which one(if any) work with you characters and go from there. Crossovers can also be more easily low profiled.
I made a dumb post. You're absolutely right. A lack of iFrames can make AAing hard, but with a good combination of spacing, reads, and hitbox knowledge it's pretty much always possible to AA. It's way more difficult than I'd like, though.
 
With Cage you pretty much have to use EX nutpunch for certain jumping attacks (Sub's j1, Sonya's j1). I wouldn't say his AAs are bad at all though, it's just you have to adjust your AAs for those MUs and that's it. Besides that you can rely on his d2, s1/s2, NJP, trip guard and punish with f3, or low profile with d4.
 

MadeFromMetal

Heart From Iron, Mind From Steel.
Ferra/Torr, though only when it comes to people getting around our heads in Lackey specifically.

Can we AA people jumping in on us? Yeah kinda if we mash out a MB Torryuken in Lackey, otherwise relying on a slow d.2 or an inconsistent stand 2.

Once they actually get on top of us though, the moment they get near that burlap sack, we can't do a damn thing about it. Torryuken whiffs, charge is 30 frames of full-combo punishable madness, roll has too much recovery and gets punished, d.2 misses, standing 2 misses, and nothing else we have works.

In Ruthless/Vicious, we can Ferra Toss against people jumping from half screen away, but I don't think thats what you're referring to. They share the same weaknesses without the option to MB Torryuken from 1/3 stage inwards.
In ruthless/vicous I use bf3 as a semi reliable anti air from mid screen jumps.
 

WidowPuppy

Attack pekingese
Jacqui can use D1 and D3 to low profile certain characters and get up to 30% in SG and FA, works on Cross Ups too. Characters she cannot do this to that come to mind are, Jason [Slasher], Kung Jin [Bojutsu], Sub zero, Kung Lao, and more I'm sure. For the characters with slower Jump arcs like Kung Jin, then B1 becomes more viable... Still not really consistent. [As in all I mentioned, lol]
 

EMPRESS_SunFire

Regina George of discord
roll does not get stuffed bro that things hurtbox is too low if you even have reactions the jump should be AAable
Nope, his Ji always stuffs her AA lol. I already gave up trying to AA him, he is kinda the only character that she can't AA at all tho.


EDIT: nvm, it's Sub-Zero and Predator lol.
 

Iustinus

Deus Fulminatus
I wouldn't say that no character can't AA, but that doesn't mean I don't prefer how AAs worked in MK9 whichave I liked better. So I was disappointed to find it wasn't the same in MKX.