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MKX AntiAirs: Which characters cannot Anti Air in Mkx

You say 5%, I say nothing.

If you are going to use an armoured move with Erron Black, why use that for "5%" when you could use armoured Slide, which is more damage and grants a HKD, and even if it misses, it is very hard to wiff punishes, and that's if you haven't already spent some of your stamina before jumping at him anyway. Its not great, but it will do.

Standing 1 will prevail most times, except against those OP jump in punches that some characters have...good luck AAing them with any standing normal, let alone one as good as Erron Black's 1.
doing ex slide as an aa isnt very good.. but its something
 
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Wigy

There it is...
Johnny cage struggles without meter.

S1 has no range, uppercut can only be used on crossovers. Ex ballpunch works against shorter ranged JIP's not kotal sonya or lao, you will armour the jip and the ballpunch whiffs.

His air to air JIP is pretty weak as an antiair.

Haven't read comments so duno if jc has been discussed.

If only ex flipkick lead to a combo :(

I basically just trip guard or d4 low profile every character with a good jump in
 

smokey

EX Ovi should launch
Traditionally anti-airing some characters is not impossible for Johnny Cage, if the opponents jumping onto you from a poor range then you can uppercut, njp, s2, s1, d1, d4. The problem being the risk involved, its better to just EX Nut or d4 under or try to backdash/run out of the hitbox.

I dont think Cage suffers as much as some, but even with EX Nutpunch some characters hurtboxes are pretty hard to connect on, to name the repeat offenders: Sonya, KL, Kotal, F/T, Sub, Predator, Slasher, Cassie. Their hitbox is angled down onto you while their hurtboxes are behind it or above, with good priority to boot. Against cross ups standing 1, d1, NJP and EX Nut are all great and his air to air is alright if you call their jump out, so hes not bad.
I still believe they should increase the priority of anti airs or make air hitboxes/hurtboxes more accurate in general, even trading with a JIP is good if you get uppercut damage from it.

For your title, no character CANNOT anti-air. All characters have an option, i dont think you should have to spend meter or space damn well though just to try.
 

BunLantern

Long live b13 minigun
People say Goro because of that Yomi gif where a KL jumps over a Goro over and over. Goro's anti air isn't great, without meter it might be one of the worst. BUT if he has meter, EX telestomp is a very viable and reliable anti air.
 

IrishMantis

Most humble shit talker ever!!!
Traditionally anti-airing some characters is not impossible for Johnny Cage, if the opponents jumping onto you from a poor range then you can uppercut, njp, s2, s1, d1, d4. The problem being the risk involved, its better to just EX Nut or d4 under or try to backdash/run out of the hitbox.

I dont think Cage suffers as much as some, but even with EX Nutpunch some characters hurtboxes are pretty hard to connect on, to name the repeat offenders: Sonya, KL, Kotal, F/T, Sub, Predator, Slasher, Cassie. Their hitbox is angled down onto you while their hurtboxes are behind it or above, with good priority to boot. Against cross ups standing 1, d1, NJP and EX Nut are all great and his air to air is alright if you call their jump out, so hes not bad.
I still believe they should increase the priority of anti airs or make air hitboxes/hurtboxes more accurate in general, even trading with a JIP is good if you get uppercut damage from it.

For your title, no character CANNOT anti-air. All characters have an option, i dont think you should have to spend meter or space damn well though just to try.
I'll give you that my friend
 

Pan1cMode

AUS FGC represent!
I haven't read the thread so it's probably already been said but Jacqui has several issues with anti-airing in this game. Her options are:

- walk back and trip guard with f1

- s1; this only works if they delay their jump in attack very very late so you're more AA-ing the jump than the ji attack)

- d1/d4/d3; these kinda work but get beat out by all decent jis (eg. SZs, Sonya's, KJ's, Shinnok's, Kotal's, Tanya's) and if you're opponent can change their jump arc (e.g. Kitana, Tremor, KL, Ermac, Scorpion) you'll get stuffed over.

- 4u4; risky input with tight timing, difficult to get consistently on reaction. Also, vertical hitbox is kinda lacking and doesn't anti-air consistently.

- njp; on read

- air-air j3; on read

- dash forward; on read

- db2; on read. This is too slow to use on reaction at most ranges particularly as it ends up whiffing up close and doesn't work on cross up.

- df2; to punish whiffed jumps from half screen if they can't change their jump arc.

- ex bf4/bf1; whiffs half the time and you've just wasted bar

- b1; kinda works occasionally? Can't get it to work consistently though.


She has 'options' but in general they're all pretty shitty and have several holes. I'd be happy if she had an option for most ranges that worked 90% on reaction, but half the time her anti-airs fail even when you react and choose the correct option because their jump in attack has ridiculous disjoint or they delayed their attack or her hitbox is glitchy as fuck.
 

Alright RyRy

Florida Kombat
People say Goro because of that Yomi gif where a KL jumps over a Goro over and over. Goro's anti air isn't great, without meter it might be one of the worst. BUT if he has meter, EX telestomp is a very viable and reliable anti air.
Now imagine if it launched for a 25%-30% combo. Since it is his only reliable AA.
 

WidowPuppy

Attack pekingese
I haven't read the thread so it's probably already been said but Jacqui has several issues with anti-airing in this game. Her options are:

- walk back and trip guard with f1

- s1; this only works if they delay their jump in attack very very late so you're more AA-ing the jump than the ji attack)

- d1/d4/d3; these kinda work but get beat out by all decent jis (eg. SZs, Sonya's, KJ's, Shinnok's, Kotal's, Tanya's) and if you're opponent can change their jump arc (e.g. Kitana, Tremor, KL, Ermac, Scorpion) you'll get stuffed over.

- 4u4; risky input with tight timing, difficult to get consistently on reaction. Also, vertical hitbox is kinda lacking and doesn't anti-air consistently.

- njp; on read

- air-air j3; on read

- dash forward; on read

- db2; on read. This is too slow to use on reaction at most ranges particularly as it ends up whiffing up close and doesn't work on cross up.

- df2; to punish whiffed jumps from half screen if they can't change their jump arc.

- ex bf4/bf1; whiffs half the time and you've just wasted bar

- b1; kinda works occasionally? Can't get it to work consistently though.


She has 'options' but in general they're all pretty shitty and have several holes. I'd be happy if she had an option for most ranges that worked 90% on reaction, but half the time her anti-airs fail even when you react and choose the correct option because their jump in attack has ridiculous disjoint or they delayed their attack or her hitbox is glitchy as fuck.
The EX BF4 works consistently on cross ups. And yes... whiffs half the time on normal jump ins.
 

BunLantern

Long live b13 minigun
Now imagine if it launched for a 25%-30% combo. Since it is his only reliable AA.
That would be an enormous buff for Goro that I would gladly welcome. Only problem is that you can confirm it on block so essentially if Goro touched you he'd be getting a kombo every time. They should probably just make the hit box on his Nj2 or u1/2 better.
 

Kompetitor

Johnny Cage Specialist
His uppercut is fine, he can also jab if place correctly but most importantly his armoured but punch which leads to decent damage and a restand
His d2 gets blown up by a lot of characters jump ins, hence is why it is unreliable. Ex nut punch is a good anti air, but you must spend meter for it...standing 1 hits if they jump from the perfect distance, but then again certain characters jump ins will blow it up. Standing 2 has a higher hitbox, so i think its the best solution, but i still dont think it is very consistent