Hey again people.
Here’s a little thing I’ve been thinking about for a few months…
The higher up I’ve been getting in the skill level in KI, the more I’ve realized how incredibly strong it is to neutral jump/crossup jump on your opponent’s wake up, or after them having block a jump in from you. The latter is what concerns me the most… imagine jumping on your opponent, and he/she blocks. Then what? - Neutral jump/crossup jump. Why? Because it will cleanly beat a Shadow Counter attempt, AND a grab tech attempt, AND often make a DP whiff.
So why is this a problem? The way I see it, the strength in neutral jumps is so high that it overshadows a ton of interesting pressure normals that exists in the cast.
Examples:
(“cl” means “close”, not “crouching”)
So… what’s my problem really? Well, what I find troubling is that the strength of jumps creates lazy, easy, and uninteresting approaches in connecting openers. We could use various interesting normals that are plus on hit and on block that could lead to cool manuals (on or without counter hit), but very often players opt to just neutral jump/crossup jump as okizeme or after a blocked jumpin, because a normal could get shadow countered, or even grabbed if you’re a bit off with your timing (which you shouldn’t be off course, but still). They can often make DPs whiff as well, making the jump approach even more strong.
Now, what I would like to see is a few frames faster recovery on grabs.
My reason for this is that, neutral jumps are already very strong to catch shadow counters with, and making DPs whiff… and having it be a complete counter for tech attempts AS WELL, makes it so that we see a lot more of this rather than “real” pressure with normals et.c.
A neutral jump punishing a shadow counter attempt is perfectly reasonable, but a grab should in my opinion recover just in time to allow a block/DP vs the jump normal. Jumping as a means of applying pressure is an “easy-way-out” kind of pressure technique, and shouldn’t be this encouraged.
Now, I do admit that I am maining a character with very poor anti air-options (Arbiter), so it’s possible my judgement is somewhat clouded… But I feel I see a lot of this boring-a$$ jump-pressure a bit too often and it cuts me inside to see how effective it can be.
Don’t mistake this for jump setups though; like ambiguous crossups and well-timed empty jump lows on opponent’s wake up on hard knockdowns - that’s something else.
I hope I’m getting through to at least a few of you.
What I want to see is more pressure normals in the offense-game, and less jumping… and I believe grabs recovering faster would make this more prominent.
Tell me what you think guys.
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