Shadoken
Member
Honest questions. Seems like a property of hitboxes, but how would you alter the hitbox to make them effective as pokes on the ground and less effective as anti airs?
You increase the hurtbox upward , so that it cant be used as a reliable anti air. That way the hitbox remains untouched and it behaves the same way it currently does except against jump-ins.
Not sure how you don't see it as a problem when you have a huge chunk of the cast ignoring their regular anti air options in favor of a jab that beats out everything AND gives them a free mixup. I feel like a jab shouldn't be better than a DP or cr. HP, and it definitely shouldn't stop crossups.
Yea this is my issue with it as well. Its a complete momentum swing , which only few members of the cast have.
I remember when everyone was complaining about Karin's lack of AAs. But damn that Jab->Dash mixup everyone is doing now is just ridiculous. You can react So late to jump ins that Jumping against her is entirely pointless. Even if you predict a poke like St.MK she can recover in time to do the jab.