j.MK is still pretty bad, isn’t it? I had a hard time crossing up Ryu who was just standing there.

You have to kinda get a feel for it. I’ve been playing in Japanese arcades for the past 2 months and I can say its useful ranges take some getting used to.

I have been using the j.mk crossup pretty liberally… I dunno, maybe it’s cause throughout 2012 i practiced so much that i could consistently land it in many situations, even then. Now it seems freaking AMAZING, since i never even played yang before 2012 i can’t compare to vanilla AE but still. I’ve been playing for most of today and it pretty much crosses up at will as far as i can tell. Keep practicing :slight_smile:

They do work… sometimes…

her hurtbox is crazy ridiculous though. like seriously, what happened to neutral stances not wildly affecting hurtboxes? s.lp missing is a bummer but i quickly adapted to her by using similar tactics as i do with chun

walk back, forth and/or under opponent into either lk, mp, c.lk, c.mk xx slash is so good now.

? its just as good as it was last week

Yes, keep practicing. Mk crossup works but you have to do with a correct timing and spacing.

walk speed makes it even better. also a faster lk and far mp helps a lot.

They removed the bullshit ranges that it used to cross up at, and gave us back some of our old ones.

In other words: press mk BEFORE you pass over the opponents head.

You still get it after rollkicks, you still can do it from c.mk max range.

Dive kicks are improved ! It’s easier to do a combo with 4 frames startup.
And I found a new vortex : light dive kick, instead of mk crossup, after medium rollkick. I hope it’s a good stuff for us :slight_smile:

What are you talking about?

We need a list of characters you can cross up pretty consistent at neutral, then after mk roll kick. You can pretty much hit almost everyone after a front throw and a dash. You just have to time it different on some characters

The list: Everyone.

At least what I’ve seen so far.

I think a list of after certain setups would be great.

For some characters, larger ones in particular… after a forward throw I do a half step jump mk to cross up. As jumping normally wont cross up. Its not even a half step, more like a quarter.

After mk rollkicks ive found that it sets you up perfectly for crossup on everyone so far but is predictable. hk rollkicks requires a slight step forward but is more ambiguous as no one knows what side it will hit.

you havent played much yet i assume. it actually is kinda hit and miss. especially at neutral.

im about to hit the lab and do some mk roll kick testing. the mix up is doing a mk dive kick and hitting front side when they expect cross up

edit-so after mk roll kick the timing varies a little from character to character on when you press the button, but if you always jump when their back hits the floor its fairly consistent. its even hitting on the characters that we had a very hard time hitting in 2012.

going to check the front throw timing, and post U1 and U2

after mk roll poison is strange for sur. I have some nice set up
One is really good, you do lp lp cr mk roll with mk then jump mk if they stay on the ground as soon as you touch the floor teleport with lk. once on the other side jump forward and lk dive kick as soon as possible. that a cross up dive kick :wink: not working on all the character.

i am going to do a small video on the super version, work the same and post it.

https://www.youtube.com/watch?v=8KXToloeovY&feature=youtu.be

as an exemple, done on ssf4 but still work. very affective because people doesnt fast wake up after the roll toaboid the cross up :wink:

Oh I likes that. : )

that is very nice. i cant get it to work tho. is that the first AE? yang had a lower height restriction back then

also cant get a cross up on hugo after mk roll kick. but you do get a safe jump on him with forward throw 1 dash jump FP since the timing wont let you over his head

might have a universal timing for cross ups off front throw. just do lk teleport then jump mk…testing

works on elena, so theres a start… nope false alarm…

It’s not hit and miss by any means.

You can hit a j.mk cross up on literally everyone, from neutral, or off of MK rollkicks.

Certainly, some characters need a half step forward, or a delay, but, no. It works on everyone. I spent an hour checking it last night.

You can’t really delay it to the extent you could in AE, and hit people almost before you landed.

If you jump just as, or slightly before they hit the ground, it works. there is a way to set it up on literally everyone now.

I did have issues with Seth, Honda and Gen. Seth landed a bit far after rollkicks. Honda landed really far, so a walk forward was needed. Gen gets up slow, so immediate jump mk will whiff. Had to delay.

The hitbox of the move is great. Its not AE level, but it works. Figure this shit out instead of bitching when people make it work.

If you want an idea of the neutral range where it works, do an MK rollkicks and let them fully get up. For most characters, this is the point where c.mk will whiff VS them. MK cross up will work from here.

You just can’t do it too close.