It would be really useful for us newcomers to have a brief rundown of the different air states. I’ll give it a bash, If anyone could correct the following if there’s mistakes I’d be greatful. I’m aware there are a few caveats to the following but a basic overview should be sufficient.
Jump State [aka normal jump NJ]
Jump state is applicable to the following;
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[]Regular jump input (i.e hitting any up direction)
[]Jump in from side of screen (character died or snapback)
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Can execute one (not both) of the following actions;
[LIST]
[]Attack/combo (magic-series still applies)
[]Block (can block multiple hits but cannot leave block stun and block again)
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So for example you can’t attack and then block in the same jump. There are a few exceptions to this rule, Spiderman/Sabretooth can perform 2 actions during a normal jump.
You can also always perform a single special/super in addition to either option above. Special/supers that can be performed in the air are character specific and are listed as such in the move list.
Super-Jump State [SJ]
All characters can super-jump. Super-jump is also initiated pressing up directly after a launcher.
SJ does not impose any restriction on the number of actions you can perform but you are unable to call your assist.
Fly State
The following characters can initiate fly mode;
[LIST]
[]Iron Man
[]War Machine
[]Sentinal
[]Storm
[]Magneto
[]Dr Doom
[*]Dhalsim
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Fly mode doesn’t limit your attacks but you are unable to guard and you can call your assist.
‘fastfly’ is technique used to decrease the recovery period entering fly mode opening up some extended air combos.
Unfly State
Unfly state is activated when you cancel out of fly mode and is basically identical to the jump state. The exception being your one action of blocking/attacking is used up so you’re unable to even guard when exiting fly state. You can still use one special/super.
Elaborate air-combos can be performed by entering/exiting fly mode very quickly during various points to extend the combo beyond the basic magic-series chains. The ‘fastfly’ technique detailed above is usually required and also sometimes the use of the glitched 'UnFly ’ state (see below)
An example of this would be
magic series xx fly xx more normal hits xx unfly xx normals xx fly xx more normals
UnFly State
By exploiting a glitch (see http://www.shoryuken.com/features/s010705.shtml) you can avoid the limitation of the regular unfly state detailed above and not lose your ability to attack/guard while exiting fly state.
Falling State
After a character gets knocked off their feet they will enter a falling state where they can be juggled until they;
[LIST]
[]Flip and recover mid-air returning to jump-state
[]Flip and recover as they hit the floor returning to a standing state
[*]Be fully knocked down on their back entering a grounded state (where they can be hit/re-launched)
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