Okay, please don’t laugh at me but I noticed something with Big Band in particular, he is the first character I really play more seriously, and I wanted to know if it’s a part of the game that was meant to happen or a bug:
The characters fall through his j.mk. Especially with fighting Cerebella I noticed this. If you’re standing not as close to the enemy as possible and use a simple combo that launches them in the air (ending with s.hp), they will fall through j.mk afterwards. I can understand this, because if you’re too far away Big Band can’t jump close enough to land the hit. But there’s more: If j.mk is the first air-attack after the launch, it works. If it’s the second after for example j.lk, it doesn’t work. Shouldn’t these strings always hit as long as anything before and especially the launcher hits?
I tried it in training mode, it happens with all characters: If the launcher hits but you’re a little bit too far away, the j.mk as a second hit doesn’t land.
But now the funny part that is a little annoying to me: It happens way too often with Cerebella. Like all the time. I don’t know what it is, maybe her hurtbox, but if I’m not standing as close to her as it gets, it feels like she always falls through. In training mode, when I stand right before her, do a little step away from her (not really a step, just a gentle push away) and try for example s.lp->s.mp->s.hp->j.lk->j.mk, she always slips away and j.mk doesn’t hit.
That’s happens with other characters too, but then you can see why because only the very tip of your ground attacks hits them before going airborne. In a real match, that never happens because I’m close enough (after blocking for example) or use a jumping attack to jump in first. But with Cerebella, it happens way too often, in real matches. It can even happen after I use j.lk to jump in, do a short ground combo and then launch her. She falls through the j.mk as a second air attack nearly every time.
It’s really annoying because I use j.mk as a second hit in my aircombos all the time, and seeing it hit everything but not Cerebella just doesn’t feel right. I know that there are character specific combos in this game and not every combo is guaranteed to work on everyone. I know this, I know when to make some attacks in my combos earlier or later depending on the characters I fight. But with this, I can’t make it work. I could of course try to make other combos, but making new combos only for one character because j.mk fails sounds really stupid to me. It’s not like I can’t beat Cerebella because of this, but I drop the combos and it just feels that that’s not because I screw up inputs.
If this was talked about already, give me the link and I’m quiet. But I would like to hear what you guys think about this, should Lab Zero fix it, if possible? I noticed they worked on j.mk, it "floats" now, taking the enemy a little higher, but that doesn’t solve my problem. If I have to deal with it, bad for me, but I wanted to share my experience with this in case it really isn’t intended to work that way.