I’ve just picked up my first KOF game and a copy of BlazBlue and to my Street Fighter mind the concept of more than one type of jump/air movement is a bit of a foreign one.
I’ve played a bit of Mahvel and would SJ cancel into air combos but wouldn’t really SJ any other time during the match.
Hopping in KOF seems logical, it’s just a lower, quicker jump (a bit like Gen in SFIV I guess) that gives you a quick-ish overhead that clears sweeps but loses out to standing jabs etc. I can’t quite see much need to use a regular jump when you have a hop, I’m guessing it’s to go over and beat out standing attacks? Again KOF has SJs which I can’t really see a use for except maybe leaping behind my opponent.
Now BlazBlue throws out the full spectrum, jumps (which are closer to KOF hops I think) double jumps, super jumps and air-dashing.
Air dashing seems like a technique just to extend the length of your jump, kinda like the ‘Hyper Hop’ in KOF maybe. As if the jump was the vertical part of the jump and the air dash is the horizontal. The air dash is cancellable into an attack so you kinda dictate the length of your jump forward. But why double/super jump? You can even super jump then double jump if I’m not mistaken.
Anyone got any thoughts on this that would help my transition from SF?
I guess air blocking factors into this topic also.