…this is just too good. :lol: …
As to the priority issue… I’d advise against jumping in with light attacks unless you’ve got them pinned or have an assist on the way… There is no way a Cable player would use j. lp/lk instead of the bucket kick.
I think the most practical use of the jumping light attacks in MvC2 is for “psychic jump-ins…” To simply jump forward and throw them out whenever you expect your opponent to jump in any way or form (including super/triangle jumps)… When you do this and call the assist at the same time, there isn’t much your opponent can do before your point touches the ground safely… a sort of “instant advantage.” :o
Once he does, however, he’ll call his anti-air assist. :rolleyes: Be sure to avoid it or get out of its way.
There’s more to this issue, though… I’m sure…
There are basically two instances where you’d use air attacks: air to ground and air to air. Air to ground attacks are pretty straightforward: all you have to do to successfully land them is to either catch someone crouching (overhead) or out-prioritize their launcher. Put simply, light attacks don’t do this (unless they’re performed EXTREMELY fast). They do have pretty big hit-boxes, sure… but launchers will generally beat them out.
Another way to use light attacks in air to ground melees is to pin the opponent first… for example, after a quick ground chain followed by Storm assist, you can simply jump in and go for a three step jump-in to see if they’ll block all three before going into the crouch position (in which case, you’d break their guard :rolleyes: )… but of course, priority isn’t an issue in this case.
Like I’ve said throughout the post… light attacks generally don’t work well in air to ground attacks.
One exception is against Sentinel… since his crouch and standing spirtes are so tall, using light attacks to constantly prevent him from attacking is great… but again, priority isn’t an issue in this case.
Then there are the “air to airs…” These come in two types: advantages and chasers. When you use an advantage, you’re basically throwing out an attack while your opponent is under you. For instance, most of Sentinel’s fly attacks are advantages (as well as air to ground, although these are riskier). Storm also uses her advantage when she floats downward and throws out short kicks over and over again… Magneto often uses j. hp or j. hk in his advantages since the moves are so damned impossible to out-prioritize. Storm’s jumping hard attacks fall into the same category as well. :bluu:
Cable’s j. hk is rarely used as an advantage move… like I said, it’s best used in air to ground situations. Instead, Cable uses j. hp and Electrap to make sure you can’t take advantage of him. After all, his on-point anti-airs are makeshift at best!
So what are chasers? Three guesses…
Chasers are the opposite of advantages: you use them when you’re under or leveled with your opponent. To be sure, a lot of people die trying to chase their opponent. There are only a few instances when chasing is a good idea.
The only general rule I can think of is… when your opponent does an advantage move that has exploitable lag in the air but recovers before they hit the ground. For example, Cable’s j. hk, Electrap, Doom’s Photon Shot, Sentinel’s fly Rocket Punch, Storm’s Vertical Typhoon, etc… Other than that, you should never chase an opponent that has an advantage readily available.
So maybe we’re getting closer to the heart of your issue…
Advantages can (really) be anything. Why? Because in an air to air melee, an advantage hit box will always be above whatever you throw out. There are a few exemptions to the rule, sure… (Psylocke’s j. lk, Sentinel’s j. hp, Shuma Gorath’s j. lp, etc…) but for the most part, air moves don’t have hitboxes that stick up.
So if you were to out-prioritize an advantage; if you chased successfully, it would probably against something with considerable lag… plus, you’d probably chase with light attacks for combo purposes.
That AND instances when you use anti-airs to chase… but I’d consider this more of a ground to air advantage (grounded moves figuratively have an advantage over air moves)… like a launcher… or anti-airs in general. In these cases, you’d simply want to connect the hit and forget about a follow up.
Yeah… so it’s like I said… IF YOU DID want to follow up on a chaser, you’d have to use light attacks to set up the combo. Still, since people rarely abuse their advantage nowadays (with moves like Electrap and Photons), doing this is rare.
Not to say that chasing isn’t totally good… by all means, if your opponent abuses his advantage, rush his ass down! It’s just that chasers are in no way as abusable as advantages. So you get the idea?
Here’s a glossary just in case you don’t remember the terms:
ground to air: Generally beat all air attacks. Include anti-airs, launchers, and anti-air chasers (air DPs)…
air to ground: Risky, but good if fast. Include jump-ins and quick overheads like triangle jumps and some fly attacks.
air to air (advantage): Moves thrown out above an airborne opponent… think floating with Storm and flying with Sentinel (Those mad scrambles to get above another flying Sentinel! :lol: )
air to air (chaser): Moves thrown out below an airborne opponent… usually only hit when your opponent is doing an air move with lag.
Yeah… so I’m ranting… but I thought I’d help explore the issue with a little of the ol’ “stream of conciousness!” I think the moral of the story is to always stay on the ground when your opponent is clearly taking advantage. What do you think, Pryde?