Jaina's jump A doesn't always combo on hit


#1

It seems that if Jaina hits the opponent with her jump A high enough, she won’t be able to combo afterwards.

…and I thought I was just bad.

I didn’t have much time to test it for at least a couple of hours though, so maybe give it a double check!


#2

Right, by design, as is common in fighting games, if you hit too high then you can’t combo. So it matters to try to be in position to get a solid hit. In other words, if you use the worst possible timing and spacing, it doesn’t lead to as much damage as if you were positioned a bit better. And there’s still a large leeway of spacing to do it correctly.


#3

I’m used to air nornals always leading to a combo on hit, so I literally just thought I wasn’t hit confirming fast enough. At least I know what to work on now.


#4

Air normals always leading into a full ground combo is an NRS-specific thing, I think - Fantasy Strike uses the more common and more traditional method of requiring a “deep” jump attack to link hits afterward.