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For full jump ins, you might want to explore your character's best anti-air in training mode and try to anticipate the jumps. Ralf's heavy napalm blast is a really good anti-air, for example.
Also, if you're getting jump attacked often, try not to crouch as much. It's very hard to defend from jump attacks while crouching because you can't block them.
ok now everything makes more sense , you want to block standing to block the jump in attack, but if you're opponent does an empty jump into low you eat a combo. So that's the whole high/low mix up situation everyone talks about.
I feel so stupid, I am always crouch blocking like a turtle and wondering why I can't block the jump in.
You can jump, hyper jump, hop, and hyper hop. All of those options have their usage and you should be prepared to expect when they're coming and what to do to punish them.
Against jumps and hyper jumps you can use pretty much any move with an upward hitbox, could be a normal, or obviously DPs.
Against hops, since they're super quick, you gotta make a read, but they're easy to punish: jab. That's it. Just jab. This move IS NOT invulnerable to air attacks but most of the pressure people use with hops are j.CD, and they take a while to come out. You can jab people out of it with ease, and if you miss, it's just a jab so it's not like they gonna get a full combo if you whiff. You can also hop at the same time and use a proper air to air, moves like Benimaru's j.D or Iori's j.B are great examples.
Basically if you are new and can't react with dp fast enough you have to rely on buttons.
For normal jumps you can generally antiair with close 5D or 2C, it is not universal so you have to go to the lab and see which button is it for your main characters. Some doenst have a button for that and some have different ones (like Maxima's 3C or his armored buttons).
Terry can use 5D (very good button) or 3C. Robert can also use 5D or 2C depending on the jump distance.
For hops it's super easy, just press 5A! Very reliable with any character, very easy, and has very low risk.
It was meant as QoL change, but it didn't need to be added in.
It really depends on the character tho, angel can't just HK their opponent, but she has speed to compensate for that and also special moves that allow faster movement.
Some characters just have teleports(Athena) or double jump(Isla) so pretty much every character has their own way of dealing with jump spammers and skill spammers.
You have to find out what EACH ONE of your Characters can do, characters like Terry, Joe, King can just High Kick on Thin Air, characters like Blue Mary can just slide under their opponents as soon as she sees them jumping.