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Its very much part of the neutral and controlling space baiting reactions and making people whiff rather than just sitting back and getting overrun due to the fast pace of the game.
I still don't get it. Without double jump or air dash, your trajectory is predictable once you leave the ground. So, if you jump at a DP character, it should be a guaranteed DP right? Isn't the jump-in movement super reactable?
You also have to stay ready for alot of grounded options at the same slides throws grabs etc, So you're constantly moving to prevent your opponent from pinning you down and being able to establish offence on a sitting target.
You can short hop or full hop, and since hopping is so low to the ground you are pretty safe at certain ranges. It lets you run in if they are looking for an anti-air, and vice versa
If you get anti-aired you are generally also not eating too much damage (if they hit you with their safest options. Jabs etc)
Perhaps this is one of the pieces of puzzles I've been missing: the damage for being anti-aired. Only a few characters can do the "Krohnen thing".
Actually, I'm only talking about jump-in movements in neutral, that excludes safe jumps on oki.
Now that I've realized only a few characters can do big conversions after an anti-air move, it indeed sounds like that. The risk-reward is not that bad for jump-ins at all, especially for short hop which has relatively low risk.
Only once on Capcom vs SNK, did I win against a human player who tried pitting his secret evil ken? against my Mai, cammy, Yuri. It was great.
I never saw many Neo Geo MVS games with Art of Fighting 2, Samurai Showdown 2 or 3, and King of Fighters 95/96.