Ever since I made that setup list, I’ve been safe jumping all day against any applicable characters. Backthrow, c.HP, EX Oroshi, U1, Fukiage … I can’t help myself. Thus, I’m gonna make a “Safe Jump Guide” in the OP, but I’ll make it here first, any input is groovy.
Safe Jump Guide
Spoiler
Makoto can safe jump off of virtually any untechable knockdown. Her safe jump game is deadlier than many characters’ because of the simple fact that it is an essentially free meaty for a character who has combos and mix-ups when up close worth 400 damage or more based on meter. Being up close like this, at worst, forces your opponent to waste 2 bars to be safe or just in general force your opponent into frame disadvantage against Makoto; at best, it leads into an Ultra or free combo.
How to safe jump 4+ frame moves:
EX Oroshi, dash forward, s.LP whiff, neutral jump HK.
EX Oroshi, s.HK whiff, neutral jump MK against SRK type moves.
Backthrow, f+MP whiff, neutral jump HK.
Ultra 1, dash, f+MK whiff, neutral jump HK.
c.HP, wait 5 frames, j.HP.
HP Oroshi, f+MK whiff, neutral jump HK.
Most setups fail against Blanka, Sagat, and Cammy. For back throw, setups won’t work on Adon, Blanka, Dhalsim, Claw, and Sagat.
[spoiler=Safe jump-able characters]
Against these characters, safe jumps are always safe:
Ibuki
Gen
Dan
Sakura
Yun
C. Viper
M. Bison
Dee Jay
Cody
Yang
Blanka
Rufus
El Fuerte
Vega
Adon
Rose
This list isn’t long, but that’s partially because there are certain Ultras, Supers, and metered options to mess with safe jumps from other characters, which fortunately aren’t always available.
Not safe jump-able characters
Spoiler
Against these characters, traditional safe jumps don’t work:
Ryu
Ken
E. Honda with U2
Ibuki with U1
Makoto with 1 bar
Dudley with Super
Seth with 1 bar
Gouken
Akuma
Oni
Juri
Chun-Li with Super
Dhalsim with U1
Abel with 1 bar
Sagat with Super
Cammy with U2
Guy with U2
Hakan with 1 bar, U1, or U2
Evil Ryu
Guile with Super
Zangief with 1 bar or U1
Balrog with U2
Fei Long with U2
T. Hawk with 1 bar or U1
While this list seems long, many characters won’t have the Super or the specific Ultra needed to mess with a safe jump. Any character with a 3 frame SRK or armored move can be empty jumped against safely. In fact, only some grapplers with EX and grapple Ultras and those with 1 frame Supers can punish an empty jump. Safe jumping works quite well against most characters, you just have to make a read on if the opponent will reversal or not (like any meaty) - it’s why in top level play, SRK users generally don’t reversal against safe jumps. Dhalsim will generally not use U1 against safe jumps in high level play. Knowing these things, you can come to a conclusion on when it’s wise to safe jump an opponent.
Ultimately, there is a counter for 99% of what an opponent can do while safe jumping, it merely requires the right read on an opponent’s habits … and to an extent, their level of play.
Makoto’s options while safe jumping
Spoiler
- Safe jump HK OS c.HP/c.HK: The standard option, this is your go to option in terms of safety and versatility. Scrubs and those who don’t recognize a safe jump for what it is will reversal here often; higher level players will instantly recognize a setup for what it is, in which case other alternatives may be appropriate.
If your opponent blocks this too often, consider going into naked Karakusa, s.LK xx HK Karakusa, or Tsurugi after the blocked j.HK. Otherwise you’ve got your pick of mix-ups, go nuts! You have frame advantage!
Beats backdashing, jumping, slow reversals, and gives frame advantage against blocking. Loses to FA backdash, fast reversals, and invincible fast throws.
- Late MK Tsurugi: A very tricky option, and potentially VERY damaging. The gap of time between the time of your jump and supposed landing time creates an illusion of an empty jump, upon which many opponents will throw or crouch tech prematurely. This is best used against opponents who see a safe jump and understand it immediately. However, always look for smart players with an FADC’able reversal and the meter to back it up!
Beats bad backdashes, jumping, crouch techs, throws, and invincible throws. Neutral/loses to blocking, depending on the opponent’s character, though there are Tsurugi mix-ups aplenty. Loses to FA, FA backdash, and reversals.
- Empty jump, backdash: A very safe option, mainly used to destroy the option to FADC a reversal. Doesn’t work against some reversals due to spacing.
Beats most reversals, and lets you read an opponent’s habits. Doesn’t really lose to anything but good horizontal moves, though letting an opponent go on wake-up is a loss of momentum.
- Empty jump, IA Tsurugi: The difference between this and a late Tsurugi is that it targets different timings of throw/crouch tech. Generally one or the other will catch an opponent doing either, it just depends on the opponent’s habits.
Beats late crouch teching and throws. Loses to fast invincible throws, reversals, FA, FA backdash, and well-timed normals/crouch techs.
- Empty jump, delayed back throw: Mainly useful to avoid SRK and to beat out armor/counter moves, like against Gouken, Juri, and Cammy and Fei Long’s U2. This is also good for understanding an opponent’s habits, because if they tech a throw it’s most likely due to throwing an empty jump or late crouch teching, both of which you can counter.
Beats most reversals if done late enough, block, and FA backdash. Neutral with crouch teching, throwing, jumping, and backdashing. Loses to invincible throws and slow reversals.
- Empty jump, EX Karakusa: The more aggressive and risky way to throw an opponent’s habits. Very potent, but it loses to much more than back throw. Mainly good to target an opponent who is committed to blocking and crouch teching, as per the standard, but also a great way to target a FAer! However, empty jumps are often met with throws, so this one is quite risky in general.
Beats FA, FA backdash, armored reversals, crouch teching, and blocking. Loses to all throws, reversals, backdashing, and jumping.
So there you have it. With these options, you should have an answer to an opponent’s every move off of a safe jump; the onus is on you, the player, to make the right read and either let your opponent kill himself via bad habits or punish your opponent for having good habits.
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