Try Kim’s Rush super, or DI.
IF YOU JD SOME MOVES YOU GET TO ACT BEFORE YOUR OPPONENT RECOVERS.
ACTING BEFORE YOUR OPPONENT RECOVERS MEANS YOU HAVE FRAME ADVANTAGE.
They’re both one JD only. JD is basically another form of block; if you block a Kim super or DI they don’t continue the super. JDing gives the same results.
Icege has the general understanding of JDs down: they basically just reduce block stun.
I’ve been meaning to get exact JD frame numbers (they’re not in the book) for quite some time. Guess I finally had an excuse to do it (gonna copy n paste this into my next systems guide revision). After a bit of experimentation in training mode, here’s what I found:
Fierce/Roundhouse JDs: 18-20 frames guard stun
Strong/Forward JDs: 14-16 frames guard stun
Jab/Short JDs: 10 frames guard stun
Special Move JDs: 19-21 frames guard stun
Much like different fierces have different amounts of guard stun, the same applies for JDs; there is no set amount of JD stun for a set of moves. This makes it a huge pain to tell what the resulting frame advantage/disadvantage is with a JDed move, since there is no basic formula to follow. However, here’s a simple formula for getting a rough estimate on the the resulting frame advantage/disadvantage:
Just Defend Modified Frame Advantage Formula:
Frame Advantage/Disadvantage = JD stun - (active frames + recovery frames)
Let’s take Sagat’s low fierce as an example:
Sagat’s low fierce is 7/8/14 +2F. Plug the numbers into the formula and:
Frame Advantage/Disadvantage = 18~20F - (8F + 14F)
Frame Advantage/Disadvantage = 18~20F - 22F
Frame Advantage/Disadvantage = -4~-2F
So, Sagat’s low fierce (normally a +2F move) gets a disadvantage somewhere between -4F and -2F when JDed. It’s actually exactly -3F, but since JD stun is slightly different for every character we can use the formula for a good estimate.
Here’s a more extreme example of JD effects:
Benimaru’s qcf+roundhouse is 12/4/29 +5. Plug the relevant numbers into the formula and you’ll end up with:
Frame Advantage/Disadvantage = -14~-12F
Ouch. From +5 all the way down to -14ish. JDing really hurts the moves that are safe or give advantage due to putting a ton of block/hitstun on the opponent.
Oh, and to avoid confusion, frame advantage/disadvantage should always be in relation to the attacker. Even though it makes sense, avoid saying the defender has a +5 frame advantage… just say the attacker has a -5 frame disadvantage to avoid confusion.
OOh. So they ARE all different?
Cool, thx buk!
Wow. That’s incredibly useful information. Thanks Mr Buktooth88!
How do you know that Sagat’s cr fierce is exactly -3, not -2 or -4 afterwards? This is puzzling because I haven’t been able to, in training mode, JD his cr fierce and then gigaton blow/spin dive smasher/sonic hurrican him.
Thank you Buk, I couldn’t get the frame data so I really couln’t say shit, but I still think I got my point across. In closing JD does not give you frame advantage, it gives THEM frame DISadvantage.
Yeah you got your point across! Except it directly contradicts what buktooth said
Did you even read his post?
My method of experimentaion was pretty simple. After a JDed Sagat low fierce, another Sagat can standing jab him for free, though it’s pretty hard. Standing jab is a 2 frame move, so the low fiercing Sagat must be at at least a -3 frame disadvantage. After tons of tries, I couldn’t punish the JDed low fierce with a Tiger Uppercut (3 frame move), or any other 3 frame move, so -3 it is.
As for punishing a Sagat fierce with supers, you have to remember that those AREN’T the fastest moves in the game. Remember, all supers have a few frames start up before the super flash (usually 4-5 frames for a level 3). The reason why Sonic Hurricanes and Gigaton Blows hit you before you can block is because after the super flash, they hit you while time is still “frozen”.
That’s an incredibly imaginative and smart way to do it. I’m jealous
Wee, playing Tekken was good for something then.
I meant to ask though about your formula. JD Stun is always going to be ~18-~20 frames? Then it’s that subtracting (hit + recovery)?
Interesting though how it doesn’t directly affect the block stun frames, but moreso the recovery of the maneuver along with the hit boxes.
Now how about cancelling? Say you were to JD a c.mk during a Shooto doing c.mk, qcf+p? Would you be stuck just having to JD the fireball, or is it possible that you could sneak a hit in between the animation? My guess is that you’d just have to JD again. Reason being that it’s moreso dependant on recovery + hit frames, you cancel during the hit frames and you’re stuck in JD stun.
Campbell…too many numbers. Good shit, though.
How did this go from a K-Groove discussion to a discussion about block stun and frame advantage?
K-Groove is amazing for rushdown. Running is fun, mixing up rush down and JDing into more rushdown is more fun. Small jumps are fun too. Morrigan can fly in K-Groove…and Doppelgangering (that’s my word, give me credit) someone twice in one round is really fun. Everyone is good in K-Groove. Think about it, how do you build meter? JD, get hit. That’s it. Unless your opponent is taunting you, but then you better really kick their ass. So yeah, what character doesn’t get hit? If you can JD well, any character you use will build meter like a whore. When you’re raged you get more beast for your hits too. 30% on normals, and 35% on supers…pretty beastlike.
But yeah, K-Groove is all about reducing blockstun and putting your opponent at a frame disadvantage.
Don’t listen to me though.
Gunter: “What’s this C-Groove player doing playing K-Groove?”
–some random time at SVGL
The only really bad thing about K-Groove is playing against A-Sak. Durrty. I’m skurred. I haven’t played K seriously in a long time, just because of A-Sak. A scrub who can do that combo without knowing how to use the character can wreck any K-Groove team.
Shits.
anyone know the timing on JDing the tiger uppercut? i can only get the first 2.
Here’s a trick I use to learn the rhythm of JDing/Parrying stuff. I set the comp to all parry/JD then I do the move and watch the timing and try to mimic it.
whoa nice trick.
man there is something fishy about jd and lessen block stun…i swear i have jd followed by a dped almost simutaneously, like i buffered jd into move…it happend on accident…but still i dont get it…im serious when i say almost simutaneously…
im outi
Roberth
On tiger uppercut, the timing changes depending on your position. Even the number of hits change depending how close you are. Also the timing between the first and the second hit is different from the timing between the rest, and that added with you bouncing up after a just defend makes it so almost every time its a different pattern.
i dunno if anyone knows… but if you a really deep TU, they have to JD 4 hits. And most chars float so high after 4 JDs… they can’t do anything to retaliate cuz Sagat lands and recovers in time. Its pretty good, but you gotta time your TU really deep, if you don’t they get 3 JDs and a free combo.
Or you could just keep JDing whatever he throws out until you land before him or land on top of him and he gets punished. It’s not that hard…