Honda Safe Jump Setups, Fake Crossups and Unblockables + Vids

That sounds great, I didn’t know about that fake crossup! If you give me your permission I might include that in another video!

And talking about videos, here’s the safe jump after super setup, part 1, it’s another biggie at 17:38, sorry about the delay:

Nice one. Yes you can use those setups in your video. Also, after super in the corner, whiff heavy HHS, jump HK is a fake cross up on Ryu.
We need some post Ultra 1 setups. Too bad the recorder runs out of time :frowning:

Honda forward throw 3 frame> Forward dash > It will have 5 to 6 frames to set the position to jump in (walk forward or backward before jump in). It can set an ambiguous jump by using jump medium kick
You can mix up with stand hard punch to beat the ppl who pressing the throw button.

Are you the real Akimo?!?

Are there any corner oicho or u2 setups you know about?
So far I just use these, but they can be inconsistent since it’s not exactly on the frame…

corner
oicho, df.HK x lk buttslam – 2 hits on crouchers & standing on some characters
oicho, early lk buttslam – non crossup
oicho, delayed lk buttslam – xup

u2, c.HK/c.HP, lk buttslam – 2 hits on crouchers & standing on some characters
u2, df.HK, lk buttslam – xup
u2, nj.hp forward – safe from reversals

was messing around with Honda in the Lab and I laughed so hard that honda can pull off an unblockable buttslam on Ibuki in the corner that leads to yet another unblockable setup lol! still trimming the setup to be viable, but I loled my ass off

Can you tell us the setup ? this looks very interesting, Ugo.

its not really that practical yet though, the hitbox for light buttslam has a huge cross up hitbox, so if you backthrow ibuki into the corner then go for a walk forward butt slam its unblockable. the only viable ones I found were for the mid buttslam after a forward throw in the corner which turns in to a fake cross up. still working out the kinks though. will upload video today

-updated in latest post-

Wow, Angerus, that’s really great stuff. I will try to use this data.

I added the soft knockdown list, because you’re able to use soft knockdowns for OSing your opponent,
example being headbutting or buttslam M.Bison in the corner or any other character with a slow reversal, just like you would OS after oicho throw.
Also, I was able to safejump after AA EX headbutt on M.Bison, I will probably need to test that more.

Total frames of moves for setups
13 = cl.lp / cl.lk / s.lp / s.lk / c.lk
14 = c.lp
18 = front dash cancelled into a focus attack or special, super & ultra
19 = cl.mk / front dash
20 = s.mp / c.mk
21 = s.mk / c.mp
22 = cl.mp
24 = cl.hk / throw
25 = cl.hp
26 = 13 x 2
27 = 13 + 14 / backdash
28 = 14 x 2
29 = c.hk / backdash cancelled into a special
30 = s.hk / c.hp
31 = s.hp
47 = oicho
50 = df.HK
52 = LP/HP HHS (based on fr data)
54 = MP HHS (based on fr data)
55 = LP / MP Headbutt
56 = LP/HP HHS??
57 = LK Buttslam
58 = HP headbutt vs the wall / MP HHS??
60 = MK Buttslam
66 = HK Buttslam
81 = HP Headbutt

41(+4) = jump (37) + prejump (4) + 4 if you don’t cancel your landing frames into an attack, throw, special or block
41(+4) = jump (37) + prejump (4) + (jump attack recovery (2) + only block frames (2))

Hard knockdowns
LP.super = opponent recovers 91f after you recover
MP/HP.super = opponent recovers 90f after you recover
f.throw = opponent recovers 81f after you recover
df.HK = opponent recovers 70f after you recover
LK/MK/EX.bs = 2nd hit, opponent recovers 68f after you recover
HK.bs = 2nd hit, opponent recovers 67f after you recover
b.throw = opponent recovers 64f after you recover
Ultra 1 = opponent recovers 63f after you recover
c.HK = opponent recovers 55f after you recover
Ultra 2 = opponent recovers 51f after you recover
Oicho = opponent recovers 26f after you recover

soft knockdowns
EX.hb= opponent recovers unteched 78f after you recover
LP.hb= opponent recovers unteched 77f after you recover
MP.hb= opponent recovers unteched 73f after you recover
reversal EX.bs = opponent recovers unteched 73f after you recover
reversal LK.bs = opponent recovers unteched 72f after you recover
reversal MK.bs = opponent recovers unteched 70f after you recover
HP.hb = opponent recovers unteched 70f after you recover
EX.hb = opponent recovers teched 29f after you recover
LP.hb = opponent recovers teched 28f after you recover
MP.hb = opponent recovers teched 23f after you recover
HP.hb = opponent recovers teched 21f after you recover
reversal EX.bs = opponent recovers teched 14f after you recover
reversal LK.bs = opponent recovers teched 14f after you recover
reversal MK.bs = opponent recovers teched 10f after you recover

Safejumps:
u2, walk couple of frames forward , j.HK/j.MK – non crossup 4fr safejump
u2, walk more frames forward, j.MK – xup, safe from reversals
2nd part of any buttslam, cl.HK, fj.MK – 4fr crossup safejump.
df.HK, backdash, fj.MK/HK – 4 fr safejump
U1, c.MP, fj.MK – 4fr
U1, cl.HK, fj.MK/HK – ambiguous

corner safejump
HP Super, oicho, walk 1~2 frames backwards or forwards, fj.MK
LP Super, df.HK, fj.MK

Your data are very useful. How about neutral straight jump and down backward HK(hard or soft knock down?) frame data?

Neutral straight jump is the same as forward jump. The only character who has a difference in this is Hakan afaik.
If you mean Honda’s sweep: c.HK = opponent recovers 55f after you recover
If you mean Honda’s Overhead: df.HK = opponent recovers 70f after you recover

And they both cause a hard knockdown.

  1. May I know the frame data of jump in attack is same as empty jump or not? (neutral jump without pressing any buttons = neutral jump with HP)?

  2. reversal LK.bs means the upward portion of sumo splash? 1st hit of sumo splash?

Neutral jump empty: 41 frames = jump (37) + prejump (4)
Neutral jump with HP: 45 frames = jump (37) + prejump (4) + (jump attack recovery (2) + only block frames (2))

Yes

What is the meaning of 41 +3 = jump 37 + prejump 4 + 3 = 44 frames? I dont quite understand of it. Is this for jump lk and lp?

***empty jump: ** 41(+4) = jump (37) + prejump (4) + 4 if you don’t cancel your landing frames into an attack, throw, special or block
*

  • It takes 4 prejump frames to get you off the ground.
  • The airtime itself lasts 37 frames
  • After the jump, you can cancel 4 of your landing frames into an attack, special move, throw, tech or block if it’s an empty jump.
    You can not move or jump again during these landing frames. This is handy to know for setups that involve jumping twice.

jumping attack: 41(+4) = jump (37) + prejump (4) + (jump attack recovery (2) + only block frames (2))

  • It takes 4 prejump frames to get you off the ground.
  • The airtime itself lasts 37 frames
  • After a jump with a normal attack, you can’t cancel your 4 landing frames like you could when empty jumping, you can however still tech throws.
    the first 2 frames of the landing frames are recovery frames.
    The following 2 frames only allow you to block. You cannot cancel it into anything else.

It doesn’t matter if you do j.lk, j.lk or j.hp, they’re all considered the same.

My friend told me that one, two and three frames safe jump attack cannot hit the opponents. Am I correct?
That means I must set 4 frames safe jump in each attack.

Something like that if they reversal, there are exceptions, though.