about the super jump ADD:
first the general theory i feel about it:
best used defensively as it doesnt need assists to be good also of course good offensively if opponent is locked down, especially in the corner.
as far as how i envision it being used, i see it just like a neutral jump in sreetfighter ie you neutral jump bisons short scissors or rogs jab rush punch or feis rekkas then punish with a jumpin combo… this is how danke was using it and i feel thats the best version of it… if we watch dankes openings with IM most of them came from that pattern.
as far as what moves to use i feel that best all around is D+H… neutral H while having bigger range and probably better for spacial control wont be able to convert off hits from max range at all so i feel in the end its kinda weak if only because of that though i think Lunibeam into lvl3 will combo from max range so thats probably pretty strong and hitconfirmable.
all of these are defensive neutral jump ADD moves and what i believe there strengths and weaknesses are:
H (most range, least hitconfirmable, medium speed compared to everything else, also weaker to slides as it can wiff over some, definitely a good move)
D+H (hits below ironman so good against slides, 2nd most range, same speed as H, can wiff against slides and other forward moving moves if the moves take them behind ironman)
S (slower startup than the H’s, less range though its negligible, HITS BEHIND IM so that if a slide goes beyond him he can still crossup the slide or dash or tridash etc. controls less vertical space than the H’s meaning that it has less air to air priority than those moves… basically meaning that he can be air to air’d easier out of that move… still a good move though but the H’s beat it out in economy fairly well)
M (the best all around of all the moves, has the least range but still has really good range, quickest startup making it have priority that rivals the H’s though not as good cause of lack of range, can hit behind IM though the overall crossup hitbox is smaller than S, can also hit slides well like D+H, if in doubt you could probably do decent just using this over all the other moves)
overall because of this i believe that mixing up between D+H and M is the best overall strat as they are the most well rounded while throwing out a neutral H once in awhile when you feel you just need the extra range. over all though i feel like H and S are a little to specific for my tastes when i have 2 other moves that both do what they do while also doing more things… marvel and fighting games in general are about using broken moves that cover as many options as possible at the exact same time.
anywho i just thought i’d write this up as it seems as if people are still thinking mostly about offensive variants of the superjump ADD… and while those are good i think the defensive ones are even better.
-dime