I hear it being brought up in several of the “how to use…” threads, but I have no clue what it actually is or does, least of all, how to do it. Can anyone help me with this? Is it character-specific?
Any and all help would be much appreciated.
If you mean superjump cancel, that’s simply tapping d,u during normal moves that are superjump cancelable. Chun Li can superjump cancel the last hit of her SA2 for extra damage and/or mix-ups, she can also cancel her close s.HK for some interesting mix-ups; Yun can superjump cancel his close s.MK and juggle the opponent afterwards; etc.
No, that’s not it. This is something different, although I haven’t really read much about it myself.
Do you mean like super jump canceling Yun’s standing close MK into GJ and chun’s standing close HK into SAII, etc. ?
I did hear it in reference to Yun, so maybe. How do you do that?
:mk: :qcf: :db: :qcf: :uf: :p:
If you do it right, the standing close forward will hit, then GJ cancel. They will launch but you don’t actually go into the air.
I’ve ALWAYS wondered how Yuns immediately cancel close mk to GJ… that helps a lot.
There’s another SJ cancel that uses jump frames to impart anti-throw invincibility to a move. Supposedly Kuroda uses it. Maybe.
Kuroda does use it, lots of Q players use it.
You can also do a kara-like cancel out of a superjump for something called a cancelled superjump, which is where you cancel a superjump?s startup frames into a command move and get the superjump?s inherent invincibility against throws during its canceled startup frames. Cancelling a superjump is done by incorporating the down-up superjump motion into the motion for a command move. To cancel a superjump into c&db, do a half circle back but quickly keep going until the joystick hits back-up or up and then press kick. This registers the c&db motion obviously, but at the same time it registers both the down motion (which is part of the c&db motion) and the up motion at the end of your movement. Q has a superjump startup of 6 frames, so for those 6 frames you can?t be thrown, which is nice. You know you did it right if Q flashes a little before and during the c&db?s startup frames, the flash actually being the first frames of the canceled superjump. This isn?t actually very useful, but it?s good to know. Cancelling a superjump is not to be confused with superjump cancelling, which is where you cancel an attack into a superjump to jump up or go into super after the attack, like after Yun/Yang?s close standing forward or the end of Chun?s SAII; the difference is that in cancelling a superjump you?re cancelling out of a superjump to gain throw invincibility, whereas with superjump cancelling you?re cancelling an attack into a superjump to jump or go into super.
How many frames of invincibility do you get? I imagine it’s not like Roll Cancel… Tachi Gigas practice would be good for that.
It’s not invincibility at all.
The game just considers you airborne during pre-superjump… so if the opponent executes a throw during this time, it will whiff.
It’s a fancy way to avoid throws, and then hit them.
Thanks…
Yeah it’s only invincible against throws and only during the canceled superjump frames, anything else will still beat it.
not exactly; if you get hit during a pre-superjump, you will be on the ground; but you can’t be thrown.
it’s used a lot by alex players too(unthrowable flash chop or powerbomb are good).
Is it possible to cancel into air moves during the pre-superjump for SSF2T style instant overheads?