Here’s what I know about JD’s in MOTW (this might belong in the other thread though):
You can input the JD on the ground 8 frames prior to the hit connection. In the air, it’s 10 frames prior.
Additionally, if your state changes from airborn to ground, the input is automatically reset. Thus, if you input the block button in the air 15 frames prior to reaching the ground, but a fireball connects with your hittable box 4 frames after you reach the ground, you will still JD the fireball, since the counter was reset as soon as you hit the ground. This may apply to other state changes as well (not sure).
You also get multiple “chances” to input the JD in the air, and each input resets the counter. So for example, if you hit block while rising from the ground and hold block for 15 frames, then place the stick into neutral position for at least 1 frame, and then input another block, you will JD the hit (provided to input it within the 10 frame window). Which works differently than 3S, IIRC.
This also applies to ground JD’s, as you’re able to take the stick out of defensive crouch, and put it back in defensive crouch mutliple times before a hit connection. The counter will reset each time the stick leaves a blocking position.
You can not JD during a short jump, though you are able to JD hits while rising from the ground. The command for air JD’s is either back or down+back (defensive crocuh), thus, in order to JD while rising, the stick must be put in one of those positions.
The frames for this may vary between characters, but I believe the game considers you in pre-jump state for 6 frames after leaving the ground. During these 6 frames, you are able to JD. After that 6 frame window, if you are not holding a direction on the stick, the game will put you in a short jump state, in which you will be unable to JD. If you are holding any direction during the check point, you will be put in a normal jump state and will be able to JD throughout the rest of the jump. Thus, you are technically able to have the stick in neutral while rising from the ground, and still be able to JD, so long as the JD input is done before the 6 frame checkpoint – and you are able to JD at any point during a jump, so long as you don’t enter a short jump state.
The ammount of time the game puts both characters in a “freeze” state during a JD is dependant on the the attack, as well as the window of opportunity to GC. I believe lighter attacks have a much shorter window to GC than heavier attacks. However, the directional inputs may be input prior to the JD or during the JD. The only input that must be timed for the GC is the final input. TOP attacks (C+D) can be used as GC’s.
As for Jenet, there’s 9 or 10 frames in between hit connections while JD’ing her qcf+P move (depending on if you’re backed into a corner or not). So, basically you have 7 or 8 frames to put the stick in a non-block position and back, then you have to do it again. In other words, I have no idea how they do it… :bluu: