Practical use for high jump?

Hey all. I searched the forums and the web for practical uses for the high jump in SfXTk. Oddly enough there was hardly any info on it. Even the wiki page stated there were no practical uses. I’m not talking about jump cancelling moves like Cammy, Chun Li, Ibuki and Juri can. That’s a whole different can of worms.

I main Cammy and I think I found an application for high jumps. If you stand next to your opponent and jump straight up normally an EX cannon strike has to be blocked normally. If you do the same jump but as a high jump the EX cannon strike (from max height) crosses up and has to be blocked the other way around. You can follow up with st. HP, cr. HP super for big damage.

It also works for regular cannon strike. You have to be further away and jump diagonally of course. After a standard blockstring. cr. lk x cr. lp x cr. lk. you are at the perfect distance to high jump diagonally and cross up cannon strike at max height. And you can follow up with big damage. Works for regular and ex cannon strike.

I’m wondering if there are other characters and/or moves where high jump makes a difference. Maybe in blocking, but it can be something completely different.

For instance I found that Zangief can avoid fireballs better with high jump. Probably has something to do with the 7 prejump frames he has. His legs are higher faster with high jump. And the legs are invincible to projectiles I believe.

So, is there any other stuff that’s handy?

Juri can throw off the timing on a lot of wakeups (and cause some to whiff) by using her superjump instead of a normal nj to setup the meaty (and then screw with them more by doing a delayed shikusen). Also her superjump allows for a fullscreen shikusen rawtag punish and gets her over some of the shorter characters at close range to get out of the corner. Unfortunately you can not get shikusen to crossup in this game like it could in AE :frowning:

We are talking about the universal high-jump that everyone can perform by doing :u:,:d: quickly right?

If so anyone with a dive-kick style move benefits greatly from a high jump. Especially if your opponent loves their anti-air normals.

It can make both Akuma’s and Lili’s Dive-kicks just that much trickier to block against them especially when combined with some speed gems :).

After a hard knock-down high-jump dive-kick pretty can be a very tricky 50-50 on someone’s wake-up especially when you have conditioned them not to be so roll happy.

Indeed. And it does seem to favor divekick characters.