if a jumping attack is not done, canceling landing recovery with a special, normal, or guard is possible (canceling with movement, jumping, dashing, backdashing is not possible). caution, jump ~ jump can be thrown before the second jump.
if a jumping attack is done, canceling landing recovery is not possible through the 2nd frame. However, canceling 3rd~4th frames with guard is possible.
What this means is any invincible reversal that is 3 frames or faster (hits on the third frame or earlier) cannot be safe jumped. To break it down:
1st Frame:
You are in the air. You are performing a meaty jump-in attack.
Your opponent’s first wake-up frame aka the Reversal frame. Your opponent performs an invincible move on this frame.
2nd Frame:
You are now on the ground. This is your first landing frame. Since you performed a jumping attack you cannot cancel your landing recovery into a block.
If your opponent’s reversal attack can hit on the second frame, you will get hit. If your opponent’s reversal attack cannot hit on the second frame, you are still safe.
3rd Frame:
You are still on the ground. This is your second landing frame. You still cannot block.
If your opponent’s reversal attack can hit on the third frame, you will get hit. If you opponent’s reversal attack cannot hit on the third frame, you are still safe.
4th Frame:
You are still grounded. This is your third landing frame. You CAN cancel your landing recovery into block, i.e. it is now possible for you to block.
If your opponent’s reversal can hit on the fourth frame or later, you can block and are safe.
This is assuming you perform your safe jump properly and the opponent performs a reversal special.
There are a couple of loopholes around this. Zangief’s reversal Super or Ultra as noted in the first post or certain meaty cross-up set-ups that cause reversals to face the wrong direction. However, the way to get around wrong direction reversals is to simply delay your input (so it’s not a reversal) or perform the motion in the opposite direction.
AFAIK that’s how it works/should work and this explanation corresponds to the info found in the first post, but if there’s something contradictory, let me know.
I’m just curious last night I was playing someone that was doing this to me over and over and it was effective. I watched the old school video with David Sirlin of street fighter 2 turbo. This is why i’m confused because in the video it’s showing you can do it on a dragon punch’s but according to the chart the dragon punch’s hit safe jumps? So anyways I decided to take it upon myself to test this out and I noticed that ryu’s super was also hitting what I thought was a correct safe jump which makes me even more confused. Maybe the chart is wrong and should be tested agian? I was doing the jump as late as possible. So according to all this information in this thread i’m guessing you only use safe jump’s on specific character’s then like balrog, vega and alot of other character’s but not agianst the main shodo’s like ryu and ken and even agianst balrog you can just ex dash punch to absorb the safe jump? I also read somewhere that in street fighter 2 turbo it works agianst ryu but not ken’s fierce dragon punch. Is this the same as street fighter 4? :wonder:
Don’t trust any other source for frame data except SRK’s own wiki. I even explain the startup of moves at the bottom of every chart. This other site just stole the data without asking. I put in all the work compiling it all for the SRK wiki. There’s alot of incomplete stuff in it. Instead of people helping me out translating the rest of the data, they’d rather just steal it(with missing translations and everything)
Their are 2 frames when you land you can’t block not 3 : / That’s why Ryu/akuma have un-safejumpable attacks whereas Ken’s 4 frame MP dp is safe jumpable.
wait so there are reversals that will counter jump-in moves no matter what (the ones labeled H) like DP for exp. so say i do a jump in medium kick with ryu on a knock-down akuma. is there no way for me to time it so that he cant reversal me with his DP??
I am assuming u can set the dummy to do a move like ex messiah but record only the actual move and nothing before or after it?
Then when u sweep the dummy or throw it you can practice the safe jump?
The easiest way to practice your safe jump timing by yourself in Training mode is to set the dummy to Jump. Then throw the dummy and jump at it. If your attack whiffs, you jumped too early. If the dummy is off the ground when your attack hits, then you jumped too late.
This isn’t a perfect method. Someone can correct me if I’m wrong, but jumps have 4 frames of start-up…so this will only get your timing within 4 frames.
If you have a training partner who can reliably reversal DP with Sagat, then go into training mode and throw Sagat, then jump at him and have your friend reversal DP. Do it over and over until you get the timing correct.
the way i test it out is to set training mode dummy to record… then i peform what i think is safe jump timing. if i think i got it right i save the recording and play it back… if i block then i know that i safe jumped with the proper timing… also the training mode recording will save the inputs so you can try the exact safejump setup against different charatcers… i just got the timing to do feis safejump afer his forward throw, about perfect as well as what looks like a "false"safe jump attempt against characters that cant be safe jumped… dont lknow if i will use the false safe jump… but i do know that i was able to option select false safejump into crouch tech… so that way if my opponent predicts my false safejump and trys to throw me when i land, i will tech it… but if he does a reversal i will block it.
the way to beat the false sfaejump os is to do a non reversal timed invincinle move ie late dp or late throw to grab the low short.
if they try to do a late dp or immediate throw, then if you had have jumped in with a safe jump timing… there dp will get blocked since it wiffed…
so basically even characters that arent able to be "truly’ safejumped can still be mixed up with jumpins.
also another option is to always to jump in with safe jump timing that would work against 4 frame reversals, but not against 3 framers…and mixup between attacking in the air and not attacking… not attacking makes it a true mixup for the dp’er since no one will be able to tell if you threw out an attack or not.
once this has been established, you can start empty jumping to low moves for even more mixups…
use this at your discretion. if you do use it… try to be smart about it against people with meter and ultra stocked.
That’s not a true safe jump then. A true safe jump would only have you in the air for one frame just before they wake-up and you do your attack. LK version of Tiger Genocide has 4 invincibility frames and hits on frame 1 after super flash. You will eat the super.
So you either did not know different versions have different stats or you timed it wrong.