So when Vega hits someone with EX FBA izuna,
it like this.
He has them knocked down for 38 (total airborne frames minus the impacting frame + start up of jump) = 38
4+35-1=38
http://wiki.shoryuken.com/Super_Street_Fighter_IV/Original_Wiki_Page#Jumping
The reason I say that is looking at the guide here, you obviously can’t safe jump 3 frame SRK’s, but they also say that you can block on the 3rd frame of your landing?
So that means that, since you safe jump them, you HIT them the instant they get up, so that’s 1 frame you’re still in the air, then 1, 2 recovery of not being able to block. that’s the 3 frames it takes to get SRK’d
So then adding 38 to the c. mp whiff, which is 21, you have knocked them down for a total of 59 frames
Ryu, Ken, Akuma, Eryu, Oni, C. Viper, Abel, Zangief, Chun, Balrog, Rose, Gen, Dan, Sakura, Seth, E. Honda, Bison, T. Hawk, Cody, Guy, Makoto, Dudley, Dee Jay, Juri, Yun, Yang, Fuerte, Rufus, Gouken, Adon, Ibuki, Fei Long, Guile all get up in the standard 59 frames.
Vega, Blanka and Sagat get up in 60 frames.
Dhalsim gets up in 61 frames.
Hakan gets up in 64 frames.
So the typical safe jump we have works like this
Whiff c. mp after EX FBA, jump
This set up works and blocks all reversals against
C. Viper
Rose
Gen
Dan
Sakura
Bison
Cody
Dudley
Dee Jay
Juri
Yun
Yang
Rufus
Gouken
Adon
Fei Long
It doesn’t work against
Makoto
Abel
Because both of their EX Grabs have a start up of 5 frames and either absorb your jump in or avoid it with invincibility.
Looking at the data of jumping, if you don’t press a button you have 4 frames of being able to do whatever you want EXCEPT move.
This means you can’t just empty jump, and neutral jump for an obvious bait and punish.
However, because there is 1 frame where your jump in is supposed to be meaty and you can throw as long as you don’t press a button (3 frame start up), you can throw both of these characters on the 4th frame of their EX grab and avoid phat damage.
The risk is yours to take.
This safe jump set up also does not beat
Zangief
T. Hawk
Seth
Because when they use their EX grabs on wakeup, it’s too fast for you to jump out of, even if you don’t press a move.
EX ST is throw invincible, but you have 42 frames to charge it and you spend only 38 frames jumping.
HOWEVER
Balrog
Guy
Honda
Fuerte
Ibuki
All have invincible grab ultras. Under the same circumstances as Zangief and co., they should be able to punish you for jumping no matter what. Since you spend at least 4 frames recovering and not being able to move upon their landing, it should be a no-go for you.
HOWEVER!!!
If you don’t press a button and they do a reversal ultra to punish your landing frames, you have enough time to charge an EX ST - and, since during those 4 frames you can do anything BUT move, the EX ST has a green light and you get a free punish! Keep in mind that this can occur ONLY if you don’t press a button during your jump. If you do, you have 1-2 frames of being able to tech throws, but not block, and 3-4 frames of being able to block and tech, but nothing else - AKA, no jumping out allowed. So they’ll get you.
These characters
Ryu
Ken
Akuma
Oni
Eryu
All get up in the same normal time frame as everyone else, but have 3 frame invincible SRKs, so while you can empty jump them, you can’t safe jump them with a meaty.
The other characters,
Sagat
Vega
Guile
Blanka
Dhalsim
Get up 1 frame slower than everyone else. For them, whiff a far stand mp, which is 22 frames - 1 more than c. mp. It’s the same thing, you can easily safe jump their uppercuts.
And
Hakan gets up 5 frames slower than everyone else.
This is just a preliminary post for now. I want to be able to safe jump everybody, and then, once those safe jumps are telegraphed, move outside of the box.
Character specific option selects will follow.