Safe Jump / Option Select Guide

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.

Very, very nice stuff.

I’ll try to contribute if I find anything.

right now i am pulling my hair out waiting on these changes

GGHAHDNFNSDNASDFNA

changes are out jozhear. Nice information btw, this will be useful as i improve

Thanks a lot, something to practice till 2012 arrives.

had to clean it up. some of my information was wonky.

Very nice :3

I tested some of the older safejumps, but this all depends on the Twins nerfs now.

Backthrow > j.MP Safejump works to all versions of Yun’s upkicks aside from EX. EX will stuff you clean, however, backthrow to empty jump resolves this.

Cosmic Heel > ST, Dash back, j.MP is safe to all versions of Upkicks.

I originally wasn’t going to post these because frankly I am super super sick of the attitude of some of the people in this board.

How do you guys figure this stuff out? Makes my head swim.

Frame Data and knowing your character and their spacing :3 Also, Training mode dummy is godlike, don’t underestimate it.

LOL that is a ton of stuff to remember and I don’t know if I could frame count while playing. I’m too busy focusing on my execution and spacing.

One thing in training mode is that I can’t get a few of the challenges completed. I can’t link the 4 cr.lp attacks for the life of me.

Joz, thanks for putting in the work to figure out a lot of this stuff. Glad to see some top players still sharing stuff on this board at all.

trial 23 was the only one i couldn’t do. I was stuck on it for months. Such a glorious feeling when i can finally use the icon for my main character.

Also any chance of someone doing a video of this stuff. It may help people who get confusing by a wall of text

Good work putting things into perspective.

I wrote up a quick summary for myself of the info in Joz’s initial post and thought someone else might find it helpful, so here it is:

EX FBA -> Izuna Drop -> C. MP whiff Safe Jump

Works
C. Viper
Rose
Gen
Dan
Sakura
Bison
Cody
Dudley
Dee Jay
Juri
Yun
Yang
Rufus
Gouken
Adon
Fei Long
Balrog (U1)
Guy (U2)
Honda (U1)
Ibuki (U2)

Works - Use far s.mp instead of c.mp
Sagat
Vega
Guile
Blanka
Dhalsim

Fail - EX Grabs
Makoto
Abel
Zangief
T. Hawk
Seth

Fail - Ultra, empty jump into EX ST upon ultra activation works
Balrog (U2)
Guy (U1)
Honda (U2)
Fuerte
Ibuki (U1)

Fail - 3 frame SRKs, empty jump works
Ryu
Ken
Akuma
Oni
Evil Ryu

Fail - Wakeup Speed
Hakan

i wonder if using throw whiff kara’ed from a move that make us go backward (st.mp maybee) we’d lose enough distance to safe jump those guys with a long range meaty that would leave us vulenrable for 1 frame but far enough to be out of reach upon landing.

hmmmmm

does that mean ST crouch stand crouch stand jMP works?

and if it’s safe to up kicks it should be safe to flash kicks

bah never mind…if i land ST i’m not passing up a chance to fuck with them using mixups on wakeup.

i actually expanded this combo and do it every day

i do jHP
cLP cLP cLP cLP cMPxx EX FBA EX ST

4 1 frame links

here’s how you pull it off. Start off just doing cLP a few times just to get a feel of the timing for it. once you get itstart off with 1 cLPxx EX FBA. then when you get it do 2 cLPxxEX FBA, then 3 then, 4.

here’s the thing. your natural tendency is to “keep it going at the same speed” but when you do that you’re actually very minutely speeding up. so you have to just barely slow the tapping pattern down. once you do that it should work a good 30-50% of the time.

Where’s Cammy on the list? And are you sure about the wakeup times?

I thought blanka got up 2 frames later, and cammy and sagat got up 1 frame later. Not sure though.

yeah, i’m sure about wakeup timings.

tested them all and recorded them all but i keep forgetting to download a video editing program.

awesome. So what about cammy?