Safe jumps?

cool. well good shit hav, nice to see you’re still willing to help strengthen the community of a game you hate. ive absolutely never seen anyone safejump a 4f reversal, and ive never been able to do it in any of my tests, and ive watched a fuckton of SF4, so i apologize for being stupid. i’ll remove what i said in case someone else learns wrong from me. i was ignorant of a character’s status on frame 4.

regardless, i didn’t think i’d ever come across anyone who may or may not know this and im not sure why you would, but (assuming you’re kind of creepin the threads you post in) would you happen to know of what ever happened to emblemlord? i dont go to the chat anymore, but he hasnt been online in anything for like a year now, and he and i talked alot outside of irc and it’s been worrying me for a while.

I didn’t like Vanilla at all, but I like Super, and AE. They’re good games.

He’s still on IRC… he’s still playing… I think he was Ranked #1 on PSN for a day or two last week. He’s still not going out to real tournaments…

kens mp dp is 4 frames not 3

I know that… I think two conversations got crossed in this thread. One where somebody is trying to assert that 4f safe jumps are impossible, and one where somebody is saying it’s impossible to safe jump a 3f reversal, after a forward throw.

My video was addressing the 4f safe jump conversation (as the title 4F Safe Jump suggests), not the 3F argument.

OK… so I just came up with a 3F Safe Jump off of Forward Throw.

I don’t think it’s very useful, but it exists. Video to be edited into this post, shortly.

[media=youtube]1m2-vhYwdfk[/media]

Like I said… this isn’t even really close to useful, but it shows the kind of range you need on a safe jump to safe jump a 3F SRK. Anything other than that, and you’re not really doing a Safe Jump… you might have some set-up that makes SRK whiff, but all of those can be beaten somehow.

Off of Forward Throw, you just don’t have the proper spacing to set up anything truly perfect for a 3F safe jump, outside of this little bullshit.

EDIT- That damn Recent Threads shit at the top of the page is pulling me into all sorts of random ass threads…

Oh great, now we get some nice stuff.

I will test some of tatsu reset later.

If you can try other setups, would be great for the thread.

Thank you dude, nice proofs.

I was testing, the Setup (someone mentioned it in another thread i think):

Forward throw, tap back, whiff s.MP, jf.HK,… (Will work as a ambiguous kick, if done correctly will make any reversal whiff, but shotos can time a noon reversal SRK.).
It’s not a guaranteed safe jump, but work pretty well in a match. Opponent will be afraid of throwing a reversal and defending the jumping HK will not be easy if done correctly.

You guys aren’t doing your Dive Kicks late enough.

[media=youtube]LyOqgubQ0Qk[/media]

#47 i really dont agree that it is a safe jump but rather more of a mixup because vs. 3frame reversals if they do the srk late it will beat it clean so heres my video about this setup. Feel free to give it criticism!
[media=youtube]yKAPkamuOLU[/media]

Hey great vids and techniques fellas but one thing to add about those dive kick safe jumps. From my experience you still have to aim the dive kick to either the back of the neck or to the knees to be able to combo on hit. Other than using the setups you have here on hit you wont be able to combo and to have at most +2 on hit. So to mess with the opponents time on there dp. You perform the setup using c forward for and early dive kick. Or use s strong for and early divekick aiming at the knees and a late dive kick aiming at the neck.

Another thing to add dive kick setups dont really work on characters with taller hitboxes. ie Sagat, THawk (maybe more)

But keep up the good work tho

The dive kick doesn’t work on them, but there’s a setup with j.hk that does. F.throw, walk backwards a bit, whiff s.mp, j.hk. Hard to explain it any more precisely, but once you figure out the timing, Sagats dp will whiff. If he blocks, it’ll hit him kind of like ryu’s ambiguous j.hp.

thanks for the input jin and dank i really didnt understand why people were using low foward but now i know! And for dive kick setups that dont work on certain characters i will definitely be in the lab testing out the j.hp

Well according to evil ryu’s j hp it will never crossup like ryu or ken’s becuz the hitbox on it is terrible. J RH hit box extends alot further allow to be used as a crossup. Bit just to talk about evil ryu’s jumping attacks all of them are pretty bad. The majority of them are with his hittable box allow him to trade with any normal. It’s a shame but his best jump in attacks are j jab and j short. -_- sigh he needs some obvious buffs bad seem like capcom overlooked alot of his normals

Just to clarify, j.hk is what I was talking about. I only compared it to Ryu’s j.hp. They’re similar in the way you can fake crossup with them.

Your not supposed to put yourself in a situation to trade at all, mainly because E Ryu takes hits like a bitch. Try to avoid their attacks with dive kick. Don’t complain about shit just find a way around it.