Hey all,
I’m still bouncing around in the bottom of SFV ranked right now, and there’s one situation that has come up a lot that I really struggle to deal with. It’s the jump in. Sometimes I can deal with it OK, but there’s this particular sequence that people to do me, and it really gets me flustered:
- Opponent does jumping heavy attack. I block
2a) Opponent does short walkup-throw ( unless they were close, then it’s just throw ), OR:
2b) Opponent does low attack ( C. MK usually )
They do this to me a few times and mix it up, so I have to choose whether to block low or tech the throw. This seems like a lose-lose to me: If I guess right, at best I get a tiny bit of frame advantage. If I guess wrong, I eat a combo or a throw. Here’s what I am wondering:
- This feels like it happens so fast that I have to guess, but is it technically possible to react to this setup? Like, is it worth grinding this out in Training mode so that I could react to either follow-up?
- I am guessing that the real solution here is to anti-air the Jump-In. Is true? I play Bison who has a good anti-air, but it’s a slow startup and sometimes I know I didn’t see the jump fast enough to use it. When that happens, it feels like I am a sitting duck.
Any other advice for this situation?
Thanks for your help!
You’re on the correct track with your 2nd statement regarding anti-airing. If you let someone jump in on you and only block you will be disadvantaged and get mixed up.
Another popular method is to dash under their jump and then hit a quick button like a jab/short or even try to throw. Not necessarily something you want to do all the time in case they start reading it and neutral jumping.
So in summary just work on your anti-air timing and also practice dash unders as an additional option.
Thanks for the feedback. I haven’t tried the dash route, although sometimes I do it accidentally, and it does usually take me out of harms way. Bison’s dash is pretty long so I doubt I’d be able to jab their landing afterwards, but I know that he can also C. LP anti-air ( although I’m hesitant about relying on anti-air jabs… ).
I’ll focus on AA in my training. By the way; is it possible to get combos after knocking somebody out with an anti-air C. HP? Whenever I do it it seems like a reset, but maybe I’m missing an opportunity.
They have to be in a juggle state for you to be able to combo. Hell Attack will put airborne opponents in a juggle state and you can combo after that. If you watch Problem X’s Bison (which you should if you want to learn more) you’ll notice him making good reads and landing Hell Attack combos.
set fight request to casual matches and play100 matches only doing anti airs and wiff punishes. Having anti airs down so good thatyou donthave to think about them is the most importaint skill to learn to get out of the beginner ranks. Once the opponent is afraid to jumpthey have to find other ways in.
Well, all I can tell you is to learn what your character can use as an anti air and make sure you focus on said anti airs to keep your opponent out during the match. If you play a shoto then do a medium DP since it’s invincible for the first 3 frames, effectively beating out any JIP or JIK, this also technically includes any character with an invincible uppercut like Ibuki, Rashid, Guile, and Necalli. Characters without an uppercut typically have anti air options too like Chun Li’s Standing LK, Ed’s Standing MK, Nash’s crouching MP, etc.
Basically what I’m saying is, if you’re getting jumped in on then use anti airs to keep them at bay. If you can’t anti air them then try using a v reversal or a hit invincible move before they can start up a block string. Also to know when you’re going to get thrown off a jump in, if they do a cross up using LK then they’re most likely going to throw you than if they did a normal HK jump in due to block stun.
For me personally due to the 6.5 frames of input delay, in lower ranks, players are more prone to jump, so free up your hands and Do not over extend block stringsm if you arent fat enough to AA, Block and Also think about the possibility of a throw after to tech it.