walk forward - Kasumi Gake works well, but I avoid it because of the bad input risk (ending in a whiffed Kazegiri)
F-Word does walk forward, st.Strong, Kasumi Gake. I donât have any problems doing it that way either.
how safe are these safe jumps? 4 frame?
is there any safe jump after a grab?
Everything in the chart so far is guaranteed safe against any reversal from that character; 4f, 5f doesnât matter.
However, knowing that some characters donât have 4f dpâs (ie: Yun without meter) and some donât have 5f reversals (Chunâs EX SBK) means that you can actually go for easier setups in certain situations. One example would be after MK Tsumuji knockdown and going for forward dash , nj.HP. Forward dash is 1f slower than st.LK, but since your opponent doesnât have a 4f reversal anyways, you have some leeway in terms of options, and you also have some leeway in case your st.LK isnât perfectly timed.
After a forward throw, yes.
After a back throw, not that I have found yet. Well technically you can still safe jump off a backthrow (shotos included!) but without anything to help you time it, I wouldnât recommend it unless your opponentâs reversal is slow. Or unless youâre very confident in your timing.
so how do i do the safe jump from a forward throw?
EDIT:nvm found it in that document.
The timing takes a bit of work to get down properly, but after a back throw, you walk forward half a step, do st.strong, and sj with mk. It works on Yun pretty well, I imagine it would work on other characters without a 3f reversal as well. Just make sure the tip of your mk barely intersects with his body.
Thatâs the problem: the idea of âwalk forward half a stepâ. How much is half a step? Back when Alioune was playing Yang and showing off unblockables, he would always say using subjective timing/spacing is a bad idea.
Yeah I know itâs a very subjective description, unfortunately I donât have any better way of describing it. Maybe 3-4 squares in training room? Itâs why I recommended experimenting with it in training mode. But at least the st.strong and super jump is very repeatable. I have the same issue with players who describe waiting â1 or 2 framesâ, since I have no idea what that is either. In any case, the answer to all of this is the sameâŚpractice.
If there was a way people could think in frames then yeah, but this simply canât happen or at least the people who can donât need to watch a breakdown video.
I thought I found a new safe jump against Yun and most of the cast after MK Tsumuji:
MK Tsumuji , whiff st.LK or f+LK , j.HP
But it seems that if I do the st.LK or f+LK too early, the jumpin will whiff? If thatâs the case, then the frame data for it must be wrong or something, and instead it is 16f total. Since the forward dash (18f) setup seems to work but not when Yun has meter, this can only mean we need something to time a 17f pause, right?
Also for some reason I canât seem to replicate the EX Tsumuji , cr.LP safe jump vs Yun. Nor can I even record it properly. The stupid playback keeps fucking up. Anyone else have the same problem or just me?
F-Word taught me this a while ago actually, itâs pretty great against Chun-Li too. Though I prefer using j.Forward, didnât even know j.Fierce could ever reach from that height haha.
After a backthrow, as we donât really have specific setups, Iâd advice you to go for:
- Forward dash - meaty st.MK (or whatever)
- Kunai vortex starter
Aliouneâs way of recognizing setups is always visual, and I think itâs a very good thing.
Instead of saying âgo for a half step forwardâ, heâd say âwalk forward until your legs cross ie. your back leg is becoming front legâ. Finding visual clues is just the most reliable way of reproducing setups easily imho.
The meaty would work, although lately Iâve been getting into the habit of doing a meaty cr.mp into st.mk for a meaty combo. Looks sick.
I know about my options after backthrow, iâm just looking for ways to land a consistent safe jump off of it. At this point, I can basically do it off of muscle memory, but whiffing st.strong is a good starter to figuring out the timing.
Blanka is straight because he both wakes up slower and faster depending on the knockdown.
Quick question, the vortex stuff in the first thread - how relevant is this? I noticed it was posted a long time ago, plus thereâs 2012 now and stuff. Thanks :")
Very relevant. Ibuki hasnât been changed too much, very minor buffs given to some of her normals, as well as making it so that opponents do not juggle out of the ultras. I canât say the same for how itâs changed in a specific matchup, considering what other buffs/nerfs other characters have received, but so far, Iâve noticed no difference as far as how it works.
excellent, didnt want to learn it all only to find the timing or spacing was different! Thanks
The timing and spacing actually are different. But I doubt it will take very long to get used to.
So I just spent the past 3 hours or so testing moar safe jumps, after being motivated that the Ibuki charts were posted on front page SRK lol.
The chart is a little bit more filled out now. U1 , forward dash is almost a universal safe jump on the entire cast, as well as forward throw , cr.LP. Raida in the corner , backdash is a safe jump on most of the cast, but not all. EX neckbreaker , LK cd is a good safe jump that works on most of the cast, including a few characters with 4f reversals (eg: Guy). MK Tsumuji , forward dash , nj.MK is also a safe jump that works on most of the cast, but is pretty easy obvious (youâre neutral jumping). Works best when you can mix in instant-kunai for instant-vortex; you know, the vortex setup everyone used to do when it was in style back in SSF4.
Havenât bothered with HK Tsumuji, Sweep, or Back throw yet. I canât even time the cr.LP properly after EX Tsumuji. Not sure why I thought it was easy; maybe it was because I had a select button to easily plink it on stick?
(EX) Raida , HK cd , sj.HP (or nj.HP if in the corner) safe jump which works on Blanka, actually works on several other characters, such as Guy and Dan (both with 4f reversals). Definitely worth learning if Raida knockdown or corner game is your style. The (EX) Raida , MK cd , sj.HP safe jump on Yun doesnât actually work, so I took that out. What actually happened was that I probably waited a few frames or something before jumping.
Still trying to experiment with Raida knockdowns. Whatâs difficult about this is that HK cd , sj.HP whiffs on most of the cast, signaling that I need something with more recovery. The problem is that HK cd is already the slowest move-foward move, besides neckbreaker or something. If I can just find something for this knockdown, Iâd say weâd have a pretty complete safe jump chart, at least for the useful or common knockdowns.
Edit: well I guess you could just go for hitbox safe jumps, similar to the back throw safe jump vs shotos. Just go for forward dash, wait ~10 frames, then j.MK. Fairly easy to do against those with slow reversals, but can be tricky vs the faster ones. However, since youâre aiming with the tip of j.MK, even 3f reversals can be safe jumped, and certain hard-to-safejump reversals become easier because youâre farther away, giving you more time to land and recover.
- DEAR GOD I didnât know the unblockable worked on Fei Long.
- I canât find any safe jump agains 3f reversal. Isnât there any kind of safe jump in this situation?
- Dudley can get out of a Kunai vortex with an EX command dash. Maybe even a LK command dash. Try it out
- Juri also can, with her parry thing. I even think if she does it so as to neutral jump, her HK will punish the Kunai
- Isnât Yun vortexable in v2012?
- I think that the next step will be to add two sheets: Kunai setups (like neckbreaker, st.LP, sj.Kunai, crossup & stuffs shoryus) & command dash mixups (MK tsumuji, st.HK, HK command dash -> meaty st.MP)