i’m having a headache trying to sort this out.
that’s basically exactly what I’m talking abuot. I agree with yuor A, B, C. However if you’er pressing a bunch of jabs to create poke space, you are increasing the risk of eating DP / reversal. You press one c. mk, you are at poke space, kara throw range, overhead, CH, if it hits you got mixups, you got frame traps after it. C. mk and close fierce can be safe after late jump ins, but obviously not early jump ins which I think you’re talking about. In that case, yeah, c. jab. The only way I would early jump in on someone is if I were afraid of a normal attack AA liek c. fierces, as early jump ins beat them. In that case, I probably will press c. jab to hitconfirm or ST. Otherwise, I can always frame trap with c. mk and close fierce off of other later jump ins much more easily and with much better results. If someone has no meter and no charge or what have you, then they will probably freeze up and eat the jump in and I can pound them with frame traps and etc. That’s probably the only isntance in which yuo’d be jumping in anyway, or at least, that’s the only instance I will be jumping in.
What you’re saying about attacks being airtight after jump ins is totally true. I agree. Getting pounded by an EX Headbutt because I attacked from 10 feet up then tried close fierec will obviously never work. However, if yuo always do your jump ins and do air tight attacks, people will always block them all if they block the jump in. With c. fierce and c. mk you have much mroe reliable frame traps that still keep the guessing game heavily in your favor, especially against those aforementioned characters who can’t do anything about you jump in. That’s the point. Otherwise, you are basically playing air footsies and I normally don’t combo in those situatiosn anyway cause unless I have EX for barcelona knockdown I’ll just reset them and kara throw or apply poke pressure. But yeah, c. fierce and c. mk can totally be safe after jump ins, I tested it yesterday. Just gotta do em deep.
The point is, if you’re looking for jump in combos, you shouldn’t be looknig for jump in combos off of early jump ins because you straight up shouldn’t be using early jump ins unless you’re really trying to get in on a guile with threatening c. fierce or Sakura etc. If you want to jump in combo, jump in deep agaisnt characters who you aren’t takign such heavy risks against, like meterless honda, guile just after a sonic boom, etc. You might as well always deep jump in in those scenarios, and if yuo do, you have a bevy of frame traps that are easy to execute, always put you at poke distance on block, are safer than c. jab, and requier less guessing which is what you were saying is bad about my strat in the first place. If you really want to be safe, just do the jump in a tad later and do the airtight oens like you said, but again, if they block the jump in they block it all and your advantage is lessened considerably. Frame traps are still safe and c. mk and close fierce are the best two. The only one that is never airtight is CH, and it only is a frame trap if yuo do your jump in as late as humanly possible.
BUt we basically agree. I think you shuold know though that those two moves CAN be airtight after jump ins and are BETTER frame traps than c. jab, and are more safe than persing c. jab 3 times to get what you want.