It determines how you must alter your timing for safe jumping character after knocking them down based on how quickly they go from knocked down (invincible) to fully standing (vulnerable). However when you safe jump, or cross someone up, you must also take into account the vertical and horizontal lengths of their character’s hitbox. Overall it’s a neat piece of information. But learning how to safe jump, approach someone for a meaty, or really approach a knocked down opponent for okizeme in general, is something that I’d recommend getting a feel for rather than trying to learn anything from the raw data. It’s still neat information though. Here’s the original from T.Akiba’s site.
An example of something you’ve done that is way easier to use than trying to feel it out is the throw range chart. Trying to feel who has a larger throw range in ST would take forever. The chart is quite helpful and I reference and use it all of the time.
That’s right, I’d forgotten about safe jumps. It is interesting that Boxer is considered the easiest to safe jump, and the chart/data seems to justify that.
I’m glad that throw range chart is useful, it took me a long time to put it together! (When I was in lectures, ha!)
But that’s not really because of his rising time but more to do really with his headbutts having insane numbers of starting frames. They are probably the easiest attacks to safe jump in the game because you have a huge window of opportunity to safely land . Take Blanka, his rising time is almost inconsequential for ease of safe jumps, because he has first frame hitting attacks across the board (up ball).
Get up times are more complicated than that and end up varying from move to move - even the relative differences change. I did some testing, and I think it’s partially tied to the character’s aerial characteristics, and some fixed dwell time.