A safe jump is basically a really deep jump attack that is hits or is blocked if your opponent misses their wake up or blocks, but if they successfully reverse, you can land, block then punish.
Safe jump attacks are impossible on some (Ken jab dp, Blanka), hard on others (Ryu, Cammy, Sagat, Fei, T.Hawk, Zangief) and relatively easy on others (Guile, DeeJay, Balrog, Claw, Honda). I find it’s easiest to safe jump with light attacks, and often it gives you the most options as far as throw, combo, dp’s mix-ups go. I don’t always safe jump with jab/short though, here are some set-ups and sequences for some of the characters you mentioned:
Ryu:
If I hit my opponent with a RH hurricane kick I like to do: straight up jump RH kick, low forward xx blue fireball. This dizzies everytime because of the power of the straight up jumping RH kick. The RH hurricane puts you right next to your opponent, then you immediately jump after you land to set this up.
**If I dp my opponent’s jump attack I’ll do a fierce dp **which sets up perfectly for a cross up. I’ll do a jab dp, take a step forward then to safe jump jab into a throw, dp low forward xx red fireball mix up game for another knock down.
Another fun set up if you have your opponent grounded in the corner from a distance (say you made them land on a FB) is to throw a meaty jab FB that they stand up into and block, jump immediately upon recovery and do a RH jump kick, land and do a slide punch that whiffs into a throw. This works well every once in a while. If you delay your jump kick until the last second often times your opponent won’t block. You can condition your opponent to block high, then do an empty jump (no jump attack), then land and do low forward kick xx red FB.
Ken:
**The knee bash **sets up for an immediate jump->safe jump jab. Following the safe jump jab you can do xx air hurricane followed by a dp/throw/low rh kick/overhead mix up. The air hurricane causes hella stun so you can walk towards to set yourself up. You can further mis this up by leaving out the air hurricane kick and immediately throwing.
Ken’s jab dp sets up the same as ryu. The jab dp also sets up his cross up as well, but it takes some positioning by walking forward. Typically I hit forwrd kick a bit early as it’s more ambiguous and hits more consistently. Always jab dp for anti-air. The sacrifice in damage for strong or fierce dp isn’t worth it to set up any other tricks.
Hitting with Ken’s super sets him up perfect for a straight up jump RH kick. After I recover from the super I do one of 2 combos: straight up jump RH kick, forward xx fireball+kick OR straight up jump RH kick xx air hurricane kick, standing RH kick. Both of these combos dizzy everytime.
Dictator:
After a knockdown with a scissor kick or throw, slide with RH kick while charging then do low forward kick x 2 (with the first being meaty) xx forward or short kick scissor kick depending on the character or if they block or not. You can also mix up the second linked forward kick with a standing short xx short scissor kick. Normally meaty attacks are risky and not worth it but the fact that this combo dizzies more othern then not makes it worth while and will make your opponent think twice about reversing.
You can also jump after a knockdown with a scissor kick or throw and do jumping mk, standing short, low forward xx scissor kick. This is a 5-hit that dizzies almost everytime. If you do it deep enough, it can be a safe jump combo.
I prefer to cross up with dictator as his cross up is pretty ambiguous. I do: jumping mk, standing short x 2, low forward xx fierce psycho crushaa. This is almost a guaranteed dizzy as well.
I hope this helps-
-wes