Question about safejumping


#1

Ok so a friend and I were playing earlier, and we ended up having a small quarrel over a certain scenario involving a safejump. The argument wasn’t all that big but at the same time I did feel bad but I still want to see who is right/wrong. Here’s how it went

I am using Guile, With Guile after knockdown I like to do j.short crossup as a safejump setup. On hit I go into combo and on block I like to tick to throw. However I do it like this, when I jump, I hit j.short immediately (active all the way through), and I know I timed it perfectly so it hits him early as possible. The obvious alternative to this is jumping with the same timing but hitting j.short when needed.

My friend argues (and maybe he is right) that if I jump and do j.short immediately, regardless of how perfect my timing is, it’s not a safejump. However I argued and said that even if I jump with same timing and hit j.short when needed, it’s still gonna hit on the same frame, so what’s the difference. He said that a reverse DP or even reverse Guile super will hit it as it has a hitbox at the back

My argument is what the fuck is the difference. It’s still hitting on the same frame, and both Guile and Ryu can be safejumped (characters used in the argument) What is the difference? Who is right/wrong? Thanks :cool:


#2

you’re right. the safe jump timing is based on when your jump attack intersects with his wakeup timing. it has little to do with how long your jump attack has been active.

Infact I believe many use light attacks as safe jumps for this very reason. you only have to time your jump and not the button for the attack as it stays out for a long time.


#3

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Most Hawk players, when they do the throw loop with a safe jump, use a light attack as soon as they leave the ground. When YuuVega and Taira do safe jumps from the front, they often use a light attack as well, and execute them right as they leave the ground.

People also use light attacks off of safe jumps because they inflict the least amount of push back on the opponent. So if your opponent blocks your safe jump light attack, and you continue with a block string, your opponent will be closer (and more likely to be in throw range) should you interrupt your string and go for a throw. If you started your safe jump string with a medium or heavy attack from the front, then you are likely to push your opponent out of throw range after just one attack.


#4

Thanks for the replies

Bear in mind I am talking about the crossup here. Guile crossup j.lk. I myself know for a fact I am right. If I time it perfectly, crossup or not, it’s safe. My argument was that exactly ; my attack is still intersecting you on the exact same frame (the earliest frame of his wakrup).

I believe my friend was thinking of Ryu j.rh or similar, a move which is not active the whole way through. Some people jump and do j.RH early, thus hitting the opponent early, allowing them to reverse or block and punish. Again, this is a flawed argument as even if you stuck out j.RH early or not in this situation it would still be mistimed. Let’s say j,RH has 6 active frames (just random number). I can time my safe jump perfect, and press RH so that active frame 1,2,3,4,5 or 6 intersect him at point X of his wakeup. It’s the timing of the jump and the attack’s active frames, not when you press it

I know that seems like an extravagant example, but maybe you understand. I said to my friend, if Guile j.lk crossup is gonna hit you on frame X (X being earliest frame possible, aka, perfect timing), what difference does it make if I throw it out early (active all the way through) or on the last second. It makes no difference, and I know I am right. Yes? XD