Ssf4 what is a safe jump




















If they try to wake up grab i will block it. Pretty much the option select covers all reversal options on my safe jump. I wanted to see if there was a way to use the tatsu as a safe jump?

So I imagine this is common knowledge to many, but I remember seeing some posts somewhere a while back about safe jumps after U2 in the corner, and how they can be tough because you need to be consistent with when the ultra connects, and some talk about double dash nj. But for those who may not know, ex tatsu, backdash, lp. Just do everything as fast as you can, and press your jumping hk a little earlier than you might think to.

What I posted above works though definitely two dashes. So here goes… So here they are… Just sharing my experience, hopefully it will be useful to other Sakura players and please correct me if I have anything wrong. New to Sakura, not to SF4. Sakura Strategy and Match-up Thread 2.

Ultimate Sakura Match-Up Thread 3. Will I create a thread and update the OP with safejumps, setups, etc? Jump without fear of punishment.

Loot said:. BehindTheLight said:. Safe Jumping was bigger in earlier builds of the game, not quite as big now. Basically if you land a move that puts your opponent into a long enough stagger state, you wiill be able to jump in on them for free before they can recover and punish. The jump in is "safe". I think more specifically, it means being able to perform a jumping attack that recovers fast enough to block, in the event that your opponent performs a "wake up" attack or counter attack if in stagger state.

But if they miss time their attack, you nail them. Factors here include, the recovery of your jumping attacks and how fast your opponent's attack comes out. Yeah thanks water said:. The "Safe Jump" you are describing is the traditional Street Fighter term. This technique more or less does not exist in MK9 since the opponent can hold down when on the ground to change how long it takes to get up making it only a guess instead of an insured situation. In MK9 terms, "Safe Jump" refers to the stagger state that is the result of some certain moves connecting.

When hit by one of these moves, the opponent looks similar to "dizzy" state in other games. The biggest difference is that they can block the whole time, but do nothing else. This usually results in being able to do a jump-in attack preferably punch to force them to block, then continue with a throw or mixup strings. It gives you a free chance for a mixup. Juggs Lose without excuses Lead Moderator. Lucky Day Noob. Yup, doesn't matter what the game is, safe jumps have the same meaning.



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