• Understanding the 1f Jump


    October 24, 2012 is quickly approaching, and with it the Playstation Network and Xbox Live release of Guilty Gear XX: Accent Core+ is nearly upon us, of course this is merely a preface for the newly tuned Accent Core+R! But as great of a game as Guilty Gear is, it can also be a very complex one, and while veterans have spent years mastering these tricks and tactics, a whole new generation of players are coming in blind. Luckily this knowledge can be passed on and hopefully aide up and comers!

    Recently posters have been debating on exactly what a "1 Frame Jump" is and it's applications, and thanks to poster Horokei we have an excellent video which shows and explains the mechanic in-depth. Although it's shown using #Reload the premise is still prevalent and existent in Accent Core, see the video below:


    And A.B.A mod Furix also gives an example of why 1f Jumps are a useful tool:

    Quote Originally Posted by Furix
    Yeah 1f Jumps were necessary for A.B.A (Normal mode).
    She had no other options for getting out of pressure strings, other than using meter on an EX slide.
    So 1f Jumps were a good way of escaping predictable strings.
    Comments 9 Comments
    1. huey253's Avatar
      huey253 -
      What are some of the things to discourage characters like Chipp and May (characters who rise vertically really fast) from one frame jumping out of pressure after FDing a couple normals?
    1. Kyle's Avatar
      Kyle -
      ^Grounded moves & Air throws. Also, pressure that is not loosey-goosey. Consider doing a legit mix-up.
    1. DoctaMario's Avatar
      DoctaMario -
      Great vid! Thanks for posting that!
    1. huey253's Avatar
      huey253 -
      I know that FD push back has been increased in +R, so I was just wondering if it made it more difficult to do those things... Thanks
    1. WolfCrimson's Avatar
      WolfCrimson -
      This is a good article, but the problem is that it can get lost under newer articles and then no-one would be able to read it. I suggest putting this info (and that video) into the GG wiki.
    1. phantomBlade's Avatar
      phantomBlade -
      FD uses a lot more meter in ACR. Might not be as useful as you think.
    1. Dream Maker's Avatar
      Dream Maker -
      Hum no, it doesn't use more meter. Pushes back more when blocking an attack however which makes it actually more useful than before.
    1. doragonkoroshi's Avatar
      doragonkoroshi -
      http://wiki.livedoor.jp/ggxx_matome/...%b8#content_11

      Here's jump startup data from +R for math purposes. So for a lot of characters, there are 3 startup frames for their jump, which is the fastest jump startup in the game. If we compare Potemkin's data on the table, to that on the video, we see that (assuming his jump startup hasn't changed since #R) the table is counting pre-jump frames, and not including the first frame where you're actually in the air, so for Potemkin, it's 5 frames listed on the table here. That means the fastest fd jump in the game is 4 frames.

      The numbers in the table are wakeup: face down / wakeup: on back / pre-jump.

      So:

      Order-Sol - 49/53/3
      A.B.A. - 52/66/4
      Sol - 49/53/3
      Ky - 49/51/3
      May - 50/53/3
      Millia - 48/53/3
      Axl - 49/54/4
      Potemkin - 50/52/5
      Chipp - 46/59/3
      Eddie - 47/53/3
      Baiken - 50/53/3
      Faust - 54/53/4
      Testament - 51/55/4
      Jam - 53/56/3
      Anji - 50/54/3
      Johnny - 49/53/4
      Venom - 51/49/4
      Dizzy - 49/53/3
      Slayer - 48/54/4
      I-no - 50/53/3
      Zappa - 55/49/3
      Bridget - 48/54/3
      Robo-Ky - 49/51/5
      Kliff - 46/49/3
      Justice - 45/54/3
    1. doragonkoroshi's Avatar
      doragonkoroshi -
      So also, if you're applying pressure, and you do a move intended to catch jump outs, like Testament's 6k, if your opponent "1frame jumps," they will be able to block whether it be pre-jump frames or if they're in the air already. So you would have to hit them with a low during pre-jump frames to break their guard in this situation. The problem is they can "fuzzy jump" (there's an article on this from a couple years ago) where they hit 7, then hold 1 during pre-jump frames, and finally FD as soon as they're airborne to guard against lows. So in that case, if you hit them with an overhead during the pre-jump frames, it would hit.

      This sounds too strong in theory, but you can't just mash out 1 and 7 and 2 attack buttons and expect it to go well, and you can't just hold 7 in block strings without eating lows. In practical terms, you still have to wait it out and block some mixup in order to find the right opportunity to 1frame jump. And even then, after you've jumped out, if your opponent delays their anti-jump attack to the point where you've let off your fd to airdash or do a normal or something, you'll still get hit. If you just hold fd the whole time you're in the air, you'll land right back where you started, or get air thrown, so you have to let down your defenses at some point to attempt an escape. Then there's the problem of attempting a 1frame jump, and then you block the air normal, but it still puts you back on the ground.

      So I guess the simplest way to put it is that 1 frame jumps are a safer way to jump out of pressure, but they're no substitute for actual blocking.