As with all fighting games, Guilty Gear is based on a set of rules made by the designers and programmers of the game. These facts are different from game to game and give the players a lot of tools that they can use once the system has been broken down. Accepting, understanding and using this staple knowledge, these facts, is very important if you want to become really good at the fighting game that you are playing. The rules set by the designers of Guilty Gear and programmed by the programmers are something that we will now use to our advantage when we set out to minimize risks by using them to construct option selects. I will now explain how one of these option selects work. The option selects I'll be explaining today are called fuzzy jump and throw, and they are low risk option selects used to counter throws. Successfully pulling one off can lead to big combos for a lot of characters in the cast.
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Now let us start todays lecture.
Fuzzy jump
This is a skill that uses the fact that on wakeup you have 9 frames of throw invulnerability and have about 5 frames of throw invulnerability after blockstun has ended after blocking an attack. These rules are then used together with the technique called 1f-jumping, when you cancel your jump with FD. Let’s go through fuzzy jumping on riseup.
- Block low for the first couple of frames (to frame 9)
- Input a 1f-jump by inputting 7 then cancelling it to faultless defense by pushing two buttons while holding downback
- Keep holding down-FD
In other words:- 1 (or 1FD) for 8’ish frames
- (release FD)
- 7
- 1FD (1f after inputting 7, and keep on holding FD after the 1f jump and pull the lever to downback)
With this option select you counter two options with one input. You block low meaty or close to meaty attacks, and since you jump before your throw invulnerability has ended they cannot throw you. It is thus a very useful option select versus characters that rely on throws in their mixup game.
Of course, you can also if block high if your opponent's first attack is an overhead, for example: Potemkin high-jumps over you after a heat knuckle knockdown and goes for the old classic j.S-whiff Pot Buster or j.HS into a gattling on the ground.
Faultless defending in the first part of the mixup might be a good idea since it gives you the added pushback and blockstun, and thus makes tick throwing less effective, since since Potemkin has to move forward after his meaty attack to get better options.
Examples of when using fuzzy jumping is good
- Potemkin buster tick- & whiff-setups (2k whiff or hit on oki into Pot buster, etc.)
- Overhead Kiss tick- & whiff-setups (j2H into OHK or 2K etc)
- Wild throw tick- & whiff-setups etc etc.
- Safely evading throw invurnerable-/throw-mixups (ex: Baiken 6K/throw or May 5K/throw etc)
Pros & cons
+ Low risk. You won’t eat any counterhits if they read you. So you won’t eat extreme damage from a throw invurnerable move because you tried to counter throw or abare*.
+ The countermeasures vs fuzzy jump opens up new defensive options.
+ Works wonders vs characters with command throws, command throws that will in most cases still be punishable after performing the jump.
+ If they whiff a command throw beneath you, you can punish it while falling down after the 1f-jump.
+ If they whiff a option select-throw beneath you, you can punish some of the cast with a combo & escape with an airdash or descend with an air normal against the rest.
+ If they whiff a normal throw, you can punish alot of the cast with a big combo.
- Characters with good option-select throws (e.g.; TE, VE, etc.) will catch your character's jump and pull them back down to the ground.
- Requires more tension than other options
- If your opponent stays passive you end up in an unfavorable air-to-ground game.
- Some characters don't get to punish throws as well when using this technique.
Continous fuzzy jumps
Let’s say you did a fuzzy jump on riseup and they did a meaty attack and you blocked it. They still have the option to dash in and throw you. In these cases, it can be favorable to input another fuzzy jump input. This requires knowledge of the opponents characters their gattlings and pressurestrings. By knowing where tick throws can be put into strings, you can try to time the fuzzy jump to counter those setups. But remember mashing 1f-jumps in blockstrings is not fuzzy jumping, fuzzy jumping requires deep knowledge of the game and poor usage of it will just result in you eating low attacks at random. So research the timing and learn it properly!
Remember though, the key to this option select is timing the release of FD and the 1f jump with downback FD-input with perfect timing.
How to practice it
Of course the best way to learn it properly is to invite a friend over and have a trainingsession and try things out. But if you want to try it out for yourself, this is how I practice the timing for the riseup fuzzy jump.
I use the record function and pick May as my opponent. And then I record this string.
[*]Dash 2D.
- Don’t block it. This is just to simulate a riseup-situation
[*](dash) Meaty 2K 2D.
- Do the fuzzy jump input. Remember that going from downback, to 1f jump, and then back to downback is something you must to really fast. You can easy see that you didn’t do it properly if you get sweeped by the 2D.
[*]Dash 2D
- Don’t block it. Yet again, this is just to simulate a riseup situation.
[*](dash) empty dash-in into OHK & record the dummy to block high for a second after inputting the OHK.
- Try to time it as early as possible so the OHK hits just when the riseup throw invulnerability ends.
[*]Punish them!
- This part is the reason why we recorded the dummy to block high after the OHK. If May blocks the attack, you obviously failed to punish the OHK.
- Note that in matches the opponent might dash under & past you, and thus whiffing the command throw behind you instead of in front of you. This makes it much more difficult, if not impossible to punish them.
You have to make sure that you try to do the exact same input for both situation 2 & 4, otherwise the practice won’t be of any use. Pretend that you don't have any idea of what kind of okizeme May is going to do. This is why having a friend over and mixing it up so you really have no idea what mixup May is going to do is the best version of practicing the fuzzy jump. You can of course record tick throws instead if you want to practice the timing for those, and while you're at it see how useful FD really is against them.
Of course you can use other characters and tick throw-setups, but practicing it vs 2K2D (two fast consecutive lows) is good practice to see if you input the downback-block 1f jump properly.
How does it look?
Let's watch a master in action; check out N-Otoko Venom doing it vs Efute May.
http://www.youtube.com/watch?v=tU9C_HPpPbs
0:13 , Venom inputs a fuzzy jump & May doesn’t try to hit him with a move so Venom does a 1f jump.
0:16 , May does j2H, Venom blocks, Venom does a fuzzy jump-input & May hits him after landing so Venom blocks.
I might record a video demonstrating the option select if it turns out that enough people are interested.
So what is a fuzzy throw then?
A fuzzy throw uses the same principle as a fuzzy jump. You block(8-9f), you input a throw (preferably 4HS, option select throws might result in a random) before your throw invulnerability frames ends, you return to blocking. By doing this you throw your opponent before they throw you when they are trying to do poor tick throw-/throw-setups on you.
+ Characters with good throws can turn the tides with just one single throw.
+ Counters a playstyle that tries to use poor frametraps
+ Doesn’t require much tension.
- Your opponent can with a very easy countermeasure defeat it for a free combo.
- Not so good for characters with bad throws/throwrange.
(It’s very good for RoboKy that has a really fast 5H with a FRC. Remember that buffering the FRC unables you to FRC the throw)
How do I counter fuzzy defense?
[*]Using a delayed low attack and timing it so it hits them during the 1f-input window of the 1f-jump
[*]Doing a quick series of low attacks (ex 2k2k2k, 2p2k etc)
[*]Using a well timed overhead makes it much more difficult to depend on fuzzy jumps.
[*]Just do a really good high/low-mixup timed properly. Fuzzy defense just counters tick throws, poor frametraps & poorly timed mixups.
[*]Reading the fuzzy jump and airthrowing their 1f-jump
[*]Delayed throw invulnerable-moves vs fuzzythrow.
1-2 are in my opinion the best options, since they give you most options if your opponent doesn’t fuzzy jump on riseup. 5 has a lot of risk into it, since if your opponent doesn’t do the fuzzy jump, you are suddenly at a disadvantage because you either jumped or stayed passive when you had okizeme.
Knowledge attained!
So now you know what they are talking about in Japanese videos when they say “fajii nage” or “fajii jump”! It’s an awesome option select and it leads to a lot of frustration from people facing it when mixed together with other riseup options.
/Shinjin, representative of the Monarchy of Sweden.
* abare; as in its original japanese meaning which pretty much means "to mash out an attack in order to counter something". The classic mashing of 2A in a certain game is pretty much the definition of abare.
- Potemkin buster tick- & whiff-setups (2k whiff or hit on oki into Pot buster, etc.)
- 1 (or 1FD) for 8’ish frames
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