Difference between revisions of "Fuzzy Jump"

From Dustloop Wiki
Jump to: navigation, search
(What is a Fuzzy Jump?)
Line 2: Line 2:
  
 
==What is a Fuzzy Jump?==
 
==What is a Fuzzy Jump?==
The command is fairly simple: {{1}}{{7}}{{1}}, however understanding when it is useful and what it's supposed to accomplish will take a bit of explanation.
+
The command slightly varies from game to game, let's look at a few game's versions of fuzzy jump:
 +
:Guilty Gear: {{1}}FD~{{7}}~{{1}}FD
 +
:BlazBlue: {{1}}Barrier~{{7}}~{{1}}Barrier
  
;What happens when you attempt a fuzzy jump?
+
What they all share in common is {{1}}{{7}}{{1}}. The rest is making yourself less vulnerable to attacks that can not be air normal blocked.
*If the opponent goes for a throw or an overhead
 
**Then you will jump out since jump startup is throw invincible, and overheads are slow, giving you time to jump out
 
*If the opponent attempts a mid or a low
 
**Then depending on the timing you will either get hit or keep blocking
 
***If the opponent times their attack to give you just enough time to begin a jump, then you will be hit out of jump startup, however if opening is too big, then you will jump and be able to block the attack.
 
***If the opponent did not leave an opening (eg you are in blockstun) then you will block high for as long as you hold {{7}}, then go back to crouch blocking.  
 
  
In games that have an enhanced blocking like Guilty Gear and BlazBlue (Faultless Defense and Barrier Block), players usually add a Barrier/Faultless Defense input after going back to {{7}} to block ground attacks while airborne.
+
The goal of a fuzzy jump is to input it after blocking an attack and attempt to jump out of the opponent's [[Blockstring|blockstring]].
  
 +
* If the opponent goes for a throw or an overhead
 +
** Then you will jump out since jump startup is throw invincible, and overheads are slow, giving you time to jump out
 +
* If the opponent attempts a mid or a low
 +
** Then depending on the timing you will either get hit or keep blocking
 +
*** If the opponent times their attack to give you just enough time to begin a jump, then you will be hit out of jump startup, however if the opening is too big, then you will jump and be able to block the attack.
 +
*** If the opponent did not leave an opening (eg you are in blockstun) then you will block high for as long as you hold {{7}}, then go back to crouch blocking.
  
 
{{Navbar-GeneralStrategy}}
 
{{Navbar-GeneralStrategy}}

Revision as of 01:46, 9 January 2018

A Fuzzy Jump is a defensive option select designed to avoid throws and overheads by taking advantage of the timing difference typically found between them and other faster attacks (typically mids and lows).

What is a Fuzzy Jump?

The command slightly varies from game to game, let's look at a few game's versions of fuzzy jump:

Guilty Gear: GG1.pngFD~GG7.png~GG1.pngFD
BlazBlue: GG1.pngBarrier~GG7.png~GG1.pngBarrier

What they all share in common is GG1.pngGG7.pngGG1.png. The rest is making yourself less vulnerable to attacks that can not be air normal blocked.

The goal of a fuzzy jump is to input it after blocking an attack and attempt to jump out of the opponent's blockstring.

  • If the opponent goes for a throw or an overhead
    • Then you will jump out since jump startup is throw invincible, and overheads are slow, giving you time to jump out
  • If the opponent attempts a mid or a low
    • Then depending on the timing you will either get hit or keep blocking
      • If the opponent times their attack to give you just enough time to begin a jump, then you will be hit out of jump startup, however if the opening is too big, then you will jump and be able to block the attack.
      • If the opponent did not leave an opening (eg you are in blockstun) then you will block high for as long as you hold GG7.png, then go back to crouch blocking.
Conceptse

Frame TrapBlockstringOption Select
Using Frame DataHitboxesGame State

Techniques
Basic

Jump-inEmpty JumpTick ThrowCrossupBufferingOkizeme

Intermediate

Hit ConfirmReversalMeatySafe JumpTiger KneeResetGuard SwitchKara Cancel

Advanced

Fuzzy GuardFuzzy Overhead (F-Shiki)Fuzzy JumpProximity Block Option Select

Metagame

NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary