Difference between revisions of "Fuzzy Jump"

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(Practicing Fuzzy Jump)
(Practicing Fuzzy Jump)
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To better illustrate the purpose of fuzzy jump, go into Training Mode and setup some dummy recordings.
 
To better illustrate the purpose of fuzzy jump, go into Training Mode and setup some dummy recordings.
  
'''In Guilty Gear, set up Sol''' as your training dummy to
+
'''In Guilty Gear, set up Sol''' as your training dummy with the following recordings:
 +
# 2D (knock down opponent), dash 2P > 2K
 +
# 2D (knock down opponent), dash 2P, dash throw
 +
# 2D (knock down opponent), dash 2P, dash 2K
 +
# 2D (knock down opponent), dash 2P > 5D
  
  
  
  
'''In BlazBlue set up Ragna''' as your training
+
'''In BlazBlue set up Ragna''' as your training with 3 recordings:
 +
# 3C (knock down opponent), dash throw
 +
# 3C (knock down opponent), dash 2A > 2B
 +
# 3C (knock down opponent), dash 2A > 214B
 +
# 3C (knock down opponent), dash 2A > 214B
 +
 
  
 
   
 
   
  
 
{{Navbar-GeneralStrategy}}
 
{{Navbar-GeneralStrategy}}

Revision as of 21:00, 25 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.

Practicing Fuzzy Jump

To better illustrate the purpose of fuzzy jump, go into Training Mode and setup some dummy recordings.

In Guilty Gear, set up Sol as your training dummy with the following recordings:

  1. 2D (knock down opponent), dash 2P > 2K
  2. 2D (knock down opponent), dash 2P, dash throw
  3. 2D (knock down opponent), dash 2P, dash 2K
  4. 2D (knock down opponent), dash 2P > 5D



In BlazBlue set up Ragna as your training with 3 recordings:

  1. 3C (knock down opponent), dash throw
  2. 3C (knock down opponent), dash 2A > 2B
  3. 3C (knock down opponent), dash 2A > 214B
  4. 3C (knock down opponent), dash 2A > 214B



Conceptse

Frame TrapBlockstringOption Select
Using Frame DataHitboxesGame State

Techniques
Basic

Jump-inEmpty JumpTick ThrowCrossupBufferingOkizeme

Intermediate

Hit ConfirmReversalMeatySafe JumpTiger KneeResetGuard SwitchKara Cancel

Advanced

Fuzzy GuardFuzzy OverheadFuzzy JumpProximity Block Option Select

Metagame

NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary