Difference between revisions of "Fuzzy Jump"

From Dustloop Wiki
Jump to: navigation, search
(Limitations)
(Limitations)
 
(21 intermediate revisions by 2 users not shown)
Line 1: Line 1:
A [[Fuzzy Jump]] is a defensive [[Option Select|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).
+
A [[Fuzzy Jump]] is a defensive [[Option Select|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). This is very similar to [[Fuzzy Guard]], but primarily to switch between blocking low and jumping.
  
 
==What is a Fuzzy Jump?==
 
==What is a Fuzzy Jump?==
Line 18: Line 18:
  
 
===Limitations===
 
===Limitations===
While fuzzy jump might seem like a catch-all solution to avoid most mixups, it comes with its own shortcomings. Characters are vulnerable to strikes during the startup of a jump, which usually lasts for 3-5 frames depending on the game and character. This means that opponents can set up frame traps that will hit you out of the startup of your fuzzy jump. You can try to slightly delay the timing of your fuzzy jump to throw off the opponent's timing, but the drawback will be weakening the fuzzy jump against strikes and throws since you will be crouching for longer.
+
While fuzzy jump might seem like a catch-all solution to avoid most mixups, it comes with its own shortcomings. Characters are vulnerable to strikes during the startup of a jump, which usually lasts for 3-6 frames depending on the game and character. This means that opponents can set up frame traps that will hit you out of the startup of your fuzzy jump. You can try to slightly delay the timing of your fuzzy jump to throw off the opponent's timing, but the drawback will be weakening the fuzzy jump against strikes and throws since you will be crouching for longer.
 +
 
 +
Another limitation is if you attempt to fuzzy jump while still in blockstun, you will be blocking high, meaning the opponent can hit you with a low. This means Fuzzy Jump will lose to the same things [[Fuzzy Guard]] would lose to as well (aka low attacks!).
 +
 
 +
Air blocking an attack usually has more blockstun when ground blocking, so if the opponent makes you air block, you will likely fall to the ground while still in blockstun and the opponent will have more frame advantage to work with and will likely be able to continue their offense.
  
 
==Practicing Fuzzy Jump==
 
==Practicing Fuzzy Jump==
 
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 with the following recordings:
+
'''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 > 2K
 
# 2D (knock down opponent), dash 2P, dash throw
 
# 2D (knock down opponent), dash 2P, dash throw
Line 30: Line 34:
  
  
'''In BlazBlue set up Ragna''' as your training with the following recordings:
+
'''In BlazBlue''' set up Ragna as your training with the following recordings:
 
# 3C (knock down opponent), dash 2A, dash throw
 
# 3C (knock down opponent), dash 2A, dash throw
# 3C (knock down opponent), dash 2A > 2B
+
# 3C (knock down opponent), dash 2A, dash 2B
 
# 3C (knock down opponent), dash 2A > 6B
 
# 3C (knock down opponent), dash 2A > 6B
 
# 3C (knock down opponent), dash 2A, dash 2A
 
# 3C (knock down opponent), dash 2A, dash 2A
  
Replay the recordings, as you recover from the knockdown, perform a fuzzy jump. If timed right, you will be able to avoid or jump out of all of these common situations.
+
Set the dummy to replay the recordings with random playback. As you recover from the knockdown, perform a fuzzy jump. If timed right, you will be able to guard or jump out of all of these common situations.
 
   
 
   
 +
==Recognizing When the Opponent is Using Fuzzy Jump==
 +
Similar to [[Fuzzy Guard]], you can look for opponents that are switching between high/low blocking in the middle of your blockstrings, this looks exactly the same as a Fuzzy Guard attempt, but you can beat it the same way.
 +
 +
You can also try using a [[Frame Trap]] and hit them with an attack during their jump startup. If they seemingly get hit for no reason (ie they were not Counter Hit), they were probably trying to jump out.
 +
 +
==See Also==
 +
*[[Fuzzy Guard]]
  
 
{{Navbar-GeneralStrategy}}
 
{{Navbar-GeneralStrategy}}

Latest revision as of 21:31, 26 July 2019

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). This is very similar to Fuzzy Guard, but primarily to switch between blocking low and jumping.

What is a Fuzzy Jump?[edit]

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.

Limitations[edit]

While fuzzy jump might seem like a catch-all solution to avoid most mixups, it comes with its own shortcomings. Characters are vulnerable to strikes during the startup of a jump, which usually lasts for 3-6 frames depending on the game and character. This means that opponents can set up frame traps that will hit you out of the startup of your fuzzy jump. You can try to slightly delay the timing of your fuzzy jump to throw off the opponent's timing, but the drawback will be weakening the fuzzy jump against strikes and throws since you will be crouching for longer.

Another limitation is if you attempt to fuzzy jump while still in blockstun, you will be blocking high, meaning the opponent can hit you with a low. This means Fuzzy Jump will lose to the same things Fuzzy Guard would lose to as well (aka low attacks!).

Air blocking an attack usually has more blockstun when ground blocking, so if the opponent makes you air block, you will likely fall to the ground while still in blockstun and the opponent will have more frame advantage to work with and will likely be able to continue their offense.

Practicing Fuzzy Jump[edit]

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 the following recordings:

  1. 3C (knock down opponent), dash 2A, dash throw
  2. 3C (knock down opponent), dash 2A, dash 2B
  3. 3C (knock down opponent), dash 2A > 6B
  4. 3C (knock down opponent), dash 2A, dash 2A

Set the dummy to replay the recordings with random playback. As you recover from the knockdown, perform a fuzzy jump. If timed right, you will be able to guard or jump out of all of these common situations.

Recognizing When the Opponent is Using Fuzzy Jump[edit]

Similar to Fuzzy Guard, you can look for opponents that are switching between high/low blocking in the middle of your blockstrings, this looks exactly the same as a Fuzzy Guard attempt, but you can beat it the same way.

You can also try using a Frame Trap and hit them with an attack during their jump startup. If they seemingly get hit for no reason (ie they were not Counter Hit), they were probably trying to jump out.

See Also[edit]

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