Fuzzy Jump

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Revision as of 19:09, 13 January 2019 by Shtkn (talk | contribs) (Practicing Fuzzy Jump)
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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 Guard Switch, but primarily to switch between blocking low and jumping.

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.


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.

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.

Air blocking an attack usually has more blockstun when ground blocking, so if the opponent is able to make you air block an attack when you fuzzy jump, 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 start a new blockstring.

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 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.


Frame TrapBlockstringOption Select
Using Frame DataHitboxesGame State


Jump-inEmpty JumpTick ThrowCrossupBufferingOkizeme


Hit ConfirmReversalMeatySafe JumpTiger KneeResetGuard SwitchKara Cancel


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


NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary