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;Safe Jump, Opponent Blocks | ;Safe Jump, Opponent Blocks | ||
<gallery widths=200px heights=200px> | <gallery widths=200px heights=200px> | ||
File:SafeJump1.png|Sol knocks down Ky | File:SafeJump1.png|Sol knocks down Ky | ||
File: | File:SafeJump2.png|Sol times a j.S to hit Ky immediately as he wakes up | ||
File:SafeJump3.png|Ky does a reversal Vapor Thrust, Sol lands and blocks before Vapor Thrust becomes active | |||
</gallery> | </gallery> | ||
;Safe Jump, Opponent Reversals | ;Safe Jump, Opponent Reversals | ||
<gallery widths=200px heights=200px> | <gallery widths=200px heights=200px> | ||
File:SafeJump1.png|Sol knocks down Ky | File:SafeJump1.png|Sol knocks down Ky | ||
File:SafeJump4.png|Ky blocks | File:SafeJump2.png|Sol times a j.S to hit Ky immediately as he wakes up | ||
File:SafeJump4.png|Ky blocks j.S, and Sol is free to continue offense | |||
</gallery> | </gallery> | ||
It is important to note that Sol is using the same timing in both cases; Ky is deciding to do different actions in these examples. | |||
==Timing== | ==Timing== | ||
Safe jumps are sensitive to timing; do it too early and your attack will miss the opponent completely, do it too late and the opponent can successfully hit you out of your attack. Naturally, that means faster reversals like Sol's Volcanic Viper and Chipp's Beta Blade are harder to safe jump compared to slower ones like Ky's Vapor Thrust and Axl's Artemis Hunter. | Safe jumps are sensitive to timing; do it too early and your attack will miss the opponent completely, do it too late and the opponent can successfully hit you out of your attack. Naturally, that means faster reversals like Sol's Volcanic Viper and Chipp's Beta Blade are harder to safe jump compared to slower ones like Ky's Vapor Thrust and Axl's Artemis Hunter. |
Revision as of 04:26, 2 January 2018
A Safe Jump is a meaty jump-in that is commonly used to beat reversal attacks like Sol's Volcanic Viper or Ragna's Inferno Divider. Safe Jumps take advantage of the fact that you can cancel the recovery of a jumping attack by landing and immediately block afterwards. This is how safe jumps get their name: these jump-ins are safe against reversals.
Example
- Safe Jump, Opponent Blocks
- SafeJump1.png
Sol knocks down Ky
- SafeJump2.png
Sol times a j.S to hit Ky immediately as he wakes up
- SafeJump3.png
Ky does a reversal Vapor Thrust, Sol lands and blocks before Vapor Thrust becomes active
- Safe Jump, Opponent Reversals
- SafeJump1.png
Sol knocks down Ky
- SafeJump2.png
Sol times a j.S to hit Ky immediately as he wakes up
- SafeJump4.png
Ky blocks j.S, and Sol is free to continue offense
It is important to note that Sol is using the same timing in both cases; Ky is deciding to do different actions in these examples.
Timing
Safe jumps are sensitive to timing; do it too early and your attack will miss the opponent completely, do it too late and the opponent can successfully hit you out of your attack. Naturally, that means faster reversals like Sol's Volcanic Viper and Chipp's Beta Blade are harder to safe jump compared to slower ones like Ky's Vapor Thrust and Axl's Artemis Hunter.
Moves that are active on frame 1 are also a way to defeat safe jumps since there's no time for you to land and block/evade. Examples of this include Blitz Shield in Guilty Gear XRD and Hakumen's Yukikaze in BlazBlue.