Safe Jump: Difference between revisions

From Dustloop Wiki
Line 4: Line 4:
;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 and times a j.S to hit Ky immediately as he wakes up
File:SafeJump1.png|Sol knocks down Ky
File:SafeJump2.png|Ky does a reversal Vapor Thrust
File:SafeJump2.png|Sol times a j.S to hit Ky immediately as he wakes up
File:SafeJump3.png|Sol lands and blocks before Vapor Thrust becomes active
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 and times a j.S to hit Ky immediately as he wakes up
File:SafeJump1.png|Sol knocks down Ky
File:SafeJump4.png|Ky blocks on wakeup
File:SafeJump2.png|Sol times a j.S to hit Ky immediately as he wakes up
File:SafeJump5.png|Sol's j.S hits Ky. Sol is free to continue offense
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
Safe Jump, Opponent Reversals

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.