Safe Jump: Difference between revisions

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:;If Ky Vapor Thrusts
[[File:SafeJump3.png|thumb|200px|If Ky Vapor Thrusts, Sol lands and blocks before Vapor Thrust becomes active]]<br/>
[[File:SafeJump3.png|thumb|200px|Sol lands and blocks before Vapor Thrust becomes active]]<br/>
[[File:SafeJump4.png|thumb|200px|If Ky blocks, Sol is free to continue offense]]
:;If Ky Blocks
[[File:SafeJump4.png|thumb|200px|Sol is free to continue offense]]
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Revision as of 05:57, 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

File:SafeJump1.png
Sol knocks down Ky
File:SafeJump2.png
Sol times a j.S to hit Ky immediately as he wakes up
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Template:3
File:SafeJump3.png
If Ky Vapor Thrusts, Sol lands and blocks before Vapor Thrust becomes active

File:SafeJump4.png
If Ky blocks, Sol is free to continue offense

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.