oh yeah.. forgot to put that it should be an empty jump otherwise you'll get hit by a reversal. are there any true safe jump setups for volt?
The way safe jumps work in volt, they need to satisfy 2 conditions: i) the empty jump is safe to any reversal attempt ii) the jumping attack will connect This safe jump will be actually be a true safe jump against slower reversal attempts. In AE terms, they are approximately 4-6f safe jumps. In volt, this means the only reversal attempts that will beat you are typically shoryukens. (I can quickly compile a list of all moves that would beat it or not). Akuma actually has what is closest to a safe jump with his demon flip. However, it's pretty finicky because you are using palm strike as (essentially) an OS to either land in 0 frames or to hit as a knockdown (so not leading to a longer combo). I'm happy to go on about this more, but I can hear people snoring already.... tl;dr: Volt safe jumps exist, but are different from AE
Stumbled upon a safe jump vid for akuma the other day, I'll see if i can find it. I think it was throw-dash X2-jump-divekick (not the demon flip dive kick). He said it only works against 4+ frame reversals, so not ryu, ken and akumas uppercuts. Should work agaisnt cammy and sagat though. http://www.youtube.com/watch?v=dF9V1pUAlNo
you mean this: pretty much anything with invinc and less than 8 AE frames will stuff a safe jump attempt. Quick character rundown: Abel: Super is fast enough to beat it. EX CoD has meter and comes out fast enough Akuma: (ex) srk is fine. As is super/ultra. Ultra needs to be closer though Balrog: Headbutt will probably trade. Depends on range. Blanka: Super, Ultra and EX Vertical Roll work. Cammy: (EX) cannon spike will get out. Unsure about super/ultra Chun: EX Spinning Bird Kick Cody: Ruffian will probably trade at further range. EX Criminal Upper works C Viper: Hard TK, EX Burning Kick and EX Seismo work. Unsure about super Deejay: (EX) Jackknife Maximum. Dhalsim: EX Yoga Blast (should work, havent tested), teleport and super E Honda: EX Headbutt and EX Sumo Smash. Normal versions will probably trade depending on range. Fei Long: (EX) Shienkyaku. Unsure about super Guile: (EX) Flash kick, super and ultra Ken: (EX) Shoryuken, Super M Bison: EX Knee Press and EX Psycho crusher are range dependent. May trade Makoto: Dash. Dependent on range Ryu: (EX) Shoryuken. Unsure about ultra Sagat: (EX) Tiger Uppercut Sakura: EX Shou'ouken. Unsure about super Vega: (EX) Scarlet terror. May trade Yun: (EX) Nishokyaku. EX version less likely to trade Zangief: Quick Lariat/Quick Double Lariat. Can trade close up. More likely to beat it clean at range
Are you sure about Sagat? I think I've safe jumped him before, and I know I've jabbe him out of his srk before.
Yes. Just tested to confirm. I assume his srk doesn't have fullbody invinc like the shotos because this came out before SSF4 and sagat is closer to vanilla SF4 SAgat
What about Makoto EX Chop? It has some invinc frames. Super also has some invinc frames, so I'm sure it also works.
It has invinc frames, but it's too slow and the hitbox doesn't hit high. It kinda works if they go for a standing normal or crouch when landing. But it in the strictest sense, it wont ever beat out a safe jump. her super is 1 frame startup in AE, so it fits in, but you still need to factor in a second move. So i assume Super, ultra may work, but it is slower then just normal ultra. I haven't tested enough to know how a 1 frame AE startup works in volt, but I know enough to know that safe jumps>makoto. But that point is moot, since no one actually uses my setups anyway
the amount of work done to make this list is just insane. hats off to you. its a lot to take in for a noob like me. ill be hitting the training room to try these.
lol Just like no one uses Dynamite Heel and Phoenix Smasher as safe blockstring last moves in SFxTK. Anyway, I'm sure she has more tools to go against safe jumps. Backdash? With Akuma's teleport it's way easier to get out of those setups. Oh, and: http://sf4iv-en.capcom.jp/analytics/replay_download.php?r_id=20130519_08520551_888_33A73733_rpdata&d= You guys said that a grab at point blank Sim's Ultra beats it, but damn, it's like Abel's Ultra is even more useless.
Yo Adam! Thanks man! Got an exam in two days >.< very nerve wracking! I'll be completely finished in 1 week and 2 days!! Me & uni friends are getting completely trashed on the 28th xP Speak to you guys soon!
Oh, I almost forgot. Makoto's EX Hayate doesn't have proper FB invinc. That move just has a tiny hitbox in some frames, just like Sim's slide. In those frames, she can go through Akuma's Tatsu without trading or anything.
28th huh! I will be done on the 23rd Arya let's play some AE by then!!! I haven't AE in months I reckon I will be merked by every1 for those who don't understand the London slang: Merk = destroy Reckon = think
I think I have found 2 safe jumps for Cody can any1 confirm? HR? sweep, whiff crMP, jump in = safe if no button pressed ex Ruffian Kick, whiff crack kick, neutral jump = safe jump if no button pressed ex RK has a hard knockdown is really sweet just 1 more exam then I will be back onto the server maybe I will play some Cody just casually this is SO INSPIRING HTML: http://www.youtube.com/watch?v=ZpBJBR_Jrx0
Tried in training against Akuma's SRK at wakeup and they work, but I really don't find that to be very useful, or useful at all. It only works well against SRK/Ultra mashers.
trust me it is useful man, these are the scenarios: mash SRK = block and punish Block = throw them on your landing they try to tech throw = hit an attack in the air this will beat their tech and now they'll be thinking about SRK your attack in the air again, which you can go back to not pressing buttons. If they really are watching carefully at you jumping in, they should SRK anyway so this doesn't just catch mashers
I always thought Merk was murk instead. Dunno why. XD Maybe because it's always spelt wrong by people that use it.