Reliable safe jumps after ex ruffian are hard due to range. Hitting them close and far away have different lengths for know down.
Doing nothing or just walking forward is the same, the opponent will have to guess your next move. By using safe jumps you're just approaching the enemy and baiting a SRK or other attack at wakeup. Do an air attack and it's no longer "safe".
walking forward is always unsafe. Safe jump setups give you at worst a 50/50 game where you are in control. If they don't know the setup, it's better than 50/50 and if you are worried about the ryu doing srk, FADC, ultra, just don't do the setup
Yea but this will aid your meaty timing as the air attack will hit on the first frame they wake up. When people try to jump away they'll end up taking hits for a full combo. Of course if you can time ur meaty attack perfectly it will be another story but under a laggy condition it is better to have them set up already
I'm doing the safe jump after a BnB, like jab jab crMP xx ex RK Knock down timing changes with distance?
GGs Hieu why are we doing to 10 only? I like the connection it is rare that I can hit those Akuma links consistently on the US server! Anyways a quick set between studies was nice, your Yun is such a risk taker
That's probably fine. But ending a combo with (EX) Criminal upper does better damage and has good setups afterwards. Some moves have a tonne of active frames so that can mess up the timing. Think hitting them with spiral arrow close as opposed to far away. Your recovery time compared to their knockdown time will be different depending on where you are
Walking forward and stopping, of course. What I meant is that safe jump, walking towards the enemy, doing nothing and jumping around after a knockdown are the same. You're just playing with the opponent's mind in not so different ways. I always or almost always go for cross up after walking a bit, then vortex, nothing and grab, or just nothing, and that's as useful as the other ways I commented before, including safe jump. Some weeks ago I played with a guy that used Blanka, and after some knockdowns he used slide, slide and then meaty special. I couldn't jump away, FA it and sometimes I couldn't even SRK. Some other times he grabbed me. So that's also an almost 50/50 game, and it isn't a safe jump, it's just a bait. A good one.
Oh right I see, I didn't know ex RK had the same property as spiral arrow. Yun is such a bad match up for Cody unless I can multi-zonk like Nash... Just got owned by Hieu's Yun
No they aren't the same. A safe jump looks like it can be punished. I have seen plenty of makotos Fukiage nothing and get hit by a jumping punch or kick. An ordinary meaty jump in loses to everything. For example, with Guile, if you throw and just jump at them, sure you can hit them, but you will ALWAYS lose to an uppercut or super/ultra. FA on wakeup is terrible. Meaty specials are also terrible because they lose to uppercuts. That was no way a 50/50 game. He was just abusing you because you couldn't block. Throw/Uppercut is strictly a 50/50 (binary game). Safe jumps are at worst a 50/50 game. You have 2 actions to choose from (empty jump/jumping attack). Shoryuken>jumping attack but empty jump>Shoryuken. BUT Jumping attack>dash/FA/normal/slow reversals. Against Abel, Sakura, Cody, Makoto, Chun, Blanka and Bison it's pretty much unbeatable unless they have meter.
Who focuses on wakeup? But yeah jumping attack also beats jump back which is a super popular tactic on wakeup in volt.
I never knew you could focus backdash meaty attacks. The timing is strict, but possible. Heh, always thought the focus had startup and you couldnt parry meaties. You learn something new every day.
Any sims ever thought of doing this: (after far yoga blast), yoga fire, jump and air teleport behind, j k, ultra or j p, ultra Seems like 2 ways to land ultra (and grounded even!) I would probably end up throwing out ultra in the first one without the hit confirm. You'd probably have enough blockstun to get away with it too
After the 23rd mate, I should'nt be playing much during exam time As u could tell I was playing random after the Cody match, and my Sagat is terrible
I like doing ultra after yoga blast. Gives me the option to do air teleport behind or ground teleport. Hence I can choose to do jump K or crMK. In the heat of a match it is hard to tell to block high or low immediately after the teleport In AE he has even got a jumping normal that hits right below his jump, used a lot as an instant overhead after ultras. Too bad in volts we only get the Yoga snipe that hits far... Not really a good way for instant overheads.
I still don't find that to be that useful. It's just another mindgame that's a bit more effective, that's all. It's like the choice between FB or EX SRK at wakeup for cheap damage. Meaty EX SRK is more effective than the FB since you'll avoid some reversals, and the invinc lets you avoid some Ultras with high priority, but there are still some moves that beat it. The same goes with safe jump vs any other wakeup game.
You couldn't be more wrong. EX SRK isn't FADCable if you do it too late. A safe jump is like a meaty hadouken, except you can continue the combo afterwards and get a knockdown, and you dont lose to random ultras with lots of invinc. You can also bait reversals, you can completely shut down 1/4 of the cast.... Your fireball isn't that good I don't understand your logic at all... Next time you play, I will show you the horror of the guile v makoto matchup
Varo, let's just forget about Volts for a brief moment. If you watch those AE pro tourney matches you'll notice that most of them will just block a jump-in attack right after wake up here is the reason: they time their jump-in perfectly so even a reversal SRK will not hit in time, plus they can Option Select certain moves to catch opponent doing back-dash or teleport. That is why even pros use them, because they would always get free safe pressure from safe jumps. Now back onto Volts, since the frames are different to AE, a safe jump can only be done without an input in the air (unless you're doing demon flip -> punch) and Option Selects can not be done (again, frames difference...) surely it won't be as effective as it is in AE. However it still COMPLETELY shuts down a lot of options especially for the lower tier characters... Just give HR a few games and you'll understand