I was just wondering how a jump could be "safe". People on the site often reference safe jump ins but I was hoping someone could clearly explain them.
Responses (2 total)
safe jump - any option select jump attack setup designed to circumvent all counterattack possibilities; usually performed after a knockdown, wherein the last airborne frame of a deep jump attack is timed optimally to coincide with the opponent's first tangible frame following wakeup animation; opponents whose quickest invincible attack is slower than the landing recovery time of the jumping character can never punish the jump-in attempt while the attacker is holding a defensive joystick position
Below is a video showing Safe Jumps in action.
To extend urkangijordi's response (and possibly simplify Maj's definition), it means that you time your jump so that the last frame of your jump-in attack is the first frame that your opponent can do something on a wakeup.
This is something that you would do against characters that have wake up moves which require four or more frames of startup animation.
The reason is because when you do an attack in the air, there are two frames of animation where you cannot do anything when you land. Add that to the frame of animation that you are in the air and that is where you get the four frame limitation.
Here are two examples. Let's say you are playing as and against Ryu and you sweep Ryu for an untechable knockdown and are able to jump in where the last animation of your jump coincides with the first frame of your opponent's wakeup LP SRK:
|Your action||Last frame of jump attack animation||1st frame of jump attack recovery animation||2nd frame of jump attack recovery animation, get hit|
|Opponent action||1st startup frame of SRK (1st frame of wakeup)||2nd startup frame of SRK||3rd startup/1st active frame of SRK, hit opponent|
Because Ryu's LP SRK has a startup of three frames, you end up being hit on the last frame.
Now let's look at the same situation, but with your opponent being Sagat using a LP Tiger Uppercut:
|Ryu's action||Last frame of jump attack animation.||1st frame of jump attack recovery animation||2nd frame of jump attack recovery animation||Ryu is free to do a move/block/etc.|
|Sagat's action||1st startup frame of TU (1st frame of wakeup)||2nd startup frame of TU||3rd startup frame of TU||4th startup frame of TU|
Note the fourth frame. Because Sagat is still in the fourth frame of startup in his Tiger Uppercut, Ryu still has a frame to react before Sagat's TU active frames kick in. Let's extend this a little further and assume that after the jump attack, Ryu performs a MP SRK:
|Ryu's action||Last frame of jump attack animation.||1st frame of jump attack recovery animation||2nd frame of jump attack recovery animation||1st startup frame of MP SRK||2nd startup frame of MP SRK||3rd startup frame/1st active frame of MP SRK||1st "active" frame of MP SRK, Ryu hits Sagat out of TU|
|Sagat's action||1st startup frame of LP TU (1st frame of wakeup)||2nd startup frame of LP TU||3rd startup frame of LP TU||4th startup frame of LP TU||5th startup frame/1st active frame of LP TU, last frame of invulnerability||1st "active" frame of LP TU||2nd "active" frame of LP TU, Sagat is hit out of TU|
This results in Ryu's MP SRK beating Sagat out of his Tiger Uppercut. Many people use the LP version of this move after a safe jump with Ryu, which is commonly known as the "Diago option-select":
Because of all of this, all safe jump option-selects are character and opponent-specific, so knowing the matchups help.
Additionally, here is a list of the character-specific safe jump option-selects on sf4answers.
- Safe jumps rely on the last active frame of your jump attack coinciding with the first frame after the wakeup of your opponent (usually from an untechable knockdown)
- Safe jumps rely on your opponent not having a wakeup option that has three or less active frames
- Safe jumps can be the basis for option-selects on characters that have wakeup options with four or more startup frames