Safejump Option Select against Grapplers

Описание к видео Safejump Option Select against Grapplers

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Depending on the precise, exact timing of your safejump setup, you may need to adjust this for your character. For example, if you use the backdash OS against Dinosaur's grab super, he chases you! Depending on your character's backdash properties and again the precise safejump timing, this might grab you and you would need to adjust the OS slightly.
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The following is a collection of technical, specific notes against the 3f wakeup grab supers shared by Blue Mary/Clark/Dolores/Dino/Ramon/Shermie.

"3f safejump" means jumping attack that allows you to land and guard a reversal that starts up in 3 frames. "4f safejump" beats 4f reversals (but not 3), and "5f safejump" beats 5f reversals (but not 3 or 4).

[King's 3f safejump: 214214B or D, hold up-forward, jump D]
On a 3f safejump, a properly buffered backdash will occur before any super freeze.

[King's 4f safejump: C throw, whiff 2A then hold up-forward, jump D]
On a 4f safejump, buffered backdash will not occur if the opponent uses the wakeup super grab. This is because the backdash's precise timing to start is the frame after the landing recovery frame, but that frame does not occur until after the super freeze. This first possible frame you can act is after the 1st active frame of the wakeup grab super. If you land and do not move, the 2nd active frame of the grab super will connect. Due to this timing peculiarity, the super grab will not work if you hold up to jump after the super freeze.

[King's 5f safejump: 63214D, immediate hop D]
On a 5f safejump, these wakeup super grabs will miss completely. Your buffered backdash will not occur, but you can simply land and punish without any other movement needed.

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