There isn't much of a knowledge database here so I'd like to contribute with something.
It seems a lot of people don't understand how jump ins work, so I'm gonna try to do my best to explain them the way I understand them. If you guys wanna contribute or correct me go ahead.
So GA has j1, j2 and j3 (duhr).
J1
J1 and J2 have different properties than J3 when you land. J1 and J2 are in theory unsafe, so if you don't do a string afterwards you're sitting duck. Now if you land the J1 or J2, even on block, you can "cancel" them into a string. If you wait for the J1/J2 to hit and then you do the string, it'll come at late as fuck, and you'll get punished. So as soon as you see that J1/J2 hit or get blocked, IMMEDIATELY do your next string. The thing is, you can still get punished. I think you get around +10 of cancel advantage after a blocked J1 if you hit them at the highest point in their hitbox (I tried it on Lex, J1 -> F2 and Corp Charge traded).
J3, on the other side, cannot be cancelled neither on block or hit. Do this in training mode, set the dummy to jump and J1, J2 and J3 him. As soon as J1 and J2 hit in the air, do the string, even if you haven't landed. The complete string will come out. Now do it with J3. Bam, only the first input will come out.
The frame advantage you get from your jump ins varies depending on how high your move hit. The higher, the less frame advantage you get. If you fuck up your J3 and you land it to high, go for d1 xx Savage Blast. Or throw, but the throw is not always guaranteed.
Please note that the whole canceling after J1/J2 except J3 and frame advantage based on height is not exclusive to GA. All characters work like that.
How to land J3 -> J2:
For starters, you cannot land this if your opponent has been hit with a J3 combo starter, since they'll fall too fast.
After you land the J3, you need to hold up forward. As soon as they're falling from the highest point of the bounce, as in as late in the fall arc as possible, hit the J3 but keep holding up forward, and immediately do J2 to 111. It requires practice, but after you grasp when you have to hit the J3 you'll land it most of the time.
It's easier to land it on big characters, like Lex, Grundy, Bane and Doomsday, so you may want to practice with those first, but the theory is the same for everyone. Just wait at the last moment to land that J3, hold up forward and quickly do J2.
So yeah that was it I think, again, if you guys wanna contribute or correct or something please go ahead. But I hope this helps you guys understand GA air game and jump ins little bit moar.
It seems a lot of people don't understand how jump ins work, so I'm gonna try to do my best to explain them the way I understand them. If you guys wanna contribute or correct me go ahead.
So GA has j1, j2 and j3 (duhr).
J1
- 6 frames start up.
- Great range.
- GA's best anti air IMO. If you see someone jumping at you, just jump and j1 and you'll probably win the trade, plus you get a 111 xx load arrow, or if you have a frozen arrow a full (ha) combo.
- Extremely useful, criminally underused.
- If you hit an enemy in the air with J1, their hitbox will float a bit in a 45º angle.
- Wonky hitbox when jumping in on crouching enemies (try Batman, uuugh).
- 11 frame start up.
- Godawful range. The hitbox on this one is really wonky. It criminally misses some characters unless you hit them in the goddamn face. Worse than J1. Not very good for jump ins.
- Useful for combos. J3 -> J2.
- If you hit an enemy in the air with J2, their hitbox will float a bit in a 70~80º angle. This is useful in certain background interactable combo situations, where using J2 instead of J3 allows you to land a 223 instead of the 111, because enemies will fall slower.
- Not good at all for air to air situations.
- Crosses up.
- You can use J2 to cross up for the frozen arrow reset.
- 10 frame start up.
- Huge ass range.
- Most damage.
- Great get in tool if landed correctly.
- If you hit an enemy in the air with J3, their hitbox will fall faster.
- Not very good for air to air trade situations. It depends on the distance between you and the opponent.
- Crosses up.
J1 and J2 have different properties than J3 when you land. J1 and J2 are in theory unsafe, so if you don't do a string afterwards you're sitting duck. Now if you land the J1 or J2, even on block, you can "cancel" them into a string. If you wait for the J1/J2 to hit and then you do the string, it'll come at late as fuck, and you'll get punished. So as soon as you see that J1/J2 hit or get blocked, IMMEDIATELY do your next string. The thing is, you can still get punished. I think you get around +10 of cancel advantage after a blocked J1 if you hit them at the highest point in their hitbox (I tried it on Lex, J1 -> F2 and Corp Charge traded).
J3, on the other side, cannot be cancelled neither on block or hit. Do this in training mode, set the dummy to jump and J1, J2 and J3 him. As soon as J1 and J2 hit in the air, do the string, even if you haven't landed. The complete string will come out. Now do it with J3. Bam, only the first input will come out.
The frame advantage you get from your jump ins varies depending on how high your move hit. The higher, the less frame advantage you get. If you fuck up your J3 and you land it to high, go for d1 xx Savage Blast. Or throw, but the throw is not always guaranteed.
Please note that the whole canceling after J1/J2 except J3 and frame advantage based on height is not exclusive to GA. All characters work like that.
How to land J3 -> J2:
For starters, you cannot land this if your opponent has been hit with a J3 combo starter, since they'll fall too fast.
After you land the J3, you need to hold up forward. As soon as they're falling from the highest point of the bounce, as in as late in the fall arc as possible, hit the J3 but keep holding up forward, and immediately do J2 to 111. It requires practice, but after you grasp when you have to hit the J3 you'll land it most of the time.
It's easier to land it on big characters, like Lex, Grundy, Bane and Doomsday, so you may want to practice with those first, but the theory is the same for everyone. Just wait at the last moment to land that J3, hold up forward and quickly do J2.
So yeah that was it I think, again, if you guys wanna contribute or correct or something please go ahead. But I hope this helps you guys understand GA air game and jump ins little bit moar.
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