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What does "safe jump" mean?

BehindTheLight

Kombatant
I've read some character guides and there are parts where it will say something like, "do this move and it will give you a safe jump". What exactly is a safe jump?
 

Dark_Rob

Champion
I've read some character guides and there are parts where it will say something like, "do this move and it will give you a safe jump". What exactly is a safe jump?
Safe Jumping was bigger in earlier builds of the game, not quite as big now. Basically if you land a move that puts your opponent into a long enough stagger state, you wiill be able to jump in on them for free before they can recover and punish. The jump in is "safe"
 

BehindTheLight

Kombatant
Safe Jumping was bigger in earlier builds of the game, not quite as big now. Basically if you land a move that puts your opponent into a long enough stagger state, you wiill be able to jump in on them for free before they can recover and punish. The jump in is "safe"
Ok, that makes sense. Thanks man.
 

evansgambit

Guardian of Outworld
I think more specifically, it means being able to perform a jumping attack that recovers fast enough to block, in the event that your opponent performs a "wake up" attack or counter attack (if in stagger state).

Basically, if they try to attempt any move, and you perform a safe jump, they're attack will be blocked 100% of the time. But if they miss time their attack, you nail them.

Factors here include, the recovery of your jumping attacks and how fast your opponent's attack comes out.
 

water

Noob
I think more specifically, it means being able to perform a jumping attack that recovers fast enough to block, in the event that your opponent performs a "wake up" attack or counter attack (if in stagger state).

Basically, if they try to attempt any move, and you perform a safe jump, they're attack will be blocked 100% of the time. But if they miss time their attack, you nail them.

Factors here include, the recovery of your jumping attacks and how fast your opponent's attack comes out.
The "Safe Jump" you are describing is the traditional Street Fighter term. This technique (more or less) does not exist in MK9 since the opponent can hold down when on the ground to change how long it takes to get up making it only a guess instead of an insured situation.

In MK9 terms, "Safe Jump" refers to the stagger state that is the result of some certain moves connecting. When hit by one of these moves, the opponent looks similar to "dizzy" state in other games. The biggest difference is that they can block the whole time, but do nothing else. This usually results in being able to do a jump-in attack (preferably punch) to force them to block, then continue with a throw or mixup strings. It gives you a free chance for a mixup. The duration of the "Safe Jump/Stagger State" varies for some moves.

Some characters have unblockable moves that they can use after acheiving the "Safe Jump/Stagger State":
Nightwolf: f2 > Exqcb3, juggles to combo
Cyrax: b1212 > ff4, dash 22, unblockable bomb trap to combo
Quan Chi: db3 > 21~Exdb1, unblockable Rune Trap (can be repeated since the Exdb1 also gives Safe Jump/Stagger)

Most Safe Jump/Stagger moves however do not have such a high reward, but instead allow you to continue your offense with the opponent's only option is to block. I hope this helps.
 

evansgambit

Guardian of Outworld
Yeah thanks

The "Safe Jump" you are describing is the traditional Street Fighter term. This technique (more or less) does not exist in MK9 since the opponent can hold down when on the ground to change how long it takes to get up making it only a guess instead of an insured situation.

In MK9 terms, "Safe Jump" refers to the stagger state that is the result of some certain moves connecting. When hit by one of these moves, the opponent looks similar to "dizzy" state in other games. The biggest difference is that they can block the whole time, but do nothing else. This usually results in being able to do a jump-in attack (preferably punch) to force them to block, then continue with a throw or mixup strings. It gives you a free chance for a mixup. The duration of the "Safe Jump/Stagger State" varies for some moves.
Hey thanks, everything I know comes from street fighter, I completely forgot that you could delay your wakeup. Yeah, MK's stagger state makes things interesting. I like how this game does alot of things to award offense. It's well thought out in that aspect, especially the whole winning the round with them in the corner, leaves them in the corner for the next round. Pure genius.
 

Juggs

Lose without excuses
Lead Moderator
The "Safe Jump" you are describing is the traditional Street Fighter term. This technique (more or less) does not exist in MK9 since the opponent can hold down when on the ground to change how long it takes to get up making it only a guess instead of an insured situation.
Nah, it does. The same can be said in SSF4, since you don't have to quick get up in SSF4 either. Safe jumps work the same way in MK9 as they do in SF. Since a "safe jump" is a situation where you can safely jump in without being anti-aired. The opponent laying on the ground longer ensures a safe jump all the same.
 

Lucky Day

Kombatant
Yup, doesn't matter what the game is, safe jumps have the same meaning. How they're used and the situations they occur may be different, but it always means the same thing, which is literally a jump that is safe (can't be punished caught with aa).