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Street Fighter Style Safe Jumps in Injustice (Proof of Concept)

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
EGP Wonder Chef is a successful Injustice tournament player, and also a key 'scientist' with regard to discovering tech in the game. Today he brings us a video that introduces a mechanic Street Fighter natives will be familiar with -- the Safe Jump. The video explains a bit about the technique, and how it can be used in Injustice to gain safe pressure after hard knockdowns.


As Chef explains:
Basically there are timings where you can jump attack after a hard knockdown and be able to block certain wakeup attacks, but if they don't do a wakeup attack they have to block it.

Right now it seems like the limit is any wakeup faster than 12 or 13 frames can't be safe jumped, although I could be wrong.

Tagging Krayzie and Under_The_Mayo because this catwoman one is really good (even though Krayzie has seen it before.)
 

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Axel_Redd

Vampire Jesus....he wants YOUR blood now!!

Basically there are timings where you can jump attack after a hard knockdown and be able to block certain wakeup attacks, but if they don't do a wakeup attack they have to block it.

Right now it seems like the limit is any wakeup faster than 12 or 13 frames can't be safe jumped, although I could be wrong.

Tagging Krayzie and Under_The_Mayo because this catwoman one is really good (even though Krayzie has seen it before.)
did u say 20 frame wakeups? if it can beat 13 why would 20 be an issue? o-0
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
did u say 20 frame wakeups? if it can beat 13 why would 20 be an issue? o-0
Not all setups beat 13 frame wakeups. Some will only beat slower wakeups like

Shazam: Sweep > Immediate Jump Forward 2

beats WW spin but not like raven soul crush.
 

Vogue

Mortal
did u say 20 frame wakeups? if it can beat 13 why would 20 be an issue? o-0

Because they need to land in the right range and have a hard knockdown for it to work. Catwoman has one at the perfect distance, you will have to test your characters and see what you can come up with.
 

Sajam

Nightwing In Retirement
It's very similar to SF how safe jumps work. Certain setups have to be delayed/changed to work on different characters or wake ups.

NW has very similar setups as well that lead into free 50/50s, good find Chef!
 

killa_solid

Friendly--foe
Chef this works against 12 frame wake ups as well. I tested it vs Batgirl and Sinestro. It won't work against 10 frame and faster wakeups. If anyone knows an 11 frame wake up let me know. Can't think of any.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Chef this works against 12 frame wake ups as well. I tested it vs Batgirl and Sinestro. It won't work against 10 frame and faster wakeups. If anyone knows an 11 frame wake up let me know. Can't think of any.
Perfect thanks. I tried against Batgirl and it was working sometimes which was weird.


I couldn't find another 12 or 11 frame wakeup but I didn't check Sinestro.
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
Oh and for those curious, the GL one is

MB Lift > B3 > F3 > Dash > Slight Delay > Forward J1

and the Aquaman one is just scoop, dashforward, neutral jump 1.

They are OK.
 

Vogue

Mortal
I don't have the game near me right now. Since you have to buffer strings in the air on jump-ins can you still block even if a string is dialed in?
 

Sajam

Nightwing In Retirement
Sajam showed one of these as Nightwing against black Adam in his vid. I'll see if I can find it...

EDIT:


At around 1:10.
To add on to this, NW can also stay in staff and do delayed j2 to safe jump. Really cool stuff, and awesome since it works on BA.
 

Krayzie

Co-founder
Administrator
Founder
Me and Shory have been messing with this all day.

All I have to say is... Just wait and see what I have in store for you Catwoman players this Wednesday. Just be sure to tune in to WNF. :)
 
safe jumps? nice. Use them in mk9 to blow up things, now time to use them in IGAU :), oops lol used "empty jumps" in mk9 :), but will still use this.
 

Sami

Warrior
This is the entire basis of Raven's combo looping. End a combo with f22u1 gives a free cross-up attempt. You can also end combos with f2~db2 which places them slightly closer meaning there's a better chance of reversing their wake-up inputs. ji2 usually wiffs though, but ji3 will hit (which can also be linked into a full combo, via ji3, d1~db2).

Unlike Wonderchef's example, these aren't safe because you can block a wake-up, they're safe because you're right above the opponent's head so virtually all wake-ups will wiff (which also generally gives you a full combo punish). Unless you have a good AA or over-your-head (different from overhead!) wake-up, your choice is block correctly or eat another 44-45% combo.

Against some slow but invincible wake-up attacks (Black Adam's area lightning one springs to mind) you can still land and block in time. Oh, and there's also an option select vs. Scorpion that makes this 100% against all of his wake-up options (MB teleport will still leave him +9 or whatever it is), with anything other than MB teleport and super being full combo punished ;)

Failing that, a longer range db2 combo ender (or df2) gives the exact situation described by Wonderchef as you're at enough + frames after the db2 to jump, kick and land (and thus block) before most wake-ups become active.


edit: also, f22u1, df2 and db2 are all hard knock-downs so no rolling out of the setups
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Batgirl's seems like it would be tough to do this setup on because she still has you in a mixup on block and if you are going for that setup you will likely be holding down after a jump. I would think the cartwheel overhead would be good in that situation.

With KF there is really no reason not to slide if you see them going for the safe jump since on block you can just back dash, parry, mb f3, neutral jump...she has a ton of options.
 

PND_Ketchup

"More deadly than the dawn"
Lobo has a safejump vs Black Adam.

Hard knockdown from chain charge/sweep into instant forward roll into a neutral jump light on the way down, if black adam does any wakeup attack you can block, and if he wakes up with lightning cage, it's timed perfectly that the jumping light connects on the way down giving you a full punish.

It's actually a matchup changer one Lobo gets the knockdown, then it all becomes about getting in, which is still a bitch to do against him lmao. I suggest everybody starts to try and find these kind of setups with every character.
 

poofynamanama2

SHAZAAAAAAAAM
I'm at work so I can't test tho but shazam might have this when you end a combo with AC. since it's a hard knockdown you could possibly do a safe j2
 

Immortal Kombat

almost moderate success
I think im close to a good one for ares. Cant test it till i get home though. Playing around with 3,3 string. I did find 3,3 dash back, MB GS blows up most wakeups but its not a jump in, and i think most of you know about those ares setups already.
Would be cool to have a jump in one that would save your meter though.