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Showing posts from November, 2019

Safe Jump Analysis

Introduction Sean recovers from a jump faster than most characters in the game, only having 1 frame of landing recovery as opposed to 2 and a overall shorter jump animation when its played out.  Frame data Sean has 2 different safe-jumps that are possible: +37 advantage +38 advantage With that in mind, I wanted to see about Meatying with max range late J. HK so that I get the most advantage and meter I can get while still maintaining some semblance of safety on offense. As Sean jumps its either: Empty Jump  Late J. HK If they QS then the options are: Cr. MK x EX Tornado or SA1/3 Sweep UOH Cr. LK DED (when applicable)  Kara Throw If they don't and the late J.HK whiffs, the options are: Whiff Jab - Cl.HK (Meaty) UOH Character LP Dragon Smash MP Dragon Smash HP Dragon Smash EX Dragon Smash  Chun-Li x Whiff St. LK then Jump Forward x x Yun Wait a frame then Jump Forward x x x Ken Wait a few frames then Jump Forward x x x Makoto Whiff St. LK then Jump Forw