Skip to main content

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
CharacterLP Dragon SmashMP Dragon SmashHP Dragon SmashEX Dragon Smash 
Chun-LixWhiff St. LK then Jump Forwardxx
YunWait a frame then Jump Forwardxxx
KenWait a few frames then Jump Forwardxxx
MakotoWhiff St. LK then Jump Forward (only raw LP Dragon)xxx
DudleyWalk Forward a bit then Jump Forwardxxx
YangWait a frame then Jump Forwardxxx
AkumaxxJump Forward Immediatelyx
UrienWhiff Cr. MP then Jump ForwardWhiff St. LP then Jump Forwardxx
RyuxxJump Forward Immediatelyx
OroxxxJump Forward Immediately
ElenaxxJump Forward Immediatelyx
IbukiDash Forward Once then Jump Forwardxxx
NecroDash Forward Once then Jump ForwardxxWait a frame then Jump Forward
AlexxWalk Forward a bit then Jump Forwardxx
RemyxWait a frame then Jump Forwardxx
QxJump Forward Immediatelyxx
TwelveWalk Forward then Jump Forwardxxx
HugoxxWalk Forward then Jump ForwardWalk Forward 2 frames then Jump Forward
SeanxxJump Forward Immediately x


Comments

Popular posts from this blog

Replay breakdown

Opening Sequences What decision did I make? What happened as a result? What decision did my opponent make? What happened as a result? What is the meter situation on both sides at round start?   (if round 2 or 3) Neutral Am I maintaining optimal positioning to play out the neutral per the match-up? Max dash throw range? Max range where I can't be counter hit on whiff? etc. Am I responding fast enough to whiff punish the opponent's choices? What caused the situation that lead to me receiving large damage? What could I have done different there to prevent damages? Is the opponent playing out the match-up accordingly? Is there inexperience? Is the opponent aggressive or passive? Or is there a blend of both? Do they have a tendency to press buttons? Or not? Do they have a specific spacing/range where they're forced to make a decision? Am I playing with intent?  Am I playing on auto-pilot? How can I be more pro-active and focused in neutral? Am I meter building offensively? ...

Sean vs. Gouki

Table of Contents Overview Close Range Mid-Range Far Range Okizeme Gimmicks Super-based strategy Hyper Tornado Hadou Burst Shoryu Cannon

SA2 Bible

Intro I decided to make separate pages for his supers since I didn't go into enough detail on each one. Lately i've been playing SA2 a lot more and I think it might end up being his strongest super considering what it gives Sean but only time will tell.  SA2 is his fastest super; it starts up in 2 frames which is faster than the other 2 and it does a relatively large amount of damage while having 2 stocks of it. Its range leaves a lot to be desired but if you can manage to get in on your opponent, it's curtains for them when fully stocked. 4 EX's at your disposal meaning you get a nice balance of a damaging super and somewhat decent EX moves which is always nice. What makes this super strong is not only its fast startup, but its invincibility. Meaning that most "check-mate" scenarios are futile due to this super. An example would be parrying something like Ken Cr. MP which has a high amount of mind games due to DP or Jinrai but Shoryu Cannon shuts down these m...