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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


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