Author Topic: Safe Jumps  (Read 7755 times)

Sharnt

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Safe Jumps
« on: December 06, 2011, 09:26:06 PM »
Kim has a lot of Hardknockdown moves, Air qcb.K, d~u.D~d.D, d~u.BD, his throw, his qcb hcf.BD, and the last but not the least his qcb hcf.AC.

Sadly you don't have the time to safe jump right after a qcb hcf.BD.

But you can after every one else of these moves.

Nevertheless those safe jumps aren't safe for the same things, i'll try to do a list from the worst to the better.


d~u.BD
Hop.A ASAP after landing.
If your opponent is close to the ground (combo height):
4 Frames (Or more) Safe Jump, you will eat Kyo/K'/etc Ex dp, but win against the A version and guard C version.
Works both on midscreen and the corner.
In mid air it's really random. You might be safe jump only slow invincible moves, be very cautious.


qcb hcf.AC
Works for both situation, opponent on the Ground or in the Air
Little pause then hop.
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and 3 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen.

[KOF XIII] Kim Safe Jump Video 3

Throw
Midscreen :
Little delay then HyperJump.A or C or D. Or you can also do a little run and then Hop.A/D
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 3 Frames invincible moves, but guard Ex or normal dp.
Corner :
A longer delay then Hop.A
2 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 2 Frames invincible moves, but guard Ex or normal dp.

Air qcb.D
Works for both situation, opponent on the Ground or in the Air.
Little delay then Hop.A/B/C/D/CD (The C version is really nifty).
2 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 2 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen.
Air qcb.B
Works for both situation, opponent on the Ground or in the Air.
Little delay then Hop.A/B/C/D/CD (The C version is really nifty).
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and other 3 Frames invincible moves, but guard Ex or normal dp, it's working both in corner and midscreen.

[KOF XIII] Kim Safe Jump Video

d~u.D~d.D (While a combo corner)
Hop ASAP.
3 Frames Safe Jump, you will eat Kyo Ex Orochinagi if it's well timed, and 3 Frames invincible moves, but guard Ex or normal dp. In mid air it's really random. You might be safe jump only slow invincible moves, be very cautious.

[KOF XIII] Kim Safe Jump Video 2

d~u.D,d.D
Hop ASAP.
4 Frames Safe Jump, you will eat Kyo/K'/etc Ex dp, but win against the A version and guard C version.
Works both on midscreen and the corner.
In mid air it's really random. You might be safe jump only slow invincible moves, be very cautious.
http://youtu.be/EtHUAqd1U_8

NB : Chin, Yuri specific :
Midscreen :
Air qcb.K -> neutral Hop.D



An extract from my docs, it wasn't made to be share, so be comprehensive with the format. I'm sharing it to help newcomers on the character and also to warn the players of other character :>

Code: [Select]

d.B,d.B,s.B,ff.A,qcb.B (183 Dmg) => ASAP Hop
Not Safe on:
0 Ex : Ash, Chin (counter)
1 Ex : Kim, Joe, Kula, Athena, Elisabeth
2 Ex : Kyo, Shen, King, Maxima
Nm : Andy, Mai, Goro


Airborn opponent to d~u.D => ASAP Hop (While a combo corner)
Not Safe on :
0 Ex :  Chin (counter)
1 Ex : Elisabeth
2 Ex : Kyo, Shen, King
Nm : Andy, Mai (Whiff corner), Goro

Neomax => walk slightly backward => Hyper Hop
Not Safe on :
0 Ex : Chin (counter)
1 Ex : Elisabeth
2 Ex : Kyo, Shen, King
Nm : Andy, Goro

Shen safe jump setup for the CABC, King qcf qcf.AC. => very slight delay Hop (Do it ASAP to be safe)
« Last Edit: June 06, 2012, 11:44:23 AM by Sharnt »
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Diavle

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Re: Safe Jumps
« Reply #1 on: December 06, 2011, 09:34:52 PM »
Thanks man, really appreciate this info.

Sharnt

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Re: Safe Jumps
« Reply #2 on: December 08, 2011, 12:16:34 AM »
After further test, you can safe jump 2frame after d~u.D~d.D BUT THE TIMING IS VERY STRICT.
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Saitsuofleaves

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Re: Safe Jumps
« Reply #3 on: December 08, 2011, 12:19:57 AM »
Well I would assume saying it's 2 Frames for the Safe Jump would make that obvious.
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Sharnt

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Re: Safe Jumps
« Reply #4 on: December 08, 2011, 12:41:29 AM »
Well I would assume saying it's 2 Frames for the Safe Jump would make that obvious.
Well there are no true safe jumps in KOF XIII since every 2frames invincible moves beats everything, but you can safe jump some move which starts in more frames. So if you have a setup which allows you to setup in 4 frames it can be useful in a situation where your opponent didn't have gauge or for some characters.

Btw it's nice because i had some scruples to end with a d~u.D~d.D
« Last Edit: December 08, 2011, 01:05:52 AM by Sharnt »
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MUSOLINI

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Re: Safe Jumps
« Reply #5 on: December 08, 2011, 06:47:50 PM »
what about terrys  ;dn ;up ;a ;c ;version, is it fast enough, also will it beat his a version?
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Sharnt

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Re: Safe Jumps
« Reply #6 on: December 08, 2011, 08:07:33 PM »
Terry didn't have anything which starts in 2 frames and is invincible, so he is totally free to Kim's Safes Jumps.

I guess d~u.AC starts in 3.
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Re: Safe Jumps
« Reply #7 on: December 08, 2011, 09:26:48 PM »
Wow man, this is some great info thanks for sharing.
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Sharnt

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Re: Safe Jumps
« Reply #8 on: January 07, 2012, 07:19:51 PM »
Edit and some corrections.
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Kane317

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Re: Safe Jumps
« Reply #9 on: June 05, 2012, 11:06:58 PM »
Demonstrates Kim's safe jump gets beaten by 4F or less:
http://youtu.be/EtHUAqd1U_8

Sharnt

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Re: Safe Jumps
« Reply #10 on: June 06, 2012, 11:38:45 AM »
Looking at the last video of my post :

Assuming the Hienzan hard knockdown force every character to rise at the same speed.
It's the fact he does it at a standing opponent, my test concluded that it was 3f sj in the combo case (like shown in my video) and pretty random on a aerial opponent, I should have test it on a standing opponent. I add the data to the post.
« Last Edit: June 06, 2012, 11:45:06 AM by Sharnt »
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Sharnt

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Re: Safe Jumps
« Reply #11 on: August 11, 2012, 08:26:51 PM »
Hahaha I forgot one move, and which move!

The Instant air hangetsuzan (qcb~b.D), 18 startup frame overhead which leads to a hard knockdown and neutral in guard (+0 !) if done at the perfection.

qcb~b.D,neutral hop, forward hop.D = 3 Frames safe jump (ie only 2f or less moves will beat you)
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