Jump Tech (Jump Grap)
A jump animation will hide any button inputs during its start up. Therefore, by inputting jump + throw at the same time, it is possible to hide a throw tech (throw grap) attempt within a jump. By using this technique avoids the threat of a crouch tech (crouch Lp) being parried, or a throw whiff being punished. Needs more translating.
Guard Jump
A technique utilizing the 6 frames of throw invincibility during wake-up, or after block-stun. Simply put, guard for those 6 frames (a split second) then input jump. Generally it is best to return the joystick down-back to guard after inputting the jump, however inputting an air parry after the jump is another option. This technique will result in escaping throws with a jump, or guarding the opponents meaty-attack. It should be noted that there are some command throws that can be punished by a jump in. The downside to this technique is the start-up of a jump animation is vulnerable to delayed attacks. A person trying to beat guard jump should time the delayed attack so that the opponent has not become airborne yet.
Parry Jump
Similar to guard jump, this technique utilizes the 6 frames of throw invincibility. However, instead of guarding during the 6 frames of throw invincibility, a parry is inputted. Down or forward parry --> neutral --> any jump direction. Its possible to input and hide a button within the jump frames, therefore, if the parry occurs, a ground move will immediately come out. This is convenient, yet can be risky depending on the scenario, therefore its ideal to guard after inputting the jump to prevent being hit by multi-hitting moves.
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