User:Ribbanya/Sandbox: Difference between revisions

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(WIP)
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*'''{{clr|S|c.S}}''' is much more forgiving with the timing and is usable in more scenarios.
*'''{{clr|S|c.S}}''' is much more forgiving with the timing and is usable in more scenarios.
Making sure you use {{clr|K|214K}} as high as possible to end your juggle combo is a good way to ensure the {{clr|K|5K}} safe jump's success.  
Making sure you use {{clr|K|214K}} as high as possible to end your juggle combo is a good way to ensure the {{clr|K|5K}} safe jump's success.  
There are also some ways to do the safe jump without an OTG:
*After a ground throw, you may simply hold up-forward and do {{clr|H|j.H}} late in your ascent and it will give you a properly timed safe jump.
**Doing a neutral/back jump into an IAD {{clr|H|j.H}} or {{clr|K|j.K}} may work to as well if one prefers after a ground throw, but it does demand more precision.


Remember that when doing safe jumps, the amount of frame advantage you have is in your control. If you're getting thrown after using {{clr|S|c.S}} or a lower button you need to delay your {{clr|H|j.H}} more. However, even with the minimum advantage of +4, you can still frame trap throws with {{clr|P|2P}} reliably. Delaying {{clr|H|j.H}} or doing {{clr|P|2P}} are your two options to ensure the safe jump is true. Keep in mind that there can be counterplay to using {{clr|P|2P}} right away, but that's just the nature of fighting games.
Remember that when doing safe jumps, the amount of frame advantage you have is in your control. If you're getting thrown after using {{clr|S|c.S}} or a lower button you need to delay your {{clr|H|j.H}} more. However, even with the minimum advantage of +4, you can still frame trap throws with {{clr|P|2P}} reliably. Delaying {{clr|H|j.H}} or doing {{clr|P|2P}} are your two options to ensure the safe jump is true. Keep in mind that there can be counterplay to using {{clr|P|2P}} right away, but that's just the nature of fighting games.
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| Oneliner  =  
| Oneliner  =  
| Difficulty =
| Difficulty =
| Video      = GGST Giovanna jH2.png
| Video      = GGST Giovanna jH2.png <!-- TODO video -->
| Thumbnail  =  
| Thumbnail  =  
| Recipe    = {{clr|D|4D}} or {{clr|D|6D}} > j9 > rising {{clr|K|j.K}} > {{clr|H|j.H}}[4]
| Recipe    = {{clr|D|4D}} or {{clr|D|6D}} > j9 > rising {{clr|K|j.K}} > {{clr|H|j.H}}[4]
| content    =  
| content    =  
After a ground throw, you may simply hold up-forward and do {{clr|H|j.H}} late in your ascent and it will give you a properly timed safe jump.
After a ground throw, hold up-forward and whiff a {{clr|K|j.K}}, then immediately do {{clr|H|j.H}} for an auto-timed +7 {{keyword|meaty}}.
 
Afterward, lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Morbi tincidunt ornare massa eget egestas purus viverra accumsan.
 
* <code> (...) > jc > {{clr|H|j.H}} > {{clr|H|j.236236H}}</code>
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Consequat id porta nibh venenatis cras sed. Ornare lectus sit amet est placerat in. Blandit volutpat maecenas volutpat blandit. A arcu cursus vitae congue. Leo duis ut diam quam nulla. Tempus quam pellentesque nec nam. Ornare suspendisse sed nisi lacus sed. In hac habitasse platea dictumst quisque sagittis purus sit. Quam viverra orci sagittis eu volutpat odio facilisis mauris.
 
* <code> (...) > jc > {{clr|H|j.H}} > 22FRRC > {{clr|H|j.H}} > (...) </code>
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Consequat id porta nibh venenatis cras sed. Ornare lectus sit amet est placerat in.
 
* <code> (...) > {{clr|K|2K}} > (...) </code>
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Consequat id porta nibh venenatis cras sed. Ornare lectus sit amet est placerat in.  
}}
}}
|-|
|-|
IAD Safe Jump =
IAD Safe Jump =
{{TheoryBox
{{TheoryBox
| Title      = {{keyword|IAD}}  
| Title      = {{keyword|IAD}}
| Oneliner  =  
| Oneliner  =  
| Difficulty =
| Difficulty =
| Video      =  
| Video      = <!-- TODO -->
| Thumbnail  =  
| Thumbnail  =  
| Recipe    =
| Recipe    =
| content    =  
| content    =  
Lorem ipsum
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Consequat id porta nibh venenatis cras sed. Ornare lectus sit amet est placerat in. Blandit volutpat maecenas volutpat blandit. A arcu cursus vitae congue. Leo duis ut diam quam nulla. Tempus quam pellentesque nec nam. Ornare suspendisse sed nisi lacus sed. In hac habitasse platea dictumst quisque sagittis purus sit. Quam viverra orci sagittis eu volutpat odio facilisis mauris.
}} </tabber>
}} </tabber>

Revision as of 16:11, 18 April 2024

Safe Jumps

Giovanna has a variety of safe jump setups that are done by landing with a properly timed j.H on the opponent's wakeup.

Giovanna's safe jumps are consistent against the whole cast. This makes for your default, consistent and reliable oki option out of nearly any hit.

If you have the chance to do either of your jump cancelable normals (c.S or 5K) as an OTG, you can then jump cancel them and IAD > j.H for a rather simple setup.

Each OTG move and their respective setups each have their tradeoffs:

  • 5K is faster, longer range, but its narrow and raised hitbox demands you hit the OTG very early upon them falling on the ground, limiting its use after a long combo.
  • c.S is much more forgiving with the timing and is usable in more scenarios.

Making sure you use 214K as high as possible to end your juggle combo is a good way to ensure the 5K safe jump's success.

Remember that when doing safe jumps, the amount of frame advantage you have is in your control. If you're getting thrown after using c.S or a lower button you need to delay your j.H more. However, even with the minimum advantage of +4, you can still frame trap throws with 2P reliably. Delaying j.H or doing 2P are your two options to ensure the safe jump is true. Keep in mind that there can be counterplay to using 2P right away, but that's just the nature of fighting games.

You can also do a Super OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. safe jump by performing a safe jump j.H~632146H. This will effectively counter DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s, reversal throws, backdash, and mashing.

Ground Throw (4D or 6D)

j.H Safe Jump using j.K frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier.
poster=LazyLoadImageThumbnail.png

4D or 6D > j9 > rising j.K > j.H[4]
After a ground throw, hold up-forward and whiff a j.K, then immediately do j.H for an auto-timed +7 meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals..

Afterward, lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Morbi tincidunt ornare massa eget egestas purus viverra accumsan.

  • (...) > jc > j.H > j.236236H

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Consequat id porta nibh venenatis cras sed. Ornare lectus sit amet est placerat in. Blandit volutpat maecenas volutpat blandit. A arcu cursus vitae congue. Leo duis ut diam quam nulla. Tempus quam pellentesque nec nam. Ornare suspendisse sed nisi lacus sed. In hac habitasse platea dictumst quisque sagittis purus sit. Quam viverra orci sagittis eu volutpat odio facilisis mauris.

  • (...) > jc > j.H > 22FRRC > j.H > (...)

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Consequat id porta nibh venenatis cras sed. Ornare lectus sit amet est placerat in.

  • (...) > 2K > (...)

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Consequat id porta nibh venenatis cras sed. Ornare lectus sit amet est placerat in.

IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.


Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Consequat id porta nibh venenatis cras sed. Ornare lectus sit amet est placerat in. Blandit volutpat maecenas volutpat blandit. A arcu cursus vitae congue. Leo duis ut diam quam nulla. Tempus quam pellentesque nec nam. Ornare suspendisse sed nisi lacus sed. In hac habitasse platea dictumst quisque sagittis purus sit. Quam viverra orci sagittis eu volutpat odio facilisis mauris.