Djeeta Safejump Setups and Combos | Granblue Fantasy Versus Rising
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- เผยแพร่เมื่อ 25 ส.ค. 2024
- Contains safejump/safejab setups from throws, certain neutral buttons, supers, and a simple and easy to route into corner combo.
One thing I forgot to mention was dealing with a late tech from 66M. Although your opponent late teching allows you to do slight walk forward into safejump, I highly recommend you do not do this. Doing so puts you at risk if you do not recognize your opponent early teching. For that reason, I instead recommend autopiloting into the safejump as if your opponent early techs, doing so will still give you time to recognize your situation and you simply need to eyeball it and do another safejump (this is only recommended for people who are aggressive and confident in their ability to eyeball and safejab).
Another thing is Super DP (U DP) leads into an auto-timed safejump, simply jump forward and aerial.
Super Fireball and Super Rekka also lead into safejumps but aren't as easy to perform, both require a crouching L time kill after their recovery before jumping forward. Super Rekka's safejump timing can also be altered in the corner due to the wall bounce it causes, leading to an accidental connect from crouching L. This usually doesn't cause problems if you are going for it though, if you can combo from Super Rekka, you usually wouldn't go for a safejump, and if you hit the combo limit, when you Super Rekka, this prevents crouching L from connecting and messing up the safejump. If for some reason you want to safejump Super Rekka despite not hitting the combo limit, simply wait a few frames so you don't have your crouching L accidentally combo and perform the safejump.
I'd be willing to make a follow up video specifically for the safejumps I forgot to add here.
Well done! I appreciate this a lot since I picked up Djeeta to focus more on fundamentals after breaking my hands with stance swaps on Narmaya as she is my main.
I just realized the typos in the video such as me referring to a safejab as a safejump for 66M. That's what happens when you make videos at 2 am.
Anyways additional notes:
One thing I forgot to mention was dealing with a late tech from 66M. Although your opponent late teching allows you to do slight walk forward into safejump, I highly recommend you do not do this. Doing so puts you at risk if you do not recognize your opponent early teching. For that reason, I instead recommend autopiloting into the safejump as if your opponent early techs, doing so will still give you time to recognize your situation and you simply need to eyeball it and do another safejump (this is only recommended for people who are aggressive and confident in their ability to eyeball and safejab).
Another thing is Super DP (U DP) leads into an auto-timed safejump, simply jump forward and aerial.
Super Fireball and Super Rekka also lead into safejumps but aren't as easy to perform, both require a crouching L time kill after their recovery before jumping forward. Super Rekka's safejump timing can also be altered in the corner due to the wall bounce it causes, leading to an accidental connect from crouching L. This usually doesn't cause problems if you are going for it though, if you can combo from Super Rekka, you usually wouldn't go for a safejump, and if you hit the combo limit, when you Super Rekka, this prevents crouching L from connecting and messing up the safejump. If for some reason you want to safejump Super Rekka despite not hitting the combo limit, simply wait a few frames so you don't have your crouching L accidentally combo and perform the safejump.
Another thing I forgot to mention, while I used jU as my aerial of choice in the video, I believe jH is actually the more optimal choice due to it dealing slightly more damage. I use jU instead because of how active it is, making safe jumps with it very easy to perform. In the end, you can use whatever aerial you’d like as long as you are fine with trading damage for easier aerial timing (jL or jU), just make sure you use jH or jU for safe jumps that require further distance jumps.
Wouldn't the aerial attack miss because the opponent is down? (During the safe jumps)
Forgive if I am misunderstanding what you are saying, but when the opponent does a invincible reversal, there is a few frames of startup (the fastest that most characters have access to usually costing 50% of their super bar and 8 frames of startup). By using this, we can do an aerial placed within those startup frames so we can hit the opponent on their wake-up if they tried pressing any other button or simply blocking, while also having enough time to recover and block a potential reversal. All of the safe jumps I used here I also tested with the opponent pressing close L on their wake-up. If there is anything else you need to know or if I simply misunderstood, let me know!