Chin buster into medium jinrai no followup is +42. Works outside of corner but if they backrise you'll be pretty far away after your j.HK for example and your pressure won't be very good
Thanks both. I'll look into these. I think when dropping significant damage for the safe jump you have to consider if it's worth it, as a general statement
I prefer the Target Combo - Medium Jinrai as it works everywhere and is always +42. You can get a bit more damage with Target Combo - Light Tatsu which gives +41. This works fine as a Safe Jump against most OD reversals but will lose to 5 framers like Flash Kicks and strangely enough like Ken's non OD Light DP. On hit, if you do all the hits from an EX Jinrai, the final back kick gives a +42 knockdown so in the corner this is good damage and the guaranteed safe jump. Target Combo into Enhanced Dragon Lash is +42 and works mid screen but you have to watch closely as to which way they rise to ensure you're blocking the reversal the right way. If they back rise you'll do a normal jump in but if they rise in place, you'll cross them up so you have to be ready to block the cross cut. Obviously, Tokido prefers the manual timing after Target Combo - Enhanced Tatsu, which is +43. You can manually time a 1 frame micro walk for the safe jump or you can instant jump and do an empty jump, landing at +0. Because of the ambiguity between the options, almost everyone will never attempt the reversal and so it is very reliable as a way to maintain pressure. Peace.
@@RushG I think the guaranteed Drive Gauge damage on block is definitely worth the health loss trade, especially if you add the safe jump to an existing period of offensive pressure. The instincts of the person on defense will be to make some effort to push a button and that urge grows and grows as you extend your pressure. If I've managed to make them guess wrong twice, I'll usually go to the safe jump after the second oki phase to make them want to do something to take their turn back! Peace!
I think OD Jinrai into the heavy ender is a safe jump, but it sends the opponent basically full screen, so it's not really too useful outside the corner
Rook posted some safe jumps in Season 1, the easiest was chin buster (can be mid-screen) cancelled into medium jinrai (no follow-up), then hold forward jump. It's 42 frames. I normally use jumping HK. It works regardless of quick rise or back rise.
Everyone beat me to the TC medium jinrai safe jump so here's a fake one that's 41f, but who's gonna light DP on wakeup? :D Anything grounded into light tatsu, that's it, 41f and the only counter-play is a reversal light DP for characters who have a 5 frame DP
Tokido always does Chin buster run tatsu And it leaves him at +43 and goes for the jump in I think he trained a jump delay of some sort, watch any replay against daigo specially
something everyone always forgets when talking about why a safe jump is safe is the simple execution side of it. It's a "safe jump" because technically you cant get reversal/DP'd. during safe jump towards the end of the jump you time a hit then hold back before you even land. If the kick hits, you're free to press other buttons if it was blocked you can light confirm to push an opponent back or go for a throw, and if they attempted to reversal/DP you will block their attack. This is also called an option select for this reason. The game chooses the best option for you, where if they block or dont block you hit, or create block string pressure, and if they DP you block.
@@RushG I just think new players like myself need the added detail. When i first learned about a jump in I didnt realize it was only safe if you blocked after the jump in. I was just hitting my head on the wall for a week unsure of why it wasnt working until i just started blocking one day.
I'm an Ed player and I eat safe-jumps for breakfast, that's interesting that he has those safejumps, I only knew the MP TC run dragon lash +42 KD. But yeah I guess that can be useful in a last hit scenario
When's the video on all his added mixup pressure with jinrai kicks surrounding the baseline playing around 3 lights? (3 lights that hit into heavy dp, 3 that get blocked into jinrai, doing 1 light then throw, throw, bait, 1/2 lights then jinrai, etc etc etc)
My understanding of the concept of the video may be different to the one you're presenting. I was focusing on how to use Jinrai to create frame traps and extended pressure with no follow up / low follow up / overhead including the counter measures. Doing 3 lights in a row oB doesn't really create any extended pressure unless if you commit to a special which of is a one hit special can't be confirmed into anything or you drive rush off the final light attack. Only ending a light string that contains 2 hits or even just a single hit as a deeper mindgames (threat of another light or changing options) Let me know if I have the video idea wrong and what the video should be demonstrating (you've already put most of the info in the original comment I feel)
If you have any more safe jump setups let me know!
Even safe jump setups for other characters, this information is helpful 👊
Chin buster into medium jinrai no followup is +42. Works outside of corner but if they backrise you'll be pretty far away after your j.HK for example and your pressure won't be very good
Non chinbuster, OD LK Jinra ender in the corner.
Thanks both. I'll look into these. I think when dropping significant damage for the safe jump you have to consider if it's worth it, as a general statement
I prefer the Target Combo - Medium Jinrai as it works everywhere and is always +42.
You can get a bit more damage with Target Combo - Light Tatsu which gives +41. This works fine as a Safe Jump against most OD reversals but will lose to 5 framers like Flash Kicks and strangely enough like Ken's non OD Light DP.
On hit, if you do all the hits from an EX Jinrai, the final back kick gives a +42 knockdown so in the corner this is good damage and the guaranteed safe jump.
Target Combo into Enhanced Dragon Lash is +42 and works mid screen but you have to watch closely as to which way they rise to ensure you're blocking the reversal the right way. If they back rise you'll do a normal jump in but if they rise in place, you'll cross them up so you have to be ready to block the cross cut.
Obviously, Tokido prefers the manual timing after Target Combo - Enhanced Tatsu, which is +43. You can manually time a 1 frame micro walk for the safe jump or you can instant jump and do an empty jump, landing at +0. Because of the ambiguity between the options, almost everyone will never attempt the reversal and so it is very reliable as a way to maintain pressure.
Peace.
@@RushG I think the guaranteed Drive Gauge damage on block is definitely worth the health loss trade, especially if you add the safe jump to an existing period of offensive pressure. The instincts of the person on defense will be to make some effort to push a button and that urge grows and grows as you extend your pressure. If I've managed to make them guess wrong twice, I'll usually go to the safe jump after the second oki phase to make them want to do something to take their turn back!
Peace!
I think OD Jinrai into the heavy ender is a safe jump, but it sends the opponent basically full screen, so it's not really too useful outside the corner
Rook posted some safe jumps in Season 1, the easiest was chin buster (can be mid-screen) cancelled into medium jinrai (no follow-up), then hold forward jump. It's 42 frames. I normally use jumping HK. It works regardless of quick rise or back rise.
Everyone beat me to the TC medium jinrai safe jump so here's a fake one that's 41f, but who's gonna light DP on wakeup? :D Anything grounded into light tatsu, that's it, 41f and the only counter-play is a reversal light DP for characters who have a 5 frame DP
@rush the mk jinrai without finishing has it also chin buster run tatsu and manually timed jump that is delayed by 1 frame
I can't ask you how many FN times I fall for the safe jump especially from Jamie it absolutely cracks me
Great video as always, man. OD Jinrai (HK) is also +42.
These will be used!
Thanks for the help, Rush!
I was wondering, do you have any videos (or plans for one) about frame kills with Ken?
Happy new year! :)
I'm almost master thanks to your guides, you're awesome man
@@geminixp5258 awesome work, you'll get there in no time with the work you're putting in ✊🔥
Tokido always does
Chin buster run tatsu
And it leaves him at +43 and goes for the jump in
I think he trained a jump delay of some sort, watch any replay against daigo specially
ive tried this several times in practive but never seem to get it.
Jump in attack always whiffs.
do you know how to do the timing?
It's pretty tough to get consistently as you need to delay the jump in by 1 frame
Thanks for this!!
No probs
🎉
something everyone always forgets when talking about why a safe jump is safe is the simple execution side of it. It's a "safe jump" because technically you cant get reversal/DP'd. during safe jump towards the end of the jump you time a hit then hold back before you even land. If the kick hits, you're free to press other buttons if it was blocked you can light confirm to push an opponent back or go for a throw, and if they attempted to reversal/DP you will block their attack. This is also called an option select for this reason. The game chooses the best option for you, where if they block or dont block you hit, or create block string pressure, and if they DP you block.
I literally said in the video that if they do a reversal you won't get hit out of your attack
@@RushG I just think new players like myself need the added detail. When i first learned about a jump in I didnt realize it was only safe if you blocked after the jump in. I was just hitting my head on the wall for a week unsure of why it wasnt working until i just started blocking one day.
Oh I see what you mean, as in you still need to hold block after doing the jumping attack? Apologies, I'm with you now 👌
I'm an Ed player and I eat safe-jumps for breakfast, that's interesting that he has those safejumps, I only knew the MP TC run dragon lash +42 KD. But yeah I guess that can be useful in a last hit scenario
I gotta use the mid screen setup more. Thanks man
I'm using it more and more now where I need to enforce a mix up more than go for the HP DP combo ender
When's the video on all his added mixup pressure with jinrai kicks surrounding the baseline playing around 3 lights? (3 lights that hit into heavy dp, 3 that get blocked into jinrai, doing 1 light then throw, throw, bait, 1/2 lights then jinrai, etc etc etc)
My understanding of the concept of the video may be different to the one you're presenting.
I was focusing on how to use Jinrai to create frame traps and extended pressure with no follow up / low follow up / overhead including the counter measures.
Doing 3 lights in a row oB doesn't really create any extended pressure unless if you commit to a special which of is a one hit special can't be confirmed into anything or you drive rush off the final light attack.
Only ending a light string that contains 2 hits or even just a single hit as a deeper mindgames (threat of another light or changing options)
Let me know if I have the video idea wrong and what the video should be demonstrating (you've already put most of the info in the original comment I feel)
@@RushG hey no worries man that sounds spot on, which video are you referring to that you made so I can go watch? Thanks!!
@@RushG Or maybe its this one haha let me know
First one here
Early bird gets the worm