Description
In fighting games, the pre-jump phase refers to the short window of time between when a player inputs a jump command and when the character actually starts to ascend. During this phase, usually lasting only a few frames, the character is grounded but cannot perform most actions such as blocking or attacking. This mechanic adds an extra layer of strategy, as players must carefully time their jumps to avoid being punished by their opponents. Understanding the pre-jump phase is crucial for high-level play, as it can be exploited for setting up traps or predicting an opponent's movements. Additionally, different characters and games may have varying pre-jump durations, influencing play styles and tactics.
Examples
- In 'Street Fighter V', Ryu's pre-jump frames are 3 frames long. This means there's a brief moment where he is vulnerable before he leaves the ground.
- In 'Super Smash Bros. Ultimate', each character has a unique pre-jump frame count. For example, Mario has a pre-jump duration of 3 frames, while Bowser's is 5 frames, making his jumps slightly more telegraphed.
Additional Information
- Pre-jump frames are a universal mechanic across most fighting games, though the exact frame count can vary significantly.
- Mastering the timing of pre-jump frames can give players an edge in both offense and defense, allowing them to evade attacks or set up counter-attacks effectively.