Description
In the context of fighting games, a Safe Jump is a strategic technique used to pressure opponents while minimizing risk. When a player performs a Safe Jump, they time their jump attack to coincide with the opponent's wake-up animation. This timing ensures that if the opponent attempts a reversal, such as a Dragon Punch or any other invincible move, the jumping player can block or evade it upon landing. The precision required for Safe Jumps makes them a high-level tactic, useful for maintaining offensive pressure without exposing the player to potential counterattacks. Safe Jumps are particularly effective against characters with slower wake-up times, allowing the aggressor to continue their offensive momentum safely.
Examples
- In Street Fighter V, Ryu can perform a Safe Jump by executing a jump-in attack right after a hard knockdown, ensuring he can block if Ken attempts a Shoryuken upon wake-up.
- In Guilty Gear Strive, Sol Badguy can use a Safe Jump after a successful Tyrant Rave, positioning himself to pressure the opponent without the risk of being hit by a wake-up Overdrive.
Additional Information
- Safe Jumps require precise timing and practice to execute correctly.
- Some characters’ wake-up speeds or reversal moves can make Safe Jumps more or less effective, depending on the matchup.