LordKnight Explains: Common Fuzzy Jump Questions

Hi everyone!

If you’ve followed me on Twitter, you know that I’ve been posting long reads about fighting games. They’ve ranged from how-to guides to strategy and philosophy. This column is a continuation of that.

I want to share my experiences with both new and intermediate players who might be stuck. If you read one of these and think, “Well, that was obvious,” then good! If you take something away from these articles, then that’s good too.

If you have any questions or suggestions for topics, feel free to ask me on Twitter. Previous articles in this series can be found here.

Fuzzy jumps are a defensive technique that has been making the rounds for the past couple of years. If you want a quick primer, I highly suggest watching BananaKen’s video on the topic. Not only does it describe how to perform fuzzy jumps in Street Fighter V, but it is a good visual reference for the timing, the inputs, and how to set up a training dummy to practice.

To be honest, the actual idea is quite old. However, after last weekend, it was once again brought to the forefront for players who aren’t that familiar with the concept. Let’s take a look at common questions regarding Fuzzy Jumps and see if we can’t answer them.

So what’s the idea here?

To review, the idea is to defend against attacks and throws, while minimizing the risk you take defending against both options. As explained by BananaKen, when you input db, ub LP+LK, db:

  • If they attack, you block.
  • If they throw, you tech.
  • If they shimmy, you jump.
  • If they command grab, you jump.

All around, it’s a powerful defensive technique. In the first place, if an opponent isn’t aware that you’re using this or doesn’t know how to counter it, you should be able to defend against the vast majority of their offensive options outright.

That being said, fuzzy jumps aren’t infallible. While it’s on the opponent to call you out, as explained in the aforementioned video, the opponent can delay an attack to catch you during jump startup. You’ll be considered airborne (thus, unable to block) while still on the ground, which means you can get punished. This changes the dynamic between the attacker and the defender:

  • The opponent runs through the above options > You defend them all.
  • The opponent delays their attack > You get hit.
  • The opponent delays their attack > You read it and mash > You hit them.
  • The opponent thinks you’re going to mash and uses their basic options again > You get hit.

Now, while delaying an attack is the universal way to catch this technique, it isn’t the only way, and it’s definitely worth exploring if there is a better way for your character to punish.

When do you do use this? I feel like if you do this repeatedly, you’ll get hit for free! It’s too strict/hard to do!

Of course you wouldn’t use this repeatedly. Like any other defensive technique (think crouch tech), you would want to time this when you feel like your opponent might try to throw you. There isn’t a certain amount of times you should be attempting this – instead, you should use it like a throw tech.

And, like anything else, it takes practice.

It’s getting patched out, so I don’t need to learn how to do it.

It’s not necessarily getting patched out–rather, it’s being slightly weakened.

Increasing jump startup by one frame makes it easier for the attacker to catch someone performing this technique on the ground. Not only that, it lets the attacker potentially catch a fuzzy jump attack with an attack that has a higher reward.

That said, it’s still a good idea to learn how fuzzy jumps works. Not only will you be able to recognize them when an opponent uses the technique against you, but you can identify when people use it in other games (if it exists). For example, fuzzy jumps are used by players in every current Arc System Works game, and even though the specifics differ slightly, the basic idea is the same.

If you have any further questions, leave them in the comments!

(Featured image c/o FGC: Rise of the Fighting Game Community)

NorCal Regionals 2016 Streaming Live from Sacramento, California

Just in time for the holiday, NorCal Regionals returns to Sacramento, California this weekend for another round of competitive action. As a premier event on the Capcom Pro Tour, stakes will certainly be high for Street Fighter V players, but folks interested in Ultra Street Fighter IV, Ultimate Marvel vs. Capcom 3, Super Smash Bros. Melee, and Super Smash Bros. for Wii U should be happy to hear their games of choice will also receive the spotlight.

Some of the players in town include Razer’s Infiltration and Xian; Evil Geniuses’ Momochi, Chocoblanka, Justin Wong, Ricki Ortiz, and PR Balrog; Pandora House’s LPN, Nando, HooDaMan, Jame, and TZA; Mad Catz’ Tokido; Winterfox’s 801 Strider; GODSGARDEN’s Kazunoko; Red Bull’s Snake Eyez and Bonchan; Liquid’s Nuckledu; brenttiscool; Level|Up Series’ Alex Valle; QANBA’s Xiaohai and Dakou; Panda TV’s Dark Jiewa; Republic of Gamers’ Kelvin Jeon; Majestic’s Haitani; Team YP’s Filipinoman and Bizzarro Flame; r/Kappa’s Poongko; Panda Global’s Filipino Champ; GIANTSWORD’s gllty; bjUNCHAINED; Julio; Apologyman; Team Spooky’s NerdJosh; Foo; Hellpockets; Thebeautifuldude; NYChrisG; Jeopardy; KBeast; BROKENTIER’s Clockwork; WindZero; Wentinel; Kumite in Tennessee’s SBK; and many, many more. A full list of brackets can be found on Challonge.

Competition will be broadcast live across four separate channels, all of which you’ll find below along with a detailed schedule of each event. You can also click the links below each stream to visit Twitch and chat with your fellow spectators.

Watch live video from TeamSp00ky on www.twitch.tv

Watch live video from CapcomFighters on www.twitch.tv

Watch live video from IPLAYWINNER on www.twitch.tv

Watch live video from IEBattleGrounds on www.twitch.tv

Schedule

Friday, March 25

Event PDT (Local) EDT GMT Stream
USFIV Pools 10:00 AM 1:00 PM 5:00 PM TeamSp00ky
Killer Instinct 10:00 AM 1:00 PM 5:00 PM IPLAYWINNER
MKX 1:00 PM 4:00 PM 8:00 PM IPLAYWINNER
USFIV Top 16 2:00 PM 5:00 PM 9:00 PM TeamSp00ky
GGXrd 4:00 PM 7:00 PM 11:00 PM TeamSp00ky
Super Turbo 4:00 PM 7:00 PM 11:00 PM IPLAYWINNER
Rock-Paper-Scissors 7:00 PM 10:00 PM 2:00 AM (Sat) TeamSp00ky
Nitroplus Blasterz 7:00 PM 10:00 PM 2:00 AM (Sat) IPLAYWINNER
Exhibitions 8:00 PM 11:00 PM 3:00 AM (Sat) TeamSp00ky

Saturday, March 26

Event PDT (Local) EDT GMT Stream
SFV Pools 10:00 AM 1:00 PM 5:00 PM Capcom Fighters
UMVC3 Pools 10:00 AM 1:00 PM 5:00 PM TeamSp00ky
SSBM/SSB4 12:00 PM 3:00 PM 7:00 PM TeamSp00ky
UMvC3 Top 16 2:00 PM 5:00 PM 9:00 PM KombatNetwork
MKX Top 4 4:00 PM 7:00 PM 11:00 PM TeamSp00ky
SFV Top 32 6:00 PM 9:00 PM 1:00 AM (Sun) Capcom Fighters
GGXrd Top 4 6:00 PM 9:00 PM 1:00 AM (Sun) TeamSp00ky
SFV Top 16 8:00 PM 11:00 PM 3:00 AM (Sun) Capcom Fighters
Killer Instinct Top 4 8:00 PM 11:00 PM 3:00 AM (Sun) TeamSp00ky

Sunday, March 27

Event PDT (Local) EDT GMT Stream
SSB4 Top 8 10:00 AM 1:00 PM 5:00 PM TeamSp00ky
USFIV Top 8 12:00 PM 3:00 PM 7:00 PM TeamSp00ky
SSBM Top 8 2:00 PM 5:00 PM 9:00 PM TeamSp00ky
UMvC3 Top 8 5:00 PM 8:00 PM 12:00 AM (Mon) TeamSp00ky
SFV Top 8 7:00 PM 10:00 PM 2:00 AM (Mon) TeamSp00ky

Sources: NorCal Regionals, Capcom Fighters, Team Spooky, IPLAYWINNER, IE Battlegrounds