Wakeup Jabs, Creating Setups and More Fill Viscant’s Most Recent “Hit the Ground Running”

Anyone who has strolled into the Shadowloo Base or toured the New Zealand countryside looking for a brawl in Street Fighter V has encountered the wakeup jab. The wakeup jab–or short, depending on the character in question–is a great defensive answer to many offensive options available in the game, but it’s not the perfect answer. In his most recent “Hit the Ground Running” article over at BROKENTIER, Jay “Viscant” Snyder discusses these quick buttons, what makes them good, and how to work around them.

In this act, Viscant demonstrates just how difficult creating the Perfect Setup can be, especially considering that “the game was designed to reduce the role of setplay and okizeme.” On top of Capcom’s deliberate efforts to reduce the effectiveness of setplay, there’s the tight timing required for each button press used to kill frames, there’s the guessing game often involved with how the opponent will tech to recover, and so on. Sometimes, if the setup in question beats a wakeup jab, that may be the only thing it beats, which calls into question whether or not the setup is worth using (or learning) at all.

If you’re looking to break new ground when it comes to proper okizeme in Street Fighter V, you’ll definitely want to check out Viscant’s post in full by following the link below. Do note that it is positively laden with frame data talk; this is a good thing, but some of us are more fond of numbers than others.

Source: BROKENTIER