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The Reality of the "One Frame Jump", and Other Jumping Myths


Circuitous
  • Let's take a moment to talk about One Frame Jumps.

    The fact is, what most of us understand One Frame Jumps to be simply isn't the case. Actually, a lot of what we know about the first few frames of jumping is wrong! Here I'll attempt to demonstrate how jumping really works, and how it impacts the game.

Disclaimer: This article has only been tested for Accent Core and AC+R. Though it's likely the same holds true for Xrd, this is still unproven.

Let's take a moment to talk about One Frame Jumps.

The fact is, what most of us understand One Frame Jumps to be simply isn't the case. I made a video a while back demonstrating how they actually function - if you haven't seen it, you can check it out below.

https://www.youtube.com/watch?v=OIXuOx8WbFU

To summarize: starting a jump with Faultless Defense doesn't reduce your jump startup. It does, however, put you into your blocking animation on the first frame that you're considered airborne, shrinking your hurtbox. This allows you to dodge some attacks with tighter timing, but it won't get you out of smaller gaps in a string.

Brett then posed a few additional questions regarding some commonly-held beliefs. Is it true that you can only block on the first frame of your jump if you FD? Can you perform any other actions (like an attack) on the first frame of a jump? After testing it with the same method I used in the video, I found that the answer to both questions was a resounding no.

No video this time (for now). Instead, I'll show here the frame count, what inputs were entered, and when they were drawn.

First, to test air blocking on the first frame. Dummy Sol jumps forward with j.S against Player Potemkin.

[table]

FramePotemkin InputPotemkin AnimationSol InputSol AnimationFD Jump PO InputFD Jump PO AnimationFD Jump SO InputFD Jump SO Animation1[/td] :s: :s:234 :u: :s: Frame 1 :u: :s: Frame 15 :ub::p::k:67Jump Startup Frame 1Jump Startup Frame 189101112Jump Frame 1 :s: Active Frame 1Air FD :s: Active Frame 113Instant Block* :s: Active Frame 1*Air Instant Block FD* :s: Active Frame 1*[/table]

* The game animates the result of an attack making contact on the frame after it actually makes contact.

With me so far? We'll use the same system for testing actions on the first frame with Potemkin's j.P. The first test inputs the P in time to make it happen as soon as jump startup ends. Test 2 is one frame later. Test 3 is an FD Jump control.

[table]

FrameInput Test 1Input Test 2Input Test 3 (FD Jump)Input Test 4 (TK Bandit)1 :u: :u: :u: :d::df::f::uf:2 :ub::p::k:34JumpStartupFrame15 :p: :k:6 :p:789Jump Frame 1Jump Frame 1Air FDAir Bandit Frame 110Jump Frame 2Jumping :p:[td]Air Bandit Frame 2[/table]

So what does this mean? Only two things can be performed on the very first frame of jump state: Faultless Defense or a Special Move. Normal attacks and Slashbacks can't be performed until the second frame. Double Jumps can't be performed until the fourth! And, of course, air dashes have a minimum height requirement. This information may alter the timing of "fastest possible" rising normal overheads, so please take it into consideration.

Edit: contrary to the original writing of this article, aerial special moves can be performed on the first frame of jump state.

That's all I have for you, thanks for reading.


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mAc Chaos

Posted

Is there anything like one frame jump in BB?

Blade

Posted

Any more myths you'd like to debunk? :D  This was great.

TheRealBobMan

Posted

Any chance you can format the first table so that there's a thicker line between the normal jump and FD jump sections?  It'll improve readability by quite a bit.

Circuitous

Posted

Any chance you can format the first table so that there's a thicker line between the normal jump and FD jump sections?  It'll improve readability by quite a bit.

Sadly I don't have that sort of fine-grain control over tables with BBCode.

Naka

Posted

Guard(ed) Jump for the name maybe



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