Contains safejump/safejab setups from throws, certain neutral buttons, supers, and a simple and easy to route into corner combo.
One thing I forgot to mention was dealing with a late tech from 66M. Although your opponent late teching allows you to do slight walk forward into safejump, I highly recommend you do not do this. Doing so puts you at risk if you do not recognize your opponent early teching. For that reason, I instead recommend autopiloting into the safejump as if your opponent early techs, doing so will still give you time to recognize your situation and you simply need to eyeball it and do another safejump (this is only recommended for people who are aggressive and confident in their ability to eyeball and safejab).
Another thing is Super DP (U DP) leads into an auto-timed safejump, simply jump forward and aerial.
Super Fireball and Super Rekka also lead into safejumps but aren't as easy to perform, both require a crouching L time kill after their recovery before jumping forward. Super Rekka's safejump timing can also be altered in the corner due to the wall bounce it causes, leading to an accidental connect from crouching L. This usually doesn't cause problems if you are going for it though, if you can combo from Super Rekka, you usually wouldn't go for a safejump, and if you hit the combo limit, when you Super Rekka, this prevents crouching L from connecting and messing up the safejump. If for some reason you want to safejump Super Rekka despite not hitting the combo limit, simply wait a few frames so you don't have your crouching L accidentally combo and perform the safejump.
I'd be willing to make a follow up video specifically for the safejumps I forgot to add here.
5 сен 2024