Jump



A Jump is a basic gameplay element in Street Fighter games.

Description
A Jump is a multi-utility option in every Street Fighter game since the original. It allows the user to move forwards, backwards, or jump neutrally. Defensive options tend to be rare in the main series, In Alpha a jumping character could block and in III, while the jumper can not block, they can Parry. The distance and height of a jump is on a character by character bases, Ibuki for example jumps much higher than Abigail. During the entire sequence of a jump (aside from the recovery frames) the character is considered in an "airborne state" a state where they will be Air Reset if they are hit by a non jiggling attack, and can not be hit by grabs. It should be noted that having airborne frames does not mean a jump, such as Ibuki's Hammer Kick or Ryu's Tatsumaki.

A Jump is comprised of the following
 * Pre-Jump frames. Every character has pre-jump frames that they have to go through before going into the air. These frames can be Canceled, a trait that can be taken advantage of by characters such as Ibuki and C. Viper (alongside Super Jump cancels). During these frames the jumping character is considered "Airborne" and can not be grabbed, but is still hit as grounded by normal attacks.
 * Jump Acceleration, ascent. Jump Acceleration is how fast characters go high into the air, reaching their apex. Characters with high jump acceleration tend to (but not always) have high jump apexes. Jump Acceleration tends to be great for escaping pressure.Vs190311-005.jpg
 * Apex, Ceiling. The Apex of the jump is how high the jump reaches, characters that have very high apexes tend to not be able to pressure off their jumps well (especially neutral jumps) but tend to be great air to air. Characters with low apexes tend to be good at pressuring with their jumps, but struggle to get over some Projectiles and tend to lose air to air against other characters.
 * Descent. This is how fast characters tend to go down after reaching their jump apex.
 * Recovery, This happens when the character that jumped reaches the ground, in modern games there is usually four frames. Also in modern games the last two recovery frames of the four become "blockable", meaning that technically still recovering and not able to perform actons, they can still block in the two blockable recovery frames. This benefit only applies if the user does not perform an action during the jump. If a user does an attack they will have to deal with the full four recovery frames.