Anatomy of Jumps
Introduction
It's a deep dive on Asuka 120% LimitOver, its numerous jump options and their invincibility.
And yes, jumps have iframes in LimitOver, though not all & not the same amount.
It's common knowledge that high jumps are pretty good to get out of situations, but this should show some unexpected results.
Each jumps section has a small explanation & an infographic representing their height & iframes / where they end.
Note it doesn't represent the "temporality" or speed/momentum of each options.
LimitOver's code is a work of art ✨
For some unknown reason, jumps have 1-2 frames / 1-2 pixels height differences (for apexes etc).
It doesn't seem to affect startup (mainly apex/fall).
So the general idea is still valid, just something to keep in mind though.
Preface
Terminology
Terms | Explanation |
---|---|
Iframes | Invincibility / Invulnerable frames |
Post Iframes Height | First frame of when the iframes stop |
Apex | Highest point of a jump |
Coordinate Apex | Just for me / nerds that look at RAM watches. In the RAM watch, with the coordinates we have, the apex coordinate is reached before the actual apex, not sure why. |
Landing Frame (invincible) | On your first landing frame: you have this hurtbox. <br> During it, you're invincible, you cannot be hit where the hurtbox is, nor where the sprite is. |
Anti-Air | Only specific moves are actually air unblockable, though in this document's context I'll use anti-air to specifically talk about AUB except if specified otherwise. |
Abbreviations
Moves | Abbreviations |
---|---|
Jump | J |
High Jump | HJ / SJ |
Hop | HP |
High Jump + Double Jump | SDJ |
Hop + Double Jump | HDJ |
Anti-Air | AA |
Air Unblockable | AUB |
Jump Cancel | JC |
Double Jump Cancel | DJC |
Post I-frames Height | PIF |
Methodology
All of these were tested with P2 Asuka.
To make my life easier, I press the input at frame 97 to have the first active frame on 01, to not have to count.
only relevant for High jumps when I say "also works at frame 0"
Here's how it'd look if I would write from the button press every time.
Anatomy of ALL Jumps
The "TL;DR" picture as it encapsulates all important infos:
It shows how far off the ground you get AND how many iframes on startup you get for the reversal options.
It does NOT show double jumps, as regular jumps DO NOT have iframes on startup.
In more details:
- The blue background is a visual representation of the PIF Height / hurtbox (where you can actually be hit).
- The yellow box is a visual representation for "How high you get while being invincible".
- ⚠ NOT how long: that is the number of frames written under each option.
- The yellow line is to compare the max vs lowest PIF height.
- The frames written in the yellow box are "how many iframes" the option above them has.
— | Jump | High Jumps | Hop | Double Jump | High + DJ | Hop + DJ |
---|---|---|---|---|---|---|
iframes | 0fr | 6fr | 9fr | 12fr | 17-18fr | 21fr |
DJC window (for extended iframes) | 4+ | 0-3 | 2-5 | — | — | — |
Why is high jump a range?
High jumps are variable as you can cancel them just before the last iframe.
0-1 ends at 18fr / 2-3 ends at 19fr
Jumps
Reminder: this infographic only shows the regular jump apex.
As regular jumps DO NOT have any invincibility...
... But double jumps do though! Weird I know.
Frame Data
Double Jumps
The blue box is for the Apex here. The PIF height is less relevant due to regular jumps being vulnerable.
The idea behind it is that it's a Guard Cancel option so it has iframes to help make GC easier...
Except they didn't limit it to only GC, it's just there all the time!
By itself, very marginal use & not very impactful... but you'll see that combined with high jumps or hops, it becomes very interesting!
Why does it looks weird?
While everyone has the same number of iframes on double jump (12fr), not everyone travels as far during them.
That's why Asuka has a comparatively really short distance/iframes ratio.
Hops
PIF Height
While it sounds weird at first that hops have more iframes than high jumps but aren't used as much, it makes sense when you think about speed & max height.
For the same amount of frames:
- Hops stay close to the ground & nearly have reached their apex.
- High jumps move faster & still have some distance to go.
For these reasons, high jumps are more slippery than hops... but:
- Hops can help to go through shorter move & can help to punish directly (e.g. jC or Air throw),
- High jump prevents any punish attempt, as you are generally too far/high. You just get away.
Also the next technique might change the usage of hops!
All characters' hops have the same timings & total duration, unlike high jumps.
Frame Data
Hop > Double Jump
So... chaining into double jump can extend your iframes! 👀
Before it was just a theory, but I never had any success in matches... but this actually confirms it!🎊
The reason I couldn't do it without practice in matches though is due to a "tight" window.
It's a 4fr window: from frame 2 to frame 5 (included).
You get 21fr of invincibility (hops on their own just have 9fr)
So you can't be too fast & buffer it before it starts, but you can't be too late either.
High jump > DJ has a similar window but a slightly different timing - but more on that later.
Anyway, it's a game changer!
You get an incredible number of iframes from it and stay a bit lower.
Important points:
- It has the most iframes of ALL options: 21fr!
- Lower than regular HJ, it might lead to some punishes ... but also being more easily anti-aired?
- You can air control during double jumps, so you can try to get out of the way of their AA attempt.
- Sadly, it doesn't go through Torami's DP reliably 😢
High Jumps
PIF Height
The usual way to get out, LimitOver's MVP, the High Jump ... somehow has the least amount of iframes of all options.
But as explained in the hops section, it's very slippery thanks to its max height & speed.
Whereas other options stay closer to the ground, making them easier to anti-air.
True anti-airs at PIF Height are doable, but it can be hard depending the character...
A possible answer is to catch them with a high normal attack (generally 5B)/dash attack, to force them to air block and then to air unblockable them with specials/supers after.
But even that can be challenging to time due to the speed & height. Speaking of height...
Apex
Apexes are ranked differently than PIF Heights are :V.
Outside of the obvious, this chart can help to realize the speed of high jumps:
- the top of the yellow box is reached at the 7th frame.
- each character reaches their apex around the 19-25th~ish frame.
Showing the distance travelled from 0 to 7 and 7 to 19-25.
The PIF height is already hard to hit for some characters, mixed with variable recovery time, the high jump speed & air control... That's why it's hard to catch someone.
Frame Data
"Fast fall"
I bet you didn't know that LO had fast falls... and for a good reason 😅.
By holding down during your high jump, you will actually land faster... by (at maximum) only 4fr.
It's very small but technically could have some uses...?
It's definitely not Smash's fast fall though 😕.
High Jump > Double Jump
Similarly to the Hop > Double Jump, you can extend the iframes of a high jump by double jump cancelling early.
Again, it has the same length, but is a bit earlier:
4fr window, frame 0 to frame 3
17-18fr of invincibility (instead of 6)
Similar to the HDJ, this could change the game.
You lose some height/speed, but you still have the air control of a high jump and you get 3x the iframes!
For comparison, this version is:
- higher than HDJ,
- lower than a regular high jump, but higher than HDJ.
- has 3x more iframes than regular high jump
- has 4 less iframes than HDJ
Detailed Frame Data
Small change
The frame number is the smaller number on the very left.
The larger number after it shows the RAM watch coordinates.
If anything can be buffered before, it'll be written in a quotation mark like so
frame number | coordinate - explanation
Jump
Hop
High Jump
99 | 184 - Can input jA
0 | 176 - first frame to buffer an early JC (99 doesn't work)