Anatomy of Jumps



Asuka 120% LimitOver logo

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.

1
2
3
4
5
Frame 97 - press input  
Frame 98 - release input (read) / delay 1 
Frame 99 - delay 2
Frame 00 - delay 3
Frame 01 - First active frame

Anatomy of ALL Jumps

Jumps' iframes visualization See it bigger!

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

Jump's Apex
See it bigger!

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

1-3 - pre-jump
4 - pre-jump / DJC buffer window starts
5 - pre-jump? / iframes
6 - iframes 
10 - Earliest active JC (Input any UP directions from frame 4 to 6)
20 - Coordinate Apex
22 - APEX
26 - Animation change to fall
28 - Fall (coordinate fall)
30 - Fall (actual)
33 - Start buffer window for HJ/HP/dash/backdash
38 - Last frame for input JC
42 -  Last JC frame (if input at 38) / last frame to input air attack (though it wonꞌt hit)
44 - Last "optimal" bufferable frame.
45 - input buffered here will come out on 49, but if directions are held before a Y/Z button press, the direction'll come out before it
46 - Input buffered here will come out on 50, but if directions are held before a Y/Z button press, the direction'll come out before it
47 - Landing Frame (invincible)
48 - Land  buffered early buffer: block high/low, HJ/hop/dash/backdash
49 - Land  buffered late: block high/low,  HJ/hop/dash/backdash
54 - Idle
55 - Idle    jump start

Double Jumps

The blue box is for the Apex here. The PIF height is less relevant due to regular jumps being vulnerable.

Doube Jump's Post I-frames Height
See it bigger!

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

Hop's Post I-frames Height
See it bigger!

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

1   - Airborne (can press button to attack, doesn't work before)
2   - Buffer window begins for JC (Needs to hold for 2fr at least, tap for 1fr doesnꞌt work)
5   - Last rame on which JC can be buffered (for iframes ext.) / First attack startup frame (from jA input at 1)
9   - DJ activation (if you pressed UP on/between frames 2-5)
10  - End of iframes (9fr inv.)
14  - Apex (coordinate) / Earliest frame where a Special (motion) can be buffered (last input of 22A)
15  - smaller hurtbox
19  - Earliest frame for buffering a HJ/hops/dash/backdash
31  - last frame to input air attack (though it wonꞌt hit)
33  - Start of buffer window for Specials (Y) & normals
35  - Land  earliest frame for Specials (motions) to come out if buffered at frame 14
36  - Landing Frame (invincible)
37  - Land   earliest frame for buffered HJ/hops/dash/backdash to come out
38  - Land   Normal attacks
43  - Idle 
44  - Idle   Jump

Hop > Double Jump

Hop + Double jump cancel's Post I-frames Height
See it bigger!

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

High Jump's Post I-frames Height
See it bigger!

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

High Jump's Apex
See it bigger!

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

99  - Can input jA
0   -  first frame for early JC buffer window (99 doesn't work)
1   - airborne / early JC buffer window
2   - early JC buffer window
3   - Last frame of early JC buffer window (for iframes ext.)
        - Earliest 1st actionable frame? (input starts at 99, Z+A=  vs  Z, 2fr gap, A=)
5   - early DJC buffer window for ext. iframes, input at 0-1 (0-2 sometime?)
6   - late DJC buffer window for ext. iframes, input at 2-3 
7   - End iframes (1-6fr invincible) if no DJC
21  - "Apex" (coordinates)
24  - Apex
31  - Fall (Coordinate)
34  - Fall
44  - Earliest frame to buffer a HJ/hops/dash/backdash
45  - Last JC input frame (0-45), comes out at 50
48  - last frame to input air attack (though it wonꞌt hit)
53  - Landing Frame (invincible)
54  - Canꞌt buffer normals or specials (if tapped, but if held past fr 55, it works?)
55  - Buffer window for special moves when you land begins / Canꞌt buffer normals or specials (Y)
56  - Last "optimal" frame to buffer specials (motions), HJ, hops, dash, backdash. + First frame to buffer normals
60  - Land   buffered HJ/hops/dash/backdash, buffered reversals come out. Normals if done at 56, if input later, comes out by as many frames later as it was inputted.
61  - Idle
62  - Idle   Jump start

"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 😕.

1
2
3
4
5
1-28 - hold down (at any point in this range for same/max result)
49  - Landing Frame (invincible)
56  - Land   buffered HJ/hops/dash/backdash, reversals come out
57  - Idle, normal attacks [-4fr]
58  - "late" reversal, walk/movement

High Jump > Double Jump

High Jump + Double Jump cancel Post I-frames Height
See it bigger!

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

184 - pre-jump
184 - pre-jump
184 - pre-jump
177 - pre-jump / JC buffer window starts
171 - pre-jump? / iframes
165 - iframes 
159 - 
154 - 
150 - 
145 - Earliest active JC (Input any UP directions from frame 4 to 6)
141 - 
138 - 
135 - 
132 - 
130 - 
128 - 
126 - 
125 - 
124 - 
123 - Coordinate Apex
123 - 
123 - APEX
123 - 
123 - 
123 - 
123 - Animation change to fall
123 - 
124 - Fall (coordinate fall)
124 - 
125 - Fall (actual)
127 - 
129 - 
131 - Start of buffer window for HJ/HP/dash/backdash
134 - 
137 - 
141 - 
145 - 
150 - Last frame to input JC
155 - 
161 - 
166 - 
172 -  Last JC frame (if input at 38) / last frame to input air attack (though it wonꞌt hit)
178 - 
184 - Last "optimal" bufferable frame
191 - input buffered here will come out on 49, but if directions are held before a Y/Z button press, the direction'll come out before it
184 - input buffered here will come out on 50, but if directions are held before a Y/Z button press, the direction'll come out before it
184 - Landing Frame (invincible)
184 - Land  buffered early: block high/low, HJ/hop/dash/backdash
184 - Land  buffered late: block high/low,  HJ/hop/dash/backdash
184 - 
184 - 
184 - 
184 - 
184 - Idle
184 - Idle   jump start

Hop

184 - Airborne (can press button to attack, doesn't work before)
178 - Buffer window for JC begins (Needs to hold for 2fr at least, tap for 1fr doesnꞌt work)
173 - 
169 - 
165 - Last frame to buffer JC (for iframes ext.) / First attack startup frame (from jA input at 1)
161 - 
158 - 
155 - 
153 - DJ activation (if you pressed UP on/between frames 2-5)
152 - End of iframes (9fr inv.)
150 - 
149 - 
148 - 
147 - Apex (coordinate) / Earliest frame to buffer Special (motions) (last input of 22A)
147 - smaller hurtbox 
147 - 
147 - 
147 - 
147 - Earliest frame to buffer for HJ/hops/dash/backdash
147 - 
147 - 
148 - 
149 - 
151 - 
153 - 
156 - 
159 - 
162 - 
166 - 
170 - 
175 - last frame to input air attack (though it wonꞌt hit)
180 - 
185 - Start of buffer window for Specials (Y) & normals
190 - 
184 - Land  earliest frame for Specials (motions) to come out if buffered at frame 14
184 - Landing Frame (invincible)
184 - Land   earliest frame for buffered HJ/hops/dash/backdash to come out
184 - Land   Normal attacks
184 - 
184 - 
184 - 
184 - 
184 - Idle 
184 - Idle   Jump

High Jump

99 | 184 - Can input jA
0 | 176 - first frame to buffer an early JC (99 doesn't work)

168 - airborne / early JC buffer window
160 - early JC buffer window
153 - Last frame to buffer early JC (for iframes ext.)
            - Earliest 1st actionable frame? (input starts at 99, Z+A=  vs  Z, 2fr gap, A=)
146 - 
140 - early DJC buffer window for ext. iframes, input at 0-1 (0-2 sometimes?)
134 - late DJC buffer window ffor ext. iframes, input at 2-3 
128 - End iframes (1-6fr invincible) if no DJC
123 - 
118 - 
113 - 
109 - 
105 - 
101 - 
97  - 
95  - 
93  - 
91  - 
90  - 
89  - 
88  - 
87  - "Apex" (coordinates)
87  - 
87  - 
87  - Apex
87  - 
87  - 
87  - 
87  - 
87  - Last frame to hold down to fast fall
87  - 
88  - Fall (Coordinate)
90  - 
91  - 
93  - Fall
95  - 
98  - 
101 - 
105 - 
110 - 
115 - 
120 - 
126 - 
132 - 
139 - Earliest frame to buffer a HJ/hops/dash/backdash
146 - Last JC input frame (0-45), comes out at 50
153 - 
161 - 
168 - last frame to input air attack (though it wonꞌt hit)
176 - 
184 - 
193 - 
184 - 
184 - Landing Frame (invincible)
184 - Canꞌt buffer normals or special (if tapped, but if held past fr 55, it works?)
184 - Buffer window for special moves when you land begins / Canꞌt buffer normals or specials (Y)
184 - Last "optimal" frame to buffer specials (motions), HJ, hops, dash, backdash. + First frame to buffer normals
184 - 
184 - 
184 - 
184 - Land   buffered HJ/hops/dash/backdash, buffered reversals come out. Normals if done at 56, if input later, comes out by as many frames later as it was inputted.
184 - Idle
184 - Idle   Jump start
Edit
Pub: 15 Jun 2023 00:52 UTC
Edit: 19 Jun 2023 14:08 UTC
Views: 284