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Author Topic: High jump cancel?  (Read 2913 times)

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Offline Kryojenix

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High jump cancel?
« on: March 29, 2008, 06:43:43 PM »
The Mech-Hisui fuzzy guard:
She smacks you in the head with her hammer.  This is where most people will start to guard low expecting Mech to be on the ground.  Instead, Mech does a double jump that barely nudges her up a few pixels where she busts out the hammer against.  If your opponent was hit with the first j.c, then this one will combo.  A slight delay before chaining into dj.b then finish up w/ a BnB.

Problem:
Mech's double jump does NOT bump her up just a few pixels like explained above making the fuzzy impossible on a crouching opponent...but it's not :psyduck:  Supposedly, instead of a jump cancel on the double jump, you're supposed to use a "high jump cancel."  Problem is, I have no fucking idea how to do a "high jump cancel."  I've been told by someone w/ limited english skills that you use 6 instead of 8... :slowpoke:  But then there's no jump at all...

Anyone know how to high jump cancel?
« Last Edit: March 29, 2008, 06:48:24 PM by Kryojenix »
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Offline Psylocke

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Re: High jump cancel?
« Reply #1 on: March 29, 2008, 07:40:57 PM »
http://www.youtube.com/watch?v=5ben9dFcK5Y

Press 7 for exactly 1 frame to do the "high jump cancel".  This is much easier than it sounds, since you have the hitstop of the previous attack(a j.c) to do the motion.
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