Well since my really long abcense (and lack of motivation) of coninuing my fighting 101, I might just skip SNK supers for now and just head into some more hardcore aspects of fighting games.
Super Jumping: There's two types really. "Real world" super jumping and "VS. series" super jumping.
I'll start with VS. series jumping since it'll be easier to explain real world jumping later. From herin super jump would be shortened to SJ. The key with the VS. series SJ is to think like Chinese kung fu flicks, or more westernly the Matrix. Yes people these are jumps that defy nature (and even video game nature) and jump approximately 2-2.5 screens high. Now SJ such as this hasn't been popularized since the VS series, more accurately X-MEN: COTA. The key is, flash. Really flash jumps and shit like that. Keeping up with the magnified pace and the super hero aspect of Marvel characters, you can see how SJ really fits in. Guilty Gear (GG) and Rival Schools (RS) has done some of this to a degree. Basically how this super jump is accomplished is either:
*Usually: tapping Down and quickly pressing Up/Up T./ Up B.
OR
pressing all (3) kick buttons (only from XvSF-MvC...not MvC2).
To tell the truth, all SJ accomplishes is adding to the flash. Not only as a defensive way to avoid all matters of shit happening on the ground (fireballs, beams, flying rocks, pink shit) but also it's the key in performing an air combo after you hit someone with a launcher attack. Note that launcher attacks, (usually D.FP or D.RH) are attacks that send you opponent in the air when it connects, setting up all matters of bodily harm, (usually an air combo is followed up with it). Air combos usually extend only to the peak of your jump, or when you decide to finish off the combo. (With either a finisher such as FP or RH; throw; special; or Super.)
The real world super jumping applies to games such as SNK and SF3 series. The basis behind this is that this real world jumping that it seems more "real" in the fact that it doesn't jump up 2 screens high. Usually it hits the "top" of the screen for that kind of SJ. Once again this is very useful and often it offers more "horizontal" advancement than the VS series SJ. for the sheer fact that it's not going as high. This adds more tactical advantages since it's more realistically used as a way to position yourself, NOT as a way to continue or make an air combo.
Usually games that aren't as spazzy as the VS series don't have air combos. At most, it would be a "juggle". Juggles first appeared in Mortal Kombat. Basically what it meant that you could hit an opponent as they fell from an attack in the air. Juggles have been included cause it's become a natural convention. Usually there are a limits to how many juggles can happen to the sole fact that to perform a juggle would usually result in one extra hit.
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