Technical Jargon: Just Guard, A Smurf's Tale

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JG Basics – Smurf Stylie!

I see a lot of people kinda lost to the applications of JG. So I wanted to write about how to do JG itself, the 4 basic applications I see people using and the technical nonsense that ensues as a result. Oh, and break it down so the people who don't get the technical stuff will understand WTF I'm talking about :)

Doing the JG itself. - The JG is done by tapping G quickly. This will create a window after you release where your character will JG any attack it would have guarded.

Frame by frame breakdown – According to thread X Shout outs to noodalls for testing all of this accurately!
The JG input begins and ends on an 8 frame cycle. Consider the input frame 0 and the end of the window 7.
If you release from frames 1-4 you will JG until frame 7.
If you successfully release there is then a window until frame 30 where you cannot JG if you do not successfully JG an attack. If you successfully JG there is no cooldown applied.
If you hold G before frame 7 that frame ends the JG window and you will guard as normal from that frame on. Cooldown applies.

Laymen terms – The faster you release guard, the bigger the window of JG.
If you release G slowly you may not JG at all.
If you try to JG you must wait half a second before trying it again. So, if you try to JG twice in a row the 2nd time you can get hit.

What does JG do?
Shortened recovery time often resulting in free damage
No pushback, so you're at a better range to take free damage
Meter gain (I want to say you get like 1/4 a BE from a JG... I will test later to fact check)


Looking for opponent JG's - If you want to think about it in terms of animation then it's the beginning of the animation of your character releasing their guard. So when you see someone releasing guard in specific situations you are seeing them fish for JG.

1 - JG on Reaction – This is as simple as I see it and I react to it with a JG.

Examples: Astaroth 22B in most situations except some force blocks from grounded you can JG this on reaction. It takes away a huge amount of guard damage from his arsenal and will give you free punish damage.

Higher level applications: This goes as far as your reaction time can carry it, just be careful when you push it. Lots of people trying that are getting too comfy not holding the guard button and get caught looking. Don't strike out trying for something that has free poke as your reward.

2 - JG on String Attacks – This is when you JG string followups.

Examples: Pyrrha 66B BE – This is the prime example of a move that you must deal with using a JG with many characters. It's advantage on block, does tremendous guard damage and the first hit tracks very well... It also leads to a damaging combo on all hits.

All you need to do is see her flash golden with the 66B and the followup will always come out. So react to that and time the JG for the followup timing.

Higher Level Applications: You can apply this to almost any multi hit BE. If you really want a challenge you can start using it for things like B,B and push the limits towards doing faster and faster stings.

Danger Zones: Delayable strings may have different timings, if you JG aimed at a later timing the early timing can make you explode. This can also work both ways

3 - JG Option Select – This is where you time your JG into a frame where your opponent will attack you if able. The basic concept is to time the JG to hit the fastest attacks. This means you release guard in a timeframe where the opponent literally has no attacks fast enough to interrupt

Example: Ivy does her 2A+B and afterwards the opponent has an advantage. As Ivy when choosing to defend you can time JG to their fastest buttons and guard the slower ones. The reason this is such a great setup is 2A+B forces the opponent into crouch. Many characters have faster attacks from the crouching state which are unsafe to JG and the ones that are safe give you enough advantage to press a strong mixup.

Higher Level Applications: You can apply this almost anywhere you would otherwise choose to guard. Get creative, but be mindful of the cooldown if you do this. You can't JG something on reaction after you try to OS a JG.

Danger Zones: The most prominent one in this is just to faster attacks. If the opponent starts using slower attacks and you slow your OS to target them, you will be releasing guard during the point where his fast pokes can hit you in many cases. Depending on the matchup, you might not really care... But you must be aware of it.

4 - JGing Delayable Attacks – This is a lot like JG on reaction, but it's got different danger zones. They are attributed to the 2 types of delayable attacks in SCV. Some delays allow you to release whenever you like and some delay to a point even if you release before that point.

Examples: Astaroth 44[A] is a perfect example. There is a window for the first portion of the hold where whenever you release A your attack comes out. After that when the guardbreak starts charging, you will always have the same impact point. So you want to react to the point of no return and then commit to it after holding guard for the shorter portion of the move.

Higher Level Applications: Astaroth has another really prime example of how to apply JG to a situation with his 3K,[A] delay string. Now this is a string high with a delay that can always be released and hits mid at it's highest level of charge. You can still OS this by crouching, then releasing guard for a JG and rising during the JG. This will even work if you rise into the high portion if you do it properly, just be careful not to time it too early.

Danger Zones: With any delay there will be a vulnerable window before you can JG, so be careful when you release guard. Make sure the opponent has committed to the point of no return so you don't accidentally get hit by the window before then. If you want to guess at it with some of the ones with infinite release times, make sure the partial charge isn't going to murder your life off.

I hope this helped you guys. See you next time.
 
Vini, so far as I can tell, it adds 5F of recovery to the attacker, and then they go through their normal recovery frames. The defender spends 19F recovering, instead of their normal blocking recovery frames. Because no one has looked at total frames for moves (as all of the frame data we use is relative between the two characters) it's not possible to calculate what the JG frames will be.

Except I've done it for astaroth.

http://8wayrun.com/threads/asta-frames-on-jg.11425/
 
As to meter gain, jG builds 10 points of meter or 1/3 of one segment (1/6 of a BE). If you jG multiple hits in a string you get 10 per jG activation, although it appears some strings dont need to be jGed for every hit. So for example jGing through all pf asta's PT will result in a gain of 50 points (5/6 of a BE) and not 60 because as far as I can tell jGing the 2nd to last hit makes the last one not effect you either.
 
I know what I'll be attempting in the Training grounds! lol Thx BB & every1 else who tested it!
 

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