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Her safejump after throw is whiff 5P > IAD > j.S. Whiffing 5P immediately after the throw will burn the exact number of frames to connect j.S as a safejump. You can hold 4 after IAD; you don't need to stay on 5.
I use safejumps all the time, and it's pretty much automatic once you get the hang of it. You don't need to time either of Ramlethal's safejump setups manually since the input buffer takes care of all of it.
And do you safejump 100% against leo all the time? Or is there a reason u don't safejump leo 'all the time'? Isn't safejumping ideal to spam cause it safely secures your turn? If they block on the 5D do you followup with Ram's Gatling?
wut about windshield wipers j214S, is there a safejump for after that trick? or do I just whack em once after they hit the ground and let them reset to neutral.
https://www.youtube.com/watch?v=uEw3V06pz-8
I always use safejump against most characters, especially characters with meterless invincible reversals like Leo since a properly timed safejump will beat their reversal everytime. The only time I don't use safejumps as often is against Potemkin because he can block them and then pot buster, or Baiken and Anji because they can guard point the safejump. In those cases, I might try safejump once to see if they know how to beat it; if they don't then I will keep spamming safejumps, if they do then on the next opportunity I have to safejump I will instead fake it by empty jump IAD'ing and then neutral jumping as soon as I land to punish their punish attempt. Also, even if my opponent doesn't have a reversal option, if they consistently block the safejump then I may still fake the safejump and go for a throw, which leads to another safejump.
Just like everything else, safejumps do have counterplay. Blocking the safejump and immediately command grabbing with something like pot buster or wild throw beat them, guard points can also beat them depending on the frame data. Sometimes instead of a safejump it is better to meaty with the tip of Ram's HS or with rock.
Aside from safejumps, j.D is also her only reliable crossup tool, so it shouldn't be slept on entirely. 214K can also crossup and it even hit overhead, but getting the crossup with it is unreliable, doesn't lead to anything without RC, and is more punishable than crossup j.D if blocked.