Execution Woes — Jump Installs (GGXrd)

In a sudden realization of horror, I recognized that my Guilty Gear main, Ky Kiske, has never forced me to challenge my execution, leaving me with horridly sloppy inputs. Hopefully, this is an ongoing journal cataloging issues with my own execution in fighting games in hopes of improvement. I look to write a few words on the frustrations of hitting harder combos and performing difficult techniques, my thought process surrounding the problem, and how I solved it.

If you are unfamiliar with NumPad notation, I will be using it in this journal. Here’s a good learning tool to help you understand the notation scheme.

Warning: There is some heavy fighting game jargon below. If you need explaining or defining of terms, contact me on my Twitter @Samifish11 for any questions.

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Jump Installs have been a part of Guilty Gear for quite some time. As far back as I can remember, they existed in the XX series, but I cannot personally attest to anything before that. Nevertheless, between the XX and Xrd series spans 15 years of a mechanic that was originally a bug, an exploit that allowed characters to extend their combos, until Xrd took note of it and made it an official system mechanic, rather than removing it and hindering those characters who benefits from the glitch.

A Jump Install breaks the game in this way — “ Under normal circumstances, players can not double jump after becoming airborne via special moves (such as Chipp’s 22H teleport) or after super jumping. Jump Install (JI) is a technique that bypasses this limitation, enabling all air options after these circumstances” (Source: Dustloop). In other words, it lets a character jump where they couldn’t before, allowing for new combo routes.

This method of Jump Install is performed by inputting a jump during a jump cancel-able timing, but inputting another move before the jump actually occurs. This lets the game to store a jump for later use, usually in a combo situation. To break it down, the simplest way to Jump Install can be executed by

  1. Perform an attack that is Jump Cancelable.
  2. Press up, then press another attack before becoming airborne, continue combo.
  3. Later in the combo, become airborne via super jumping or via a special move like Chipp’s 22H teleport.
  4. You now have access to all air options. (Source: Dustloop)

There are a few other ways to input a Jump Install, but we will be using this one above today. If you would like to learn more about how it works, the Dustloop Wiki (which I’ve used as a source above) is a great tool to learn more about this unique mechanic.

Onto the problem!

Honestly, I have never tried to do a Jump Install combo. I’ve never desperately needed to with Ky, so I decided to try one of the characters that benefit the most from it, Chipp. His Advanced Combo Trial 7 in Guilty Gear Xrd Revelator has a Jump Install built into the trial, and since Jump Installs don’t have a ding or some sort of notification indicating I’ve successfully executed a Jump Install, a trial that’ll take me step-by-step through the combo is a good tool to practice with. I chose this method of learning over the Jump Install mission in Mission Mode because the trials have the mechanic used on a character that profits from it a fair bit and isn’t isolated to just the Jump Install input itself, allowing it to be more practical and giving myself a better idea of how it feels to input a Jump Install in a combo, where it will be more likely used.

The combo in question looks like this…

Input Notation — 5K 2D xx 236S, 5P ji 2H xx 22S, j.KS jc j.S jc j.SH xx 623S

In attempting the combo, obviously, the issue came here, at the Jump Install.

Input Notation — 5P ji 2H xx 22S

This part of the combo follows a link, making it slightly harder to input because of the need to input at a certain timing. Secondly, the Standing P, Double Jump Install, Crouching HS, inputted as 5P {8} 2H, is a strict timing. If this sequence is inputted too slow, it’s very likely I will just jump cancel j.H the 5P, which ended up being my first issue. Inputting a 5P {8} 2H fast enough was a stress as it is, but then I had to special cancel the 2H into a 22S, making it more difficult, and my second issue.

The first thing I did was look at how much time I had if I tried to jump cancel a 5P, so I just inputted 5P {8} to get a general timing. The time between Chipp hitting the 5P and becoming airborne was the time I had to input a {8} 2H. Essentially, I have to cancel the pre-jump frames into another move, thereby inputting a jump but never getting it, storing the Jump Install. After some time, I got this fairly consistently.

Then came the issue of the cancel. Inputting three downs in a row is something I haven’t had to do since playing Ky in Accent Core/+R, so that input was fairly rusty for me, but still a time consuming input. Nevertheless, I noticed that 2H xx 22S can be inputted as 2H+2S, as motions for specials can often adopt inputs of moves before it. Realizing this, I could shorten the 5P {8} 2H xx 22S input to a 5P {8} 2H2S, making it a bit easier to input. This input can look like this (Note that slightly darker inputs in Guilty Gear Xrd’s input reader means the input has already been read but is being shared with everything in the same horizontal line).

Explicit Input Notation — 5P {8} 2H2S

After practicing this on its own a bit, the combo took me a fair bit of tries to include the 236S, 5P link consistently, not mess up the multiple air jump cancels later, and other issues that ail my silly hands, like going too fast for no reason, but I got it!

I hope reading through this helped you dissect your own thought process on how to approach problems in fighting games. This is a part of an ongoing effort to improve my execution, so hopefully creating a journal of improvement will motivate you to work on something that hinders your game as well!

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