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- Before we start: the number of special moves that automatically super jump install was greatly increased in Xrd, and to be honest outside of Chipp the number of characters who NEED to know any of what I'm going to write below infinitely approaches zero.
- There are four kinds of jump install, three of which are different implementations of the same concept and one which is just weird. From most known to least, they are as follows:
- 1) Jump cancel jump install. Input a jump off of a norml that can be jump canceled, and then quickly before the jump actually comes out, do something else, which will override the jump attempt. As long as your character never returns to a neutral state, the jump is now "installed" into your character; if you become able to take air action at any point afterwards the game will give you all the options that you would have had from a normal jump (or super jump, if you entered the jump with a 28 input, though there would be no reason to).
- When you see Sol do 2H after a wild throw straight into a super jump air combo where he also double jumps, or you see Chipp do his 5P 2H air teleport into full air combo, this is what's going on. Considering that most jumps in this game are 3 frame startup, it can seem pretty intimidating at first. Remember, though, that hitstop means that your jump cancelable normal will give you at bare minimum 14 frames (11 frames of hitstop, plus 3 frames of jump startup) to install your jump.
- 2) Jump startup jump install. Cancel the startup of your jump into a special move. Technically this can be done with any special or overdrive, but speaking practically the special move must take you airborne for you to get the benefits, whether you become able to act naturally afterwards (Chipp teleport) or by roman canceling (Millia hair car, Slayer's crosswise heel). A jump installed gunflame, for example, doesn't do anyone any good.
- Note that due to the fact that you don't get hitstop or any other sort of buffer for this kind of JI most of the time, by necessity your command will most likely be similar to a TK input (2369 for a 236 move, for example), just with the button press that completes the command coming before you finish your jump startup, not after. This coupled with the fact that almost every special move command in this game comes with a 2 input means that almost any jump install you do using this method will be a SUPER JUMP INSTALL. This means the game thinks you're in super jump state, not jump state. In addition to the obvious--you won't be able to double jump, obviously--this also means that you have super jump properties such as the ability to instantly reorient in midair to face an opponent you have crossed over.
- When a Chipp does an air teleport from standstill and can airdash afterwards (228S/H), or Slayer can airdash after roman canceling his blocked crosswise heel (2147P/K, K) this is what's happening.
- 3) Previous jump jump install. While having air options remaining, land, and without entering a neutral state become airborne again. You will retain the air options you had from the jump before you landed. Note that unlike the other kinds of JI listed above, the air options you retain depend on the ones you had remaining. In other words, it's possible to JI with this method and not have any air options left because you installed a jump that had already been used up. The 5 frame landing animation you enter from landing from a jump does NOT count as neutral state for the purposes of this technique.
- Aside from the obvious application (jump up, then land, then special move) there's tons of edge cases where this can be used, though the actual efficacy of said cases ranges from Nice to Por Que. For instance, Chipp player E.T will frequently tech after being hit in the air and immediately teleport on hitting the ground--tech restores all air options, so his teleport is fully jump installed. Similarly, finishing an air combo that doesn't use your air options and then landing will then allow you to use them as long as you immediately do a special move upon landing.
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- Up to now all the jump install types have worked around preserving a jump and using it later which makes perfect sense if you accept the concept. The fourth kind of jump install doesn't work on that system and instead works on ???
- 4) I don't even know how it works jump install. On the first frame after exiting blockstun, begin an action that will make you airborne before you return to neutral. Doesn't matter if you go directly airborne like with a super jump, or if you gatling into something that takes you airborne. I have no idea why this works but it does.
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