Fuzzy Jump

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A Fuzzy Jump is a defensive option select designed to avoid throws and overheads by taking advantage of the timing difference typically found between them and other faster attacks (typically mids and lows). This is very similar to Fuzzy Guard, but primarily to switch between blocking low and jumping.

What is a Fuzzy Jump?





  • If the opponent goes for a throw or an overhead
  • If the opponent attempts a mid or a low


While fuzzy jump might seem like a catch-all solution to avoid most mixups, it comes with its own shortcomings. Characters are vulnerable to strikes during the startup of a jump, which usually lasts for 3-6 frames depending on the game and character. This means that opponents can set up frame traps that will hit you out of the startup of your fuzzy jump. You can try to slightly delay the timing of your fuzzy jump to throw off the opponent's timing, but the drawback will be weakening the fuzzy jump against strikes and throws since you will be crouching for longer.

Another limitation is if you attempt to fuzzy jump while still in blockstun, you will be blocking high, meaning the opponent can hit you with a low. This means Fuzzy Jump will lose to the same things Fuzzy Guard would lose to as well (aka low attacks!).

Air blocking an attack usually has more blockstun when ground blocking, so if the opponent is able to make you air block an attack when you fuzzy jump, you will likely fall to the ground while still in blockstun and the opponent will have more frame advantage to work with and will likely be able to start a new blockstring.

Practicing Fuzzy Jump

To better illustrate the purpose of fuzzy jump, go into Training Mode and setup some dummy recordings.

In Guilty Gear, set up Sol as your training dummy with the following recordings:

  1. 2D (knock down opponent), dash 2P > 2K
  2. 2D (knock down opponent), dash 2P, dash throw
  3. 2D (knock down opponent), dash 2P, dash 2K
  4. 2D (knock down opponent), dash 2P > 5D

In BlazBlue set up Ragna as your training with the following recordings:

  1. 3C (knock down opponent), dash 2A, dash throw
  2. 3C (knock down opponent), dash 2A, dash 2B
  3. 3C (knock down opponent), dash 2A > 6B
  4. 3C (knock down opponent), dash 2A, dash 2A

Set the dummy to replay the recordings with random playback. As you recover from the knockdown, perform a fuzzy jump. If timed right, you will be able to guard or jump out of all of these common situations.

Recognizing When the Opponent is Using Fuzzy Jump

Similar to Fuzzy Guard, you can look for opponents that are switching between high/low blocking in the middle of your blockstrings, this looks exactly the same as a Fuzzy Guard attempt, but you can beat it the same way.

You can also try using a Frame Trap and hit them with an attack during their jump startup. If they seemingly get hit for no reason (ie they were not Counter Hit), they were probably trying to jump out.

See Also


Frame TrapBlockstringOption Select
Using Frame DataHitboxesGame State


Jump-inEmpty JumpTick ThrowCrossupBufferingOkizeme


Hit ConfirmReversalMeatySafe JumpTiger KneeResetGuard SwitchKara Cancel


Fuzzy GuardFuzzy OverheadFuzzy JumpProximity Block Option Select


NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary