Cancelling the High Jump

The inputs

Quarter-circle

DP/Shoryuken

Half-circle

Pressing the button(s)

Examples for HJC Ultra

Special cancelling via HJC

Special cancelling the Seismo

The spacing of the Seismos is determined by the character's position and the character itself. Sometimes even two variants connect, sometimes none, in that case you must use EX.Seismo.

EX.Seismo inflicts less chip damage but has a faster startup than non-EX Seismo.

H.Seismo has the longest range, with the exception of a crouching Sagat and crouching T.Hawk, no character can be hit with any Seismo at full screen. That being said, Sagat and T.Hawk can be spammed at full screen with H.Seismo.

Special cancelling Ibuki's normals

As you could see in the previous Gfycats, when you want to cancel a grounded move into a High Jump to land a mid-air normal, special or Ultra, you just input the High Jump right after the grounded move and follow-up with the mid-air normal, special or Ultra. This is not very hard to do and does not involve any special trick nor input.Unfortunately, cancelling the pre-jump frames of the High Jump into a special move, Super or Ultra Combo is not that easy, but it's actually easier than it sounds. The secret is, that you have to incorporate the input of the High Jump into the move you want to cancel into. All of Viper's and Ibuki's special moves, Super and Ultra Combos have a quarter-circle, a half-circle or a DP input. These inputs all involve a down input, and because of this it's easy to incorporate a High Jump input into them.To incorporate the High Jump input into the quarter-circle input, end the quarter-circle in an up input. That said, the input looks like this:Doing a half-circle from down to up instead works as well.The DP input can be done many ways, but I recommend you to do a forward (or backward, depending on the input), then a quarter-circle which you do the way I described above. That said, the input looks like this:or thisRemember, doesn't matter how you do the DP input, make sure the stick gets into neutral before you do the down input otherwise the High Jump won't come out.The half-circle input is basically an extended quarter-circle input and because of this, the High Jump input should be incorporated into it the same way as it is into the quarter-circle input. That said, the input looks like this:or thisWhen it comes to Super and UItra Combos, where one of these inputs is twice, you can incorporate the High Jump into either. In some cases you can even buffer the first input before the normal you are cancelling into the Ultra, such as when you're cancelling a punch into Hashinsho or a punch or a kick into Burst Time.Unfortunately not only the motions have to be accurate for the HJC to come out. Timing the punch(es) or kick(s) is essential. If you want to special cancel via HJC and input the motions well, but you mistime the punch(es) or kick(s), your character will simply perform a High Jump. If you're attempting to do a HJC Ultra and press the PPP/KKK too early, an EX/non-EX special move (like EX.Seismo instead of Burst Time or EX.Kazegiri instead of Hashinsho) comes out instead, if what you cancelled into the High Jump was also special cancellable.Viper's Seismo is special cancellabe through HJC which is very practical not just in combos but also when assuming pressure.In the corner a Seismo cancelled into a H.Thunder Knuckle will hit the opponent meaty (late) and make it easier to follow-up with a st.HK, another H.Thunder Knuckle, an EX.Burning Kick or even with Burst Time. Usually the H.Thunder Knuckle is cancelled to reduce the recovery of the Seismo which enables you to even connect a M.Thunder Knuckle in the corner for extra damage and stun, which is very hard to do if you don't reduce the recovery of the Seismo.This technique is even more practical if your opponent is blocking. In close range, you can cancel a blocked EX/L.Seismo into a medium Thunder Knuckle. It makes a true blockstring if cancelled into immediately and its purpose is to inflict more chip damage (an extra 30dmg), but it leaves you in a disadvantage of 1F.As I mentioned above, you can still cancel a blocked Seismo into a H.Thunder Knuckle feint to make it safe.There's a trick called the, which is cancelling a blocked Seismo into another Seismo through HJC. The purpose of this trick is to sustain pressure and deal chip damage to the opponent, making it an ideal round finisher. The non-EX versions of Seismo deal 30 chip damage while the EX Seismo does 25 damage on block. The Seismos aren't creating a true blockstring, so always be ready to feint your upcoming Seismo if the opponent gets out of the chain.Ibuki has three normals that are not special cancellable but High Jump cancellable. These are cr.HP, cl.HK on the second hit and cr.HK > cr.HK. cr.HP is Ibuki's most damaging normal that doesn't launch the opponent in the air, so using that to cancel into specials gives you a damage bonus. cl.HK juggles the opponent, the best thing you can cancel it into is a command dash which can be followed by a Raida, a Kazegiri or even a cr.HP to begin mixing your opponent up. After cr.HK > cr.HK you have the same options, although in this case your opponent won't end up in a juggle state.