Technical Jargon: Just Guard, A Smurf's Tale

Will there be a continuation of this which discusses its meter building, frame advantage strategy, and nullified pushback properties?

Those are really what make JGs shine
 
I don't like your definition for option select JG. The seems much more like a just guard frame trap to me.

An option select JG to me would be more like Mitsu JG 3b against Xiba 4b+k where 3b is free after a jg and punishes the stance transition after a wiff jg. There are a ton of these situations in the game.

I don't really see JGing delayable attacks as different than JGing on reaction.

I think you're missing twitch jg where you just guard whenever the opponent does any move even though you're not reacting to a specific move. The window on jg is open long enough that you will catch most high/mid attacks that will be done from neutral with the same input and you're only vulnerable to relatively fast lows and throws.
You see your definition of option select looks to me like dealing with strings... To each his own. Half asleep so I can't think of a better way to put things.

The difference with JG on reaction from with delayable moves is almost entirely in understanding the point of no return. Some moves don't have that window where they are fully committed and because of that it creates no safe point to release guard. I felt like that was enough where I should distinguish it as it's own thing, mostly because it entails a different set of risks.

Twitch JG is indeed viable, I just don't have the reaction time to do it so I didn't think about it. You should be careful though because human reaction times peak at around 1/5th of a second which is 12 frames... So you can get caught with your finger off the G button if you try that vs some of the faster attacks in the game.
 
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