I think everyone generally uses Just Frame Judgment Cuts nowadays. The Instant JCs aren't widely coined yet and that is basically going to get confused with JFJCs because JFJCs are "instant" versions of the non JF Judgment Cuts. Maybe Chained JCs is more appropriate but don't know.
Except it gets confusing cause you can chain perfect and non-perfect JCs, which are not instant. You can also chain with varying degrees of animation canceling making what classifies as "instant" a gray area...
I'm partial to the term Just Frame Judgment Cut, I think. Or Just Judgment Cut.
I was as well but had a few reasons I wish it would go away.
1. Just frames or just inputs are not friendly to newcomers. Trying to talk about the depth of certain Bloodborne combat mechanics really made this apparent to me.
2. JC <> jump cancel, ESC = JC. The whole overuse of jump cancel needs to keep stopping over time and something like JFJC reads messy if you don't know what character/game we are talking about.
3. There are way too many variations of Vergil's JC. Every version will be JFJC in people's minds at one time or another. Saying perfect & non-perfect at least will lower the overuse and confusion. And perfect sheathe means you are doing the typical sheathe just input as opposed to other options. I also previously stated, talking about Nero's max act, that it provides visual sense to the moves.
But as I said, I doubt I'll win this one. Just like jump cancel will be used over enemy step cancel.
Ah, I hadn't seen that video. Your write-up is very helpful and welcome, though I think some of the distinctions are blurred or possibly the melding of two separate techniques (if I'm understanding correctly). But otherwise, it's important information to have out there for perusal.
Yes, there is some blurring and I'm not a great guide writer, so all of it is work in progress. The main issue with JCs is not that there are so many variations but also multiple approaches with similar outcomes. You can focus on near flawless timing or concentrate more on cancel ability, where both results are almost the same yet properties are different.
This is why these great YT videos are welcome. They may not cover everything but they cover 90% so what's left to talk about is the unclear remainder of tech.
there's something really weird that i get sometimes where i'm able to release a just-frame judgement cut without the animation actually going off- like the judgement cut slash comes out but i'm already swinging into the second or third part of yamato's air combo.
I've seen this. I have also had JCs come out without animation start-ups during regular attacks, not even mid-combo. Basically it looks like the JC input was a single button press, if you didn't know any better. My first thought to explain these is animation lag covering the animation results of any JC inputs but I have yet to reproduce all the variations I've seen.
Pretty much. T'is just a new system mechanic.
I clarified this, players were initially calling trick judgement cut chaining a glitch or bug. And it has been murkily explained at best in most places. This must be what journalists get when they decide to get a little carried away with phrasing, poor bastards.