Other than lightning push, the cooldown will have enough time to pass unless you're too close to the grenadier/rocketeer. Jumping, moving, angle pushing and good estimation skills. Of course if you're blocked by an enemy saberist they will probably slash you but at that situation your opponent's teammate's grenade is probably far less threatening to you and more for your teammates and you will want to push it anyway. Angle pushing. But also not letting yourself into that sort of a situation. (Judging by the discussions I'm currently having on these forums it seems the playerbase has started putting a lot less effort into space control and awareness of their enemies positions.) Same as the previous one but angle pushing matters less Whether grenades are there to clear space or kill people, and whether pushing grenades or rockets is easy or hard, is meaningless in a situation where a grenade falls close to a jedi and they survive it when they should die. Speaking of space clearing, knockdowns and the like, jedi's stationary getup animation needs to be removed and replaced with something similar to what ETs and such have. The roll and kickfront/back animations are good because they can use that to avoid fire but also gives reasonable time to shoot them.