Finally Done: Juggle mechanics guide

reference materials and general how-to information
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Pokey86
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Joined: Thu Nov 12, 2009 11:57 pm

Finally Done: Juggle mechanics guide

Post by Pokey86 »

[spoiler=Abel]

Abel

Crouch Fierce: Down + HP

1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float

Rekka: All Variations

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Auto - Auto

Wheel Kick Normal

JP0 - Stun - HKD

Wheel Kick: EX

1st: JP0 - Stun - HKD
2nd: JP1 - Stun - HKD

Falling Sky

JP0 - N/A - Auto

EX Falling Sky

JP1 - N/A - Auto

Super - Heartless

JP0 - Auto - Auto

Ultra 1 - Soulless

JP1 - Auto - Auto

[/spoiler]

[spoiler=Adon**]

Adon

Close HK: Roundhouse

JP1 - Stun - Reset

Far HK: Roundhouse

1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset

Jaguar Kick: LK MK HK (Ground & Air)

JP0 - Stun – Reset

EX Jaguar Kick: EX

1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - SKD

EX Jaguar Kick: EX Air

1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - HKD

Rising Jaguar: LK & MK

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Rising Jaguar: HK

1st: JP0 - SKD - SKD
2nd: JP 2 - SKD - SKD

Rising Jaguar Kick: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Jaguar Tooth: LK MK HK

JP0 - Stun - SKD

Jaguar Tooth: EX

JP1 - SKD - SKD

Super - Jaguar Varied Assault: Standard

1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - Crumple - Wall

Super - Jaguar Varied Assault: Thousand Jaguars

1st - 17th: JP1+ - Stun - SKD
18th: JP1 - SKD - SKD

*Mash LP/MP/HP for max hits

Super - Jaguar Varied Assault: Jaguar Assassin

1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD

Ultra1 - Jaguar Revolver:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Auto - HKD+

Ultra 2 Jaguar Avalanche:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - N/A - Auto

[/spoiler]

[spoiler=Akuma]

Akuma

Gohadouken: Normal

JP0 - Stun - SKD

Gohadouken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Shaku: LP

JP2 - SKD - SKD

Shaku: MP

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shaku: HP & EX

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD

Zanku Hadouken: All

JP0 - Stun - SKD

Goshoryuken: LP

JP0 - SKD - SKD

Goshoryuken: MP

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Goshoryuken: HP

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD

Goshoryuken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD

Demon Flip: Palm

JP0 - HKD+ - HKD+

Demon Flip: Dive Kick

JP0 - Stun - Reset

Demon Flip: Sweep

JP0 - HKD+ - HKD+

Tatsu: LK

JP0 - Float - Float

Tatsu: MK

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Tatsu: HK

1st: JP0 - Stun -SKD
2nd: JP1 - SKD - SKD
3rd: - JP1 - SKD - SKD

Tatsu: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun - SKD
5th: JP5 - SKD - SKD

Tatsu: All Air

1st: JP0 - Float - Float
2nd: JP0 - Float - Float

Tatsu: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

Ultra - Demon Armageddon:

JP0 - Auto - Auto

[/spoiler]

[spoiler=Balrog]

Balrog

Buffalo Head: All

JP0 - SKD - SKD

Dash Straight: All

JP0 - Stun - SKD

Dash Low Straight: All

JP0 - HKD+ - HKD+

Dash Upper: All

JP0 - Stun - SKD

Dash Swing Blow: All

JP0 - Stun - SKD

Dash Low Smash:

JP0 - SKD - SKD

Super - Crazy Buffalo*: Kick version only

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun – SKD
*Punch Version is JP0

Ultra - violent Buffalo: Punch Version

1st hit: JP1 - Stun - SKD
2nd - 8th: JP0 - Stun- SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD

Ultra - violent Buffalo: Kick Version

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2+ - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP3+ - Stun - SKD
6th: JP3 - Stun - SKD
7th: JP4+ - Stun - SKD
8th: JP4 - Stun - SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD

[/spoiler]

[spoiler=Blanka**]

Blanka

Electric Thunder: All

JP0 – SKD - SKD

Horizontal Ball: LP/MP

JP0 – Stun - SKD

Horizontal Ball**: HP

JP0 – SKD* - SKD

*If hitting far away, causes Stun

Horizontal Ball**: EX

JP0 – FLOAT* - FLOAT**

*If hitting far away causes Stun
** If hitting far away causes SKD

Vertical Ball: All Normal

JP0 – Stun - SKD

Vertical Ball**: EX

JP0 – SKD - SKD

Rainbow Ball: All

JP0 – SKD - SKD

Super - Ground Shave Roll:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Ultra - Electric Cannonball:

1st: JP0 - Stun - N/A
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD

Ultra 2 - Shout of Earth: Ground

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP2 - SKD - SKD

Ultra 2 - Shout of Earth: Air

JP0 - AUTO* - AUTO

*Possible counterhit properties.

[/spoiler]

[spoiler=C.Viper**]

C Viper

Far Roundhouse: HK

JP1 - Stun - HKD

Thunder Knuckle:LP/MP

JP0 - Stun - SKD

Thunder Knuckle: HP

JP1 - SKD - SKD

Thunder Knuckle: EX

1st: JP0 - Crumple - SKD
2nd: JP1 - Crumple - SKD

Seismic Hammer: All

JP0 - Float - N/A

Burning Kick: Normal

JP0 - SKD - SKD

Burning Kick: Normal Air

JP1 - SKD - SKD

Burning Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Burning Kick**: EX Air

1st: JP1+ - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3+ - SKD - SKD
4th: JP4 - SKD - SKD

Super - Emergency Combination:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX – SKD - SKD

Ultra - Burst Time:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD

Ultra - Burning Dance:

JP0 - Auto - Auto

[/spoiler]

[spoiler=Cammy]

Cammy

Spiral Arrow: LK MK

JP0 - SKD - SKD

Spiral Arrow: HK EX

1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD

Canon Spike:* Normal

1st: JP1 - SKD - SKD
2nd: JP0 - SKD - SKD

Canon Spike: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Spin Knuckle: All

1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD

Canon Strike: All

JP0 - Stun - Reset

Hooligan Combination: Sweep

JP0 - SKD - SKD

Super - Spin Drive Smasher:

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - Stun - SKD
6th: JPX - Stun - SKD
7th: JPX - SKD - SKD

Ultra - Gyro Drive Smasher:

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JP0 - AUTO - SKD
6th: JPX - Stun - SKD
7th: JPX - Stun - SKD
8th: JPX- SKD - SKD

[/spoiler]

[spoiler=Chun Li]

Chun Li

Rear Spin Kick: DF + LK

JP0 - Stun (CH=SKD) - SKD

Neutral Jump Fierce: Jump + HP

1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD

Jump Target Combo: HP + HP

1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD

Yosokyaku: Down + MK X 3

1st:JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD

Hyakaretsukyaku: Normal Lightning Legs

All Hits: JP0 - Stun - SKD

Hyakaretsukyaku: EX Legs

1st: JP4 - SKD - SKD
2nd: JP4 - SKD - SKD
3rd: JP4 - SKD - SKD
4th: JP4 - SKD - SKD

Kikouken: Normal

JP0 - Stun - SKD

Kikouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Spinning Bird Kick: Normal

All hits: JP0 - Stun - SKD

Spinning Bird Kick: EX

1st: JP5 - SKD - SKD
2nd: JP6 - SKD - SKD
3rd: JP7 - SKD - SKD
4th: JP8 - SKD - SKD
5th: JP9 - SKD - SKD

Hazanshu: Normal

JP0 - Stun - HKD+

Hazanshu: EX

JP0 - HKD+ - HKD+

Super - Senretsukyaku:

1st - 8th: JPX - Stun - SKD
9th: JPX - SKD - SKD

Ultra 1 - Hosenka:

1st - 8th: JPX - Stun - SKD
9th: JPX - AUTO - AUTO

Ultra 2 - Kikosho:

1st to 19th: - JP20 - Stun - SKD
20th: JP20 - SKD - SKD

[/spoiler]

[spoiler=Cody**]

Cody

Stomach Blow: F + MP

JP1 - Stun - Reset

Neutral Jump: HP

JP1 - Stun - HKD

Crack Kick: F + HK

JP1 - SKD - SKD

Zonk Knuckle: Normal

JP1 - SKD* - SKD*

*removes all potential for juggle when hitting a standing or airborne enemy, works normally during a juggled opponent.

Zonk Knuckle: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Criminal Uppercut: LP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD

Criminal Uppercut: MP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD

Criminal Uppercut: HP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
6th: JP4 - SKD- SKD

Criminal Uppercut: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD

Ruffian Kick: LK

JP0 - HKD+ - SKD*

*Untechable

Ruffian Kick: MK

JP1 - SKD - SKD

Ruffian Kick: HK

JP1 - SKD - SKD

Ruffian Kick: EX

JP1 - HKD+ - SKD*

*Untechable

Bad Stone: Normal

JP0 - Stun - SKD

Bad Stone: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Knife Throw: All

JP1 - SKD - SKD

Super - Dead End Irony:

1st: JP1 - SKD* - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD

*First hit causes Stun on LK or MK activation

Ultra - Final Destruction:

JP1 - AUTO - AUTO

Ultra - Last Dread Dust:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - Stun - SKD

9th: JP1 - Stun - SKD
10th: JP2 - Stun - SKD
11th: JP3 - Stun - SKD
12th: JP4 - Stun - SKD
13th: JP5 - AUTO - AUTO

Bad Spray:

1st: JP0 - FLOAT - FLOAT
2nd: JP0 - SKD- SKD

[/spoiler]

[spoiler=Dan**]

Dan

Neutral Jump Strong: MP

JP1 - Stun - Reset

Neutral Jump Fierce: HP

JP1 - Stun - HKD

Crouch Taunt:

JP1 - Stun - Reset

Aerial Taunt: Yahoo!

JP1 - Stun - Reset

Gadouken: Normal

JP0 - Stun - SKD

Gadouken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Koryuken: Normal

JP0 - SKD - SKD

Koryuken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Dankukyaku: LK & LK Air

JP0 - SKD - SKD

Dankukyaku: MK & MK Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Dankukyaku: HK & HK Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Dankukyaku: EX

JP0 - AUTO - AUTO

Dankukyaku**: EX Air

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Super - Hisho Buraiken:

1st - 18th: Ascending* - Stun - SKD
19th: JP18 - SKD - SKD

*Starting from JP0 for first hit add one JP for each subsequent hit

Ultra - Shisso Buraiken:

JP0 - AUTO - AUTO

Ultra - Hoah Gadouken:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD


[/spoiler]

[spoiler=Dee Jay**]

Dee Jay

Crouch MK:

JP0 - HKD+ - HKD+

Crouch HK:

JP0 - HKD+ - Reset*

*Move has two hit boxes, leg off ground causes SKD (In Air)

Close Roundhouse: HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Far HP:

JP0 - Stun (CH = Float*) - Reset

*Counter Hit causes Stun on crouching opponents

Air Slasher: Normal

JP1 - Stun - SKD

Air Slasher: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Double Rolling Sobat: LK

JP0 - SKD - SKD

Double Rolling Sobat: MK HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Double Rolling Sobat: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Jacknife Maximum: LK

JP0 - SKD - SKD

Jacknife Maximum: MK

1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD

Jacknife Maximum: HK

1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Jacknife Maximum: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD

Machine Gun Upper: Normals - Extended

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
Final*: JP0 - SKD - SKD

*Removes all juggle potential

Machine Gun Upper: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
7th: JP0 - SKD - SKD

Super - Sobat Carnival:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
7th: JP7 - HKD+ - HKD+

Ultra 1 - Sobat Festival: Raw

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD

Ultra 1 - Sobat Festival: During Super

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD


Ultra 2 - Climax Beat:

1st: JP1 - AUTO - AUTO
2nd: JP1- AUTO - AUTO
3rd: JP1 - AUTO - AUTO
4th: JP1+ - Stun - SKD
5th: JP1+ - Stun - SKD
6th: JP1+ - Stun - SKD
7th: JP1+ - Stun - SKD
8th: JP1+ - Stun - SKD
9th: JP1+ - Stun - SKD
10th: JP1+ - Stun - SKD
11th: JP1 - SKD - SKD

[/spoiler]

[spoiler=Dahlsim**]

Dahlsim

Yoga Mummy:

JP1 - Stun - SKD

Yoga Fire: LP

JP0 - Stun - SKD

Yoga Fire:MP HP

JP0 - SKD - SKD

Yoga Fire: EX

JP0 - Stun - SKD (CH = Float)
JP1 - Stun - SKD

Yoga Flame: Normal

JP0 - SKD - SKD

Yoga Flame: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Yoga Blast**: LK/MK

JP0 - N/A - SKD*

* Untechable

Yoga Blast**: HK

JP0 - N/A - FLOAT*

* Untechable

Yoga Blast**: EX

JP0 - N/A - Float*
JP1 - N/A - SKD*

* Untechable

Yoga Inferno:

1st: JPX* - SKD - SKD
2nd: JPX* - SKD - SKD
3rd: JPX* - SKD - SKD
4th: JPX* - SKD - SKD
5th: JPX* - SKD - SKD

*Resets Juggle Counter to JP0 (Float)

Yoga Catastrophe:

1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float

[/spoiler]

[spoiler=Dudley**]

Dudley

Roundhouse Overhead: Forward + HK

JP0 - Stun - HKD+

Crouch MK:

JP0 - HKD+ - SKD

Crouch HK:

JP2 - SKD - SKD

Side Jump Roundhouse: HK

JP0 - Stun - HKD

Jet Upper: LP MP

JP0 - SKD - SKD

Jet Upper: HP EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - sKD

Cross Counter: Normal

JP0* - SKD - SKD

*Removes all juggle potential

Cross Counter: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: - JP2 - SKD - SKD

Short Swing Blow: Normal

JP0 - Stun (CH = SKD) - SKD

Short Swing Blow: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Float - Float

Ducking Straight: All

JP1+ - Stun - SKD

Ducking Upper: All

1st: JP1+ - Stun - SKD
2nd: JP2* - Stun - SKD

Second hit adds two juggle points on hit.

Thunder Bolt**: Normal

1st: JP0 - HKD+ - HKD+
2nd: JP1 - HKD+ - HKD+

Thunderbolt**: EX

1st: JP0 - Stun - HKD+
2nd: JP1 - Stun - HKD+
3rd: JP2 - Stun - HKD+
4th: JP3 - Stun - HKD+
5th: JP4 - HKD+ - HKD+

Machine Gun Blow: LP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD

Machine Gun Blow: MP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD

Machine Gun Blow: HP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD

Machine Gun Blow: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - SKD - SKD

Super - Rocket Upper**:

1st: JP5 - SKD - SKD
2-16th: JP5* - SKD - SKD

*Ascending JP

Ultra 1 - Rolling Thunder**:

1st: JP0 - Stun - N/A
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun -SKD
5th: JP4 - AUTO - SKD
6th: JP5 - Stun - SKD
7th: JP5 - Stun - SKD

Ultra 2 - Corkscrew Cross:

1st: JP0 - AUTO - AUTO
2nd: JP1 - AUTO - SKD
3rd: JP2 - AUTO - SKD
4th: JP3 - AUTO - SKD
5th: JP4 - AUTO - SKD
6th: JP5 - AUTO - SKD
7th JP6 - AUTO - SKD

[/spoiler]

[spoiler=E.Honda]

E Honda

Shikofumi: Overhead

JP0 - HKD+ - Reset

Hundred Hand Slap: All

All Hits: JP0 - Stun - SKD

Sumo Splash: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - HKD+ - SKD

Sumo Splash: EX

1st: JP1 - SKD - SKD
2nd: JP1 - HKD+ - HKD

Sumo Headbutt: Normal

JP0 - SKD -SKD

Sumo Headbutt: EX

JP2 - SKD - SKD

Super - Super Killer Head Ram:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD

Ultra - Ultra Killer Head Ram:

JP1 - AUTO - AUTO

[/spoiler]

[spoiler=El Fuerte**]

El Fuerte

Close Standing HK:

JP0 - SKD - SKD

Far Standing HK:

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD

Tostada Press: Run + MP

JP1 - HKD+ - SKD

Gordita Sobat: Run + MK

JP0 - Stun - SKD

Calamari Slide: Run + HK

JP0 - HKD+ - N/A

Quesadilla Bomb: Level 1

JP0 - Stun - SKD

Quasdiall Bomb: All Except Level 1

JP0 - SKD - SKD

Quasdiall Bomb: All Except Level 1

JP0 - SKD (CH = FLOAT*) - SKD (CH = FLOAT*)

* Wall Bounce

Guacamole Leg Throw: All

JP1- N/A - AUTO

Propeller Tortilla: Run Back + HP

JP0 - THROW* - N/A

*Can combo after in corner with LK. Character Specific

Super - El Fuerte Dynamite:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - AUTO - AUTO

[/spoiler]

[spoiler=Evil Ryu**]

Evil Ryu

Close Roundhouse: HK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - Reset

Tenmakujinkyaku: Dive Kick

JP1 - Stun - Reset

Diagonal Jump Strong: Jump + MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Hop Kick: Forward + MK

JP2 - Stun - Reset

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Tatsumaki Senpukyaku: LK

JP0 - Float - Float

Tatsumaki Senpukyaku: MK

1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
3rd: JP0 - SKD - SKD

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP1 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpukyaku: LK Air

JP0 - SKD - SKD (CH=Float)

Tatsumaki Senpukyaku: MK Air

1st: JP0 - SKD (CH=SKD*) - SKD
2nd: JP0 - SKD (CH=SKD*) - SKD

* Knockdown is considerably closer, can follow up mid screen.

Tatsumaki Senpukyaku: HK Air

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Shoryuken: LP

JP0 - SKD - SKD

Shoryuken: MP HP

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Shoryuken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Shakanetsu Hadouken: LP

JP1 - SKD - SKD

Shakanetsu Hadouken: MP

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shakanetsu Hadouken: HP & EX

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD

Axe Kick: LK

JP0 - Stun - HKD+

Axe Kick: MK

JP6 - Stun - HKD+

Axe Kick: HK

JP1 - HKD+ - HKD+

Axe Kick: EX

JP2 - HKD+ - HKD+

Ultra - Metsu Hadouken:

1st: JP1 - Stun* - SKD*
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD - SKD

* Auto if fully charged & close

Ultra 2 - Messatsu Goshoryu

1st: JP0 - AUTO* - AUTO*
2nd: JP1 - Stun - SKD

3rd: JP2 - Stun - SKD
4th: JP3- Stun - SKD
5th: JP4 - Stun - SKD

6th: JP5 - SKD* - SKD*
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD

*Both 1st & 6th hit must make contact for Ultra cinematic to occur, if first hit is blocked & 6th strike hits. then cinematic will still ensue.

[/spoiler]

[spoiler=Fei Long]

Fei Long

Rekka: All

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Flame Kick: LK/MK

JP0 - SKD - SKD

Flame Kick: HK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Flame Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Chicken Wing: All

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD

Super - Rekkashinken:

1st: JPX- Stun - SKD*
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD

* Resets Juggle counter to FLOAT when hitting a juggle opponent (Like Dahlsims Super)

Ultra - Rekkashingeki:

1st: JPX- Stun - SKD
2nd: JP0 - AUTO - N/A
3rd: JPX - Stun - SKD
4th: JP0 - AUTO - N/A
5th: JPX - SKD - SKD

[/spoiler]

[spoiler=Gen]

Gen

Crouch LK: Crane

JP0 - Float - Float

Jump Target: Shakudan (Crane)

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Standing HK: Crane

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset

Crouch HP: Crane

JP0 - Stun (CH = SKD) - Reset (CH = SKD)

Hyakurenko: All (Hands)

All Hits: JP0 - Stun - SKD

Gekiro: All

1st: JP0 - SKD - SKD
Continued: JPX - SKD - SKD
Final: JPX - HKD - HKD

Jyasen: All (Roll)

All Hits: JP0 - Stun - SKD

Oga: All (Wall Strike)

JP0 - Float - Float

Mantis Super - Zen'ei:

JP0 - Auto - Auto

Crane Super - Jyakoha:

JPX - N/A - AUTO

Mantis Ultra 1 - Zetsui

JP0 - Auto - Auto

Mantis Ultra 2 - Shitenketsu:

1st: JP0 - AUTO - AUTO
Remaining: JP0 - AUTO - SKD

Crane Ultra 1 - Ryukoha:

JPX - N/A - AUTO

Crane Ultra 2 - Teiga:

JP0 - AUTO - AUTO

[/spoiler]

[spoiler=Gouken*]

Gouken

Amaoroshi: Back Throw

Causes Airborne, not Float

Side Jump: Jump + MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Nuetral Jump Fierce: HP

JP1 - Stun - HKD

Side Jump Roundhouse: HK

JP1 - Stun - HKD

Gohadouken: Normal

JP0+ - Stun - Float

Gohadouken: Normal Charged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float

Gohadouken: EX Uncharged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float

Gohadouken: EX Charged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
3rd: JP0+ - Float - Float
4th: JP0+ - Float - Float

Senkugoshoha: Normal (Palm)

JP0 - SKD - SKD

Senkugoshoha: EX (Palm)

1st: JP0 - Stun - Float
2nd: JP0 - Float - Float

Tatsumaki Gorasen: LK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Gorasen: MK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Tatsumaki Gorasen: HK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

Tatsumaki Gorasen: EX

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD

Kongoshin: All (Counter)

JP0 - Float - Float

Hyakkishu: Sweep

JP0 - HKD+ - HKD+

Hyakkishu: Dive Kick

JP0 - Stun - Reset

Super - Forbidden Shoryuken:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

Ultra 1 - Shin Shoryuken:

1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

Ultra 2 - Denjin Hadouken:

1st: JP2 - Stun - Float
2nd: JP3 - Stun - Float
3rd: JP4 - Stun - Float
Final: JP5 - Float - Float

Fully Charged has continued ascending Juggle Points up to JP9 (8 hits starting at JP2)

[/spoiler]

[spoiler=Guile]

Guile

Guile High Kick: Down + Forward + Roundhouse

JP0 - Float - Float

Sonic Boom: Normal

JP0 - Stun - SKD

Sonic Boom: EX

1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD

Flash Kick: Normal

JP0 - SKD - SKD

Flash Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Double Flash:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD

Ultra 1 - Flash Explosion:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - AUTO - AUTO

Ultra 2 - Sonic Hurricane:

1st: JP0 - FLOAT - FLOAT
2nd: JP1 - FLOAT - FLOAT
3rd: JP2 - FLOAT - FLOAT
4th: JP3 - FLOAT - FLOAT
5th: JP4 - FLOAT - FLOAT
6th: JP5 - FLOAT - FLOAT

[/spoiler]

[spoiler=Guy]

Guy

Crouch HK: Slide

JP0 - HKD+* - HKD+*

Note - At long distance causes JP0 - Stun - Reset

Nuetral Jump: HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Elbow Drop: Jump + Down + MP

JP1 - Stun - Reset

Ninja Sickle: Down Forward HK

1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float

Bushin Gokusaken: Target Combo

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - SKD - SKD

Bushin Gokusaken Throw: Target Combo Back Throw

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Float - N/A

Hozanto: Normal

JP0 - SKD - SKD

Hozanto: EX

JP1 - SKD - SKD

Shadow Kick: Running Slide

JP0 - HKD+ - HKD+

Neck Flip: Running Overhead

1st: JP0 - Stun - Float
2nd: JP0 - Stun - SKD

Neck Flip: EX

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset

Bushin Senpukyaku: LK MK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD- SKD

Bushin Senpukyaku: HK EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD

Super - Bushin Hasoken:

JPX - Auto - Auto

Note - If any single hit misses combo will end

Ultra 1 - Bushin Goraisenpujin:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - Auto - Auto

[/spoiler]

[spoiler=Hakan]

Hakan

Notes - Status in brackets indicates effects when oiled.

Diagonal Jump: MP

JP0 - Stun - SKD

Step Knee: Forward + HK

JP1 – Stun (HKD+) - Reset (HKD+)

Oil Slide:

JP1 - HKD+ - SKD

Ultra 2 - Oil Combination Hold:

JP1 - N/A - AUTO

[/spoiler]

[spoiler=Ibuki**]

Ibuki

Crouch Fierce: HP

JP2 - Stun - Reset

Sweep Combo: (All versions)

1st: JP0 - HKD+ - HKD+
2nd: JP1 - Stun - Reset

Close Roundhouse: HK

1st: JP0 - SKD - SKD
2nd JP1 - SKD - SKD

Diagonal Jump: HK

JP2 - Stun - HKD

Agemen: Back + MP

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset

Hammer Kick: Forward + MK

JP0 - Stun - HKD

Kuna Throw: Normal

JP0 - Stun - SKD

Kunai Throw: EX

1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD

Neck Breaker: All

JP0 - AUTO - AUTO

Raida: All (Explosion Grab)

JP1 - AUTO - AUTO

Kazegiri: All (Dragon Kick)

1st: JP1 - SKD - SKD
2nd: JP2- SKD - SKD
3rd: JP3 - SKD - SKD

Tsumuji: LK (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD

Tsumuji: MK HK (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun* - SKD

* Can Cause HKD+ if down is held

Tsumuji: EX (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD* - SKD

* Can Cause HKD if down is held

Hien: All (Overhead Jump Stomps)

JP0 - AUTO - AUTO

Super - Kasumi Suzuka:

All Hits: JPX - Stun - SKD

Ultra 1 - Yoroitoshi**:

1st: JP0 - THROW - THROW*
2nd-8th: JPX - Stun - SKD

* Cannot hit a juggled target

Ultra 2 - Hashinsho**:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5+ - SKD - SKD
6th: JP1 - AUTO - AUTO
7th: JP6 - SKD - SKD

[/spoiler]

[spoiler=Juri*]

Juri

Diagonal Jump Strong: MP

JP0+ - Stun - Float

Diagonal Jump Fierce:HP

JP1 - HKD - HKD

Close Fierce: HP

JP0 - SKD - SKD

Fuhajin: Kick

JP1 - SKD - SKD

Fuhajin: Projectile

JP2 - Stun - SKD

Fuhajin: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shikusen: Normal Complete (Dive Kick Aerial Combo)

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Shikusen: EX (dive Kick Aerial Combo)

JP0 - AUTO - AUTO

Note - Auto combo ends with Wall Bounce -> SKD (JP1)

Senpusha: LK Pinwheel

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Senpusha: MK/HK Pinwheel

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 – SKD* - SKD*

Note: Final hit removes all combo potential

Senpusha: EX Pinwheel

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD - SKD

Super - Fuharenjin:

All Hits: JP1+ - SKD - SKD
Final Hit: JP1 – SKD* - SKD*

Note: Final hit removes all juggle potential

Ultra 1 - Feng Shui Engine:

All become JP1:

Close / Far HP
Close / Far MP
Close MK Second hit
Far MK
Close HK Second Hit
Far HK

Ultra - Kaisen Dankairaku

Floor Spin: JP1 - AUTO - AUTO
Middle Ascension: JP2 - AUTO - AUTO
Peak: JP3 - AUTO - AUTO


[/spoiler]

[spoiler=Ken*]

Ken

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Tatsumaki Senpukyaku: LK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*

* Add 2 Juggle Points if this hits an airborne target, only add one Juggle Point if it hits a juggled target.

Tatsumaki Senpukyaku: MK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*

* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it his a juggled target

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
5th: JP1 - Stun - SKD*

* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it hits a juggled target

Tatsumaki Senpukyaku: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
5th: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air LK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air MK


1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air HK


1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air EX

1st: JP4 - Stun - SKD
2nd: JP4 - Stun - SKD
3rd: JP4 - Stun - SKD
4th: JP4 - Stun - SKD

Shoryuken: LP

JP0 - SKD - SKD

Shoryuken: MP

1st: JP0 - Stun (CH = SKD) - SKD
2nd: JP1 - SKD - SKD

Shoryuken: HP

1st: JP0 - Stun (CH = Float) - Float
2nd: JP0+ - SKD - SKD
3rd: JP1 - SKD - SKD

Shoryuken: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD

Super - Shoryureppa:

1st: JP0 - Stun - SKD
2nd: JP1+ - Stun - SKD
3rd: JP1+ - Stun - SKD
4th: JP0 - SKD - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD – SKD

Ultra - Shinryuken:

1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX- SKD - SKD
7th: JPX - SKD - SKD
8th: JPX - SKD - SKD
9th: JPX - SKD - SKD
10th: JPX - SKD - SKD

Ultra - Guren Senpukyaku:

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5- Stun - SKD
7th: JP6 - Stun - SKD
8th: JP7 - Stun - SKD
9th: JP8 - Stun - SKD
10th: JP9 - Stun - SKD
11th: JP10 - AUTO - SKD

[/spoiler]

[spoiler=M.Bison]

M Bison

Hell Attack: Diagonal Jump MP -> MP

1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD

Psycho Crusher: Normal

JP0 - SKD - SKD

Psycho Crusher: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Double Knee Press: Normal

1st: JP0 - Stun -SKD
2nd: JP0 - SKD - SKD

Double Knee Press: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Head Press: Normal

JP0 - Stun - SKD

Head Press: EX

JP0 – HKD+ - SKD

Somersault Skull Diver: Normal

JP0 - Stun - SKD

Somersault Skull Diver: EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Devils Reverse: Normal

JP0 - SKD - SKD

Devils Reverse: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Knee Press Nightmare:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX – HKD+ - HKD+

Ultra - Nightmare Booster:

1st: JPX - STAND - SKD
2nd: JPX - STAND - SKD
3rd: JPX - STAND - SKD
4th: JPX - STAND - SKD
5th: JPX - AUTO - AUTO

Ultra 2 - Psycho Punisher:

JP1 - AUTO - AUTO

[/spoiler]

[spoiler=Makoto]

Makoto

All Jump Fierce: HP

JP1 - Stun - Reset

Forward Short: -> + LK

JP1 - Stun - Reset

Hayate: Normal (Dash Punch)

JP1 - Stun* - SKD

Fully charged (Level 4 & 5) causes SKD

Hayate: EX (Dash Punch)

JP2 - SKD - SKD

Oroshi: LP MP (Overhead Chop)

JP0 - Stun - HKD

Oroshi: HP (Overhead Chop)

JP0 – HKD+ - HKD+

Oroshi: EX (Overhead Chop)

JP1 – HKD+ - HKD+

Fukiage: All (Up Punch)

JP1 - N/A - SKD

Tsurugi: LK MK (Axe Kick)

JP1 - Stun - SKD

Tsurugi: HK (Axe Kick)

JP1 - HKD - HKD

Tsurugi: EX (Axe Kick)

1st: JP2 - HKD- HKD
2nd: JP3 - HKD - HKD

Ultra 1 - Seichusen Godanzuki:

JP0 - AUTO - AUTO

Ultra 2 - Abare Tosanami*:

* First hit must hit to dash/jump cancel the final hit

1st: JP1 - AUTO - Float*
2nd: JP1+ - SKD - SKD
3rd: JP1+ - SKD - SKD
4th: JP1+ - SKD - SKD

* If the LK or MK version of Abare Tosonami is used, causes SKD

[/spoiler]

[spoiler=Oni**]

Oni

Roundhouse: HK

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - HKD

Back + MP: Stomach Blow

JP1 - Stun - Reset

Forward + Roundhouse: F + HK

JP1 - Stun - SKD

Forward + Fierce*: F + HP

JP0 - Stun - Reset

*Destroys Single Projectiles

Neutral Jump Strong: Jump + MP

JP1 - Stun - HKD

Gohadouken: Normal

JP0 - Stun - SKD

Gohadouken: Normal Charged

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Gohadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Gorai Hadouken: LP (Electric Fireball)

JP1 - SKD - SKD

Gorai Hadouken: MP (Electric Fireball)

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Gorai Hadouken: HP & EX (Electric Fireball)

1st: JP0 - SKD - SKD
2nd: JP1+ - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: LK

JP0 - SKD - Float

Tatsumaki Senpukyaku: MK

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpu Kyaku: Normal Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Tatsumaki Senpukyaku**: EX (After Air Dash)

JP1 - SKD - SKD

Goshoryuken: LP & HP

1st: JP0 - Auto - SKD
2nd: JP1 - SKD - SKD

Goshoryuken: MP

1st: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD

Goshoryuken: EX

1st: JP0 - Auto* - Auto*
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

* 1st hit of auto combo is untechable (in case the auto combo whiffs)

Rakan Dantojin: LK Rush Slash
JP0 - Stun - Float

Rakan Dantojin: MK & HK Rush Slash

JP0 - SKD* - SKD*

*Removes all Juggle Potential, unless hitting a juggled opponent

Rakan Dantojin: EX Rush Slash

JP1 - SKD (CH=SKD*) - SKD (CH=SKD*)

*High Elevation.

Sekisei Jiraiken: LK Overhead Palm

JP1 - HKD+ - HKD+

Sekisei Jiraiken: MK Overhead Palm

JP2 - HKD+ - HKD+

Sekisei Jiraiken: HK Overhead Palm

JP0 - HKD+ - HKD+

Sekisei Jiraiken: EX Overhead Palm

1st: JP1 - HKD+ - HKD+
2nd: JP2 - HKD+ - HKD+

Zanku Hadosho: all Air Dash

JP1 - Stun - SKD

Super - Raging Demon**: Air

JP2 - N/A - AUTO

Meido Gohadou: Ultra 1 (all variations)

1st*: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD

*First hit is a close range hit, Ground PPP Activation only.

Tenchi Sokaigen: Ultra 2

1st*: JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD

[/spoiler]

[spoiler=Rose]

Rose

Soul Piede: F + HK

JP0 - Stun - SKD

Soul Spark*: Normal

Gains 4 damage for each prjectile absorbed (Max 7)

JP0 - Stun - SKD

Soul Spark*: EX

* each hit Gains 3 damage for each projectile absorbed (Max 7) resets once any kind of projectile has been thrown

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Soul Spiral: All

JP0 - SKD - SKD

Soul Reflect: All

JP0 - SKD - SKD

Soul Throw: All

JP1 - N/A - THROW

Super - Aura Soul Spark*:

* First 4 hits gain 3 damage for each projectile absorbed, final hit gains 5 totalling 17 extra damage per projectile absorbed (Max 7) resets once any kind of projectile has been thrown

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD* - SKD*

*Removes all juggle capability

Ultra 1 - Illusion Spark:

JP0 - AUTO - AUTO

Ultra 2 - Soul Satellite*:

For each absorbed projectile one of the orbs will gain 4 damage (Max 7 absorbed projectiles) resets once any kind of projectile has been thrown

Both Projectiles: JPX+ - Stun - SKD

[/spoiler]

[spoiler=Rufus**]

Rufus

Far Roundhouse: HK

JP0 - Float - SKD

Diagonal Jump Roundhouse: HK

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Fragrance Palm: ->+ HP

JP0 - SKD - SKD

Target Combo: LK -> HK

1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD

Falcon Kick: Dive

JP1 - Stun - Reset

Galactic Tornado: LP

1st: JP1 - Stun - SKD
2nd: JP0 - SKD - SKD

Galactic Tornado: MP

1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Galactic Tornado: HP

1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD - SKD

Galactic Tornado: EX

1st: JP0 - SUCK - N/A
2nd: JP1 - SKD - SKD

Messiah Kick: Normal

JP0 - Stun - SKD

Messiah Kick: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD

LK Followup: Somersault

JP1 - SKD - SKD

MK Followup: Sweep

JP0 - HKD - HKD

HK Followup: Overhead

JP0 - HKD - SKD

Snake Strike: LP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP2 - Stun - SKD


Snake Strike: MP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD

Snake Strike: HP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD

Snake Strike: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD

Super - Spectacle Romance:

1st JPX - Stun - STAND
2nd: JPX - AUTO - AUTO

Ultra 1 - Space Opera Symphony:

1st - 8th: JPX - SKD - SKD
9th: JPX - AUTO - AUTO

Ultra 2 - Big Bang Typhoon:

JP0 - AUTO - AUTO*

* Different Auto combo, fewer hits.

[/spoiler]

[spoiler=Ryu**]

Ryu

Diagonal Jump Strong**: Jump + MP

1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD

Hadouken: Normal

JP0 - Stun - SKD

Hadouken**: EX

1st: JP1 - SKD* (CH=FLOAT) - SKD* (CH=FLOAT)
2nd: JP2+ - FLOAT - FLOAT

Adds 2 points to Juggle Counter, except when hitting a juggle opponent.

Tatsumaki Senpukyaku: Normal & Air Normal

JP0 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Shoryuken**: LP/HP

JP0 - SKD - SKD

Shoruken: MP & EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Shinku Hadouken:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - SKD* - SKD

* Removes all juggle potential

Ultra - Metsu Hadouken:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD* - SKD

* Removes all juggle potential

Ultra 2 - Metsu Shoruken:

1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

[/spoiler]

[spoiler=Sagat]

Sagat

Forward Step Kick: -> + HK

JP1 - Stun - SKD

Tiger Shot: Normal (High & Low)

JP0 - Stun - SKD

Tiger Shot: EX (High & Low)

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Tiger Knee: Normal

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Tiger Knee: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD

Tiger Uppercut: Normal

JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)

* Causes spin animation on Counterhit

Tiger Uppercut: EX

1st: JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

* Causes spin animation on Counterhit

Tiger Scar:

+1 JP to all hits of Tiger Uppercut (All versions)
Also adds Armour breaking properties

Super - Tiger Genocide:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - SKD - SKD

Ultra 1 - Tiger Destruction:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - AUTO - AUTO

Ultra 2 - Tiger Cannon:

1st: JP0+ - Stun - Float
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP4+ - Stun - SKD
5th: JP4+ - Stun - SKD
6th: JP4 - Stun - SKD
7th: JP5 - Stun - SKD
8th: JP6 - SKD* - SKD

* Creates Uncomboable State

[/spoiler]

[spoiler=Sakura*]

Sakura

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Tatsu: LK

1st: JP0 - Stun - Reset

Tatsu: MK

1st: JP0 - Stun - Reset
2nd: JP1 - Stun -Reset

Tatsu: HK

1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset

Tatsu: EX

1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
4th: JP0 - Float - Float

Tatsu: Normal Air

1st: JP0 - SKD - SKD
2nd: JP1 – SKD - SKD

Tatsu: Air EX

All Hits: JP2 - SKD - SKD

Shouoken: LP

1st: JP0 - Stun - SKD
2nd: JP0 -SKD - SKD

Shouoken: MP

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD

Shouoken: HP

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD

Shouoken: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD

Sakura Otoshi: All

1st: JP1 - SKD - SKD
2nd: JP2 -SKD - SKD
3rd: JP3 - SKD - SKD

Super - Haru Ichiban:

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Stun - Reset
5th: JP0 - Stun - Reset
6th: JP0 - Stun - Reset
7th: JP0 - SKD - SKD

Ultra 1 - Haru Ranman:

1st: JP0 - AUTO - AUTO*
2nd: JP0 - AUTO - AUTO
3rd: JP0 - SKD - SKD

* If this hits airborne (Not float) second hit whiffs

Ultra 2 - Shinku Hadouken: & Tengyo

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 – SKD* - SKD

*Removes all Juggle capabilities

[/spoiler]

[spoiler=Seth]


Seth

Diagonal Jump Strong: MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Yosokyaku: Stomp

1st: JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD

Tenmakujinkyaku: Dive Kick

JP4 - Stun - Reset

Sonic Boom: All

Each Boom: JP0 - Stun - SKD

Hyakaretsu: All

JP0 - AUTO - AUTO

Shoryuken: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

3rd: JP1 - SKD - SKD

4th: JP2 - SKD - SKD

Shoryuken: EX

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

3rd: JP1 - SKD - SKD

4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
6th: JP4 - SKD - SKD
7th: JP5 - SKD - SKD
8th: JP6 - SKD - SKD

Tanden Engine: Normal

JP0 - SUCK - N/A

Tanden Engine: EX

JPX - SUCK - SUCK*

*If hitting airborne, opponent ends up in a standing juggled state until combo finishes. Works normally when hitting a juggled opponent.

Super - Tanden Storm:

Suction: JP0 - SUCK - SUCK*
1st - 22nd: JPX+ - Stun - SKD
23rd: JPX - SKD - SKD

*Puts enemy in a standing/jugglefloat state

Ultra 1 - Tanden Stream:

JP0 - AUTO - AUTO

Ultra 2 - Tanden Typhoon:

Suction: JP0 - SUCK - SUCK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
11th: JP10 - SKD - SKD
12th: JP11 - SKD - SKD
13th: JP12 - SKD - SKD
14th*: JP13 - SKD - SKD

* Enemy has to be quite high for final hit to hit.

[/spoiler]

[spoiler=T.Hawk**]

T Hawk

Close Roundhouse**: HK

JP0 - SKD - SKD

Heavy Should: Side Jump + Down + MP

JP0 - N/A - Reset

Condor Dive: Normal

JP0 - SKD - SKD

Condor Dive: EX

JP2 - SKD - SKD

Condor Spire: Normal

JP0 - SKD - SKD

Condor Spire: EX

JP0 - SKD - SKD

Tomohawk Buster: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

Tomohawk Buster: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

[/spoiler]

[spoiler=Vega**]

Vega

Cosmic Heel: Down + Forward + HK

JP0 - Float - Float

Rolling Crystal Flash: All

All Hits: JP0 - Stun - SKD

Scarlet Terror: LK

JP0 - SKD - SKD

Scarlet Terror: MK + HK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Scarlet Terror: EX

1st: JP1 - SKD - SKD
2nd: JP1 - SKD - SKD

Flying Barcelona Attack: Normal Claw Dive or Izuna Drop

JP0 - SKD - SKD

Flying Barcelona Attack: EX Claw Dive

Launcher: JP0 - Float - Float
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD

Flying Barcelona Attack: EX Izuna Drop

Launcher: JP0 - Float - Float
2nd: JP1 - Throw - Throw

Sky High Claw**: Normal

JP0 - SKD - SKD

Sky High Claw: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Flying Barcelona Special: Attack

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 -SKD - SKD
4th: JP4 - SKD - SKD

Super - Flying Barcelona Special: Rolling Izuna

JP0 - THROW - THROW

Ultra - Bloody High Claw**:

Launcher: JP0+ - Float - Float
2nd: JP0 - AUTO - AUTO

Ultra 2 - Splendid Claw:

JP0 - AUTO - AUTO

[/spoiler]

[spoiler=Yang*]

Yang:

Close Forward: MK

JP0 - Float - Float

Far Strong: MP

JP1 - Stun - Reset

Far Fierce: HP

JP1 - Stun - Reset

Crouch Short: LK

JP1 - Stun - Reset

Target Combo: Palm

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD

Target Combo: Kicks

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD

Dive Kick:

JP1 - Stun - Reset

Tourou Zan: All Normal Rekka

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Tourou Zan: EX Rekka

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD

Byakko Soushouda: MP Palm

JP0 - Stun - SKD

Byakko Soushouda: HP Palm

JP0 - SKD - SKD

Byakko Soushouda: EX Palm

JP0 - Float* - Float*

*Cause Wallbounce

Senkyuutai: LK Dragon Kick

1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD

* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Senkyuutai: MK/HK Dragon Kick

1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD

* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Senkyuutai: EX Dragon Kick

1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD

* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Ultra - Raishin Mahhaken

JP0 - AUTO - AUTO

Ultra 2 - Tenshin Senkyuutai

1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD

[/spoiler]

[spoiler=Yun*]

Yun

Close Forward: MK

JP0 - Float - Float

Dive Kick:

JP1 - Stun - Reset

Sweep Target: Crouch HK -> HK

1st: JP0 - HKD+* - HKD+
2nd: JP1 - SKD - SKD

*If specifically traded with another attack (Not projectile) opponent ends in grounded stun, also throwable, very strict timing.

Forward Fierce: F + HP

JP1 - SKD - SKD

Target Combo:

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float

Zesshou Hohou All Normal Rush Punch

JP1 - SKD - SKD

Zesshou Hohou: EX Rush Punch

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Nishokyaku: All Normal Dragon Kick

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Nishokyaku: EX Dragon Kick

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD

Kobokushi: Normal Palm

JP0 - Float - Float

Kobokushi: EX Palm

JP1 - Float* - Float*

*Causes Wallbounce

Tetsuzankou: LP Shoulder

JP0 - Stun - SKD*

*Severely limits Juggle potential when hit against a non-juggled opponent

Tetsuzankou: MP/HP Shoulder

JP0 - SKD - SKD

Tetsuzankou: EX Shoulder

1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*

*Severely limits Juggle potential when hit against a non-juggled opponent

Super: Genei Gin

- all Ground Normals now cause SKD when hitting an airborne target.
- All attacks are now JP99 (Exceptions Below)
- Forward MK is JP7
- Rush Punch now has 3 hits
- shoulder now has 2 hits.
- Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
- Ultra 2 is now JP99 but has an alternate AUTO combo on 5th hit.

Ultra 1 - You Hou

1st: JP1 - Auto* - Auto*
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float

Auto Causes Float, Adds one juggle point to a juggled enemy.

Ultra 2 - Sourai Rengeki

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO

[/spoiler]

[spoiler=Zangief**]

Zangief

Far standing HP**

JP0 - SKD - SKD

Lariat: Normal + Quick

JP0 - SKD - SKD

Green Hand: Normal

JP0 - Stun - SKD

Green Hand*: EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun – SKD

[/spoiler]
Last edited by Pokey86 on Sat Mar 30, 2013 6:21 am, edited 102 times in total.
Smileymike101
Posts: 662
Joined: Thu Feb 11, 2010 7:26 am
Contact:

Re: In Depth Juggle Mechanics Analysis

Post by Smileymike101 »

I am glad someone agrees that is easier to say that the juggle counter starts from 1, so like SRK puts them in juggle 1.
Pokey86
Posts: 1016
Joined: Thu Nov 12, 2009 11:57 pm

Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

Broken the text limit, this has to go here now.

About hit status:

In SSFIV attacks have different propertied dependant on what the opponent is doing during the hit. The two most common is hitting a Grounded opponent& hitting an opponent in the Air Just because an attack causes a Standard Knockdown on a grounded opponent does not necessarily mean it will cause Standard knockdown if it hits an airborne opponent. (& Vice Versa) On top of this there are certain move that have completely altered properties when hitting as a counterhit. (Sagats Tiger Uppercut as an example)

><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><><><><>><
TERMINOLOGY - My video will define this with visual reference
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Stun – Hit Stun = In this state the opponent flinches for a short period of time & during this time is completely vulnerable. Barring sweeps; nearly all normals cause this, however specials can also cause this, in particularly fireballs. Aerial opponents cannot be put in this state.
Note – Some moves that cause Hitstun force the opponent to stand up if they are crouching, this is not defined in this guide. (However may be in future)

JP# - Juggle Point = This comes in levels & defines both what state the enemy is in & the level of which a move will hit. for a move to hit it must have THE SAME (or above) Juggle Pointl as the state the character is in. If the character is at a higher state the move will whiff. JPX signifies that a move has no limit to its juggle capabilites & will ALWAYS hit.

JP#+ - Juggle Point Plus = Moves with this property maintain the current juggle point the opponent is in. Therefore if the enemy is in the Float state. After this hit they will remain in float state, it is important to know however, that these moves do not necessarily cause float against an airborne target, a move with JP1+ - Stun – SKD for example will still cause SKD against an airborne target (Taking them to JP1) as opposed to hitting an enemy who is in float state (JP0) would maintain float (Keeping them at JP0)

SKD - Standard Knockdown = Standard Knockdown is the typical attribute given to most moves that start a juggle (EX: Shoryuken, Canon Spike) when this hitsf the opponents juggle point increases to JP1. When in this state only hits with JP1 or higher are able to hit. (For example, the second hit of Ryu’s MP/HP SRK)

HKD - Hard Knockdown = This is not to be confused with an untechable knockdown, this is any move that will cause the opponent to fly towards the floor, majority of the time this will abruptly end a combo, that said there are always exceptions.
HKD+ - Untechable Hard Knock Down = As above, only this is untechable. (No fast recovery)

AUTO - Throws do not play a part in this guide, true throws CANNOT be combod in to besides Focus Attack or Dizzy. Auto here indicates any move (Or hit within a move) in which an autocombo will ensue from it hitting. (& if blocked will not complete) Examples of this are Kens Full Shinryuken, Ryu's Metsu Shoryu, Vipers Burning Dance, the final hits of Abels Rekka his Falling Sky, his Ultra etc.

FLOAT - Float Knockdown = In this state, enemies are in a juggled state (looks exactly like Standard Knockdown) however this puts them in JP0 (Rather than JP1 that SKD causes) with this it means the opponent is almost fully comboable, the advantages of Float Knockdown are:
- The enemy can be hit by almost any move, as they are in JP0, any move with JP0 (Or higher) will hit
- The enemy is in a juggle state, but not yet in at Juggle Point 1, this means that if the next move causes SKD, the enemy progresses to JP1 allowing you a longer, & perhaps stronger juggle combo.
Examples of moves that causes this state are Sakuras EX Tatsu, Akumas LK Tatsu, Dahlsims Ultra, Gens Super.
Note – Moves with the float attribute still increase the juggle counter, remember a juggle starts after the enemy is hit, which causes them to reel in the air unable to perform any action. An airborne/Jumping character is not yet in a juggle state. Therefore if you start a juggle with FLOAT the enemy will start on JP0, however another float attack will still increase the juggle counter by 1.
WALL – Causes the opponent to slam in to the side of the screen & bounce back, in most cases you can progress the combo after.
STAND – a rare attribute in which an airborne enemy will be placed in a standing state, examples are Gens Super, Bisons Ultra 1.

About Juggle Points:

Juggling in SSFIV is defined by a points system. Every hit of every move has its own Juggle Point. For example almost all normals attacks have no capability of hitting a juggled opponent, (JP0) however certain special attacks, Supers & Ultras can hit juggled opponents.
When an enemy is hit by an attack that causes a Standard Knockdown a Juggle is started, the enemy is now in a state known as JP1 (Juggle Point) for an attack to be able to hit this person it must have the same JP or above as the opponent. After an opponent has been put in a juggle, for each single hit that makes contact from here on a juggle point must be added; so if you cause SKD (JP1) & hit the opponent again, they will now be in JP2, hit them again & they are in JP3… etc.

Here’s an example:
AKUMA:
LP SRK:
JP0 – SKD – SKD

Akumas LP SRK Causes Standard knockdown: (SKD) when in SKD the enemy is in Juggle Point 1 (JP1) this means only moves with the same or above juggle point will hit.
FADC
MP SRK:
1st: JP0 – Stun – SRK (WHIFFS)
2nd: JP1 – SKD – SKD

Akumas MP SRK has two hits, only the second hit has a JP high enough to hit. (JP1) Because this is the second time the enemy has been hit in this juggle, a point is added to the counter. (Now JP2)
FADC
HP SRK:
1st: JP0 – Stun – SRK
2nd: JP1 – SKD – SKD
3rd: JP2 – SKD - SKD

Akumas HP SRK has 3 hits, however only the 3rd hit has a high enough JP to hit. (JP2) As this is the third time the enemy has been hit, another point is added to the counter. (Now JP3)

For Akuma to hit again he would need to use an attack that has a Juggle point of 3 or above. (For example his EX Tatsu)
If an enemy is in SKD (JP1) it doesn’t matter if you hit them with a move with a Juggle point of 1 or JP25. It will only ever add 1 point to the counter for each single hit. Any move which does not follow this rule will be noted.

Attack Breakdown:
Attacks are labelled like this
JP# - Stun - SKD
Juggle Point – Ground Hit – Air Hit
So, the first section (JP# -) indicates the juggle point of the attack, the number in this section indicates how many times the opponent can be juggled before the move will no longer hit.
The second section (- Stun -) displays the effect the move will have on a grounded opponent, in this case it will cause (hit-)Stun
The third section (- SKD) displays what the move will cause on an airborne target (As in, jumping) in this case the move will cause Standard Knockdown. In nearly all cases if an move causes SKD to an airborne target it will cause the same effect to a juggled target, however this isn’t always the case.

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CHARACTER - This should look ALOT better when it is seperated on the SRK forums
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Juggle Point - Hitting a Grounded opponent - Hitting an aerial opponent
Last edited by Pokey86 on Mon Jun 27, 2011 5:00 pm, edited 1 time in total.
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

I will contribute with some stuff that might not be obvious:

Hakan:
f.HK: JP 1 (j.MP -> slide xx FADC xx f.Hk doesn't work)

Adon:

close s.HK: JP 1

far s.HK: hit 2: JP 1

Makoto:
f.LK: JP 1

Dudley:
f.HK: sweeps on AA hit.

c.MK: causes standard knockdown on AA hit.

Ibuki:
j.HK: JP 2(or more), causes standard knockdown on AA hit.

f.MK: Causes standard knockdown on AA hit.

b.MP:
1: JP 0: Causes standard knockdown on AA hit.
2: JP 1

c.HP: JP 2 (or more)
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Smileymike101
Posts: 662
Joined: Thu Feb 11, 2010 7:26 am
Contact:

Re: In Depth Juggle Mechanics Analysis

Post by Smileymike101 »

What's up with all this new characters getting so much normals that juggle.In sf4, except some generic jumping medium punch(ryu, gouken, dan, sagat, seth, chun(yeah it's j.hp not mp), bison- i exclude those because they are the same generic bland bullshit, jumping something), the only normasl that juggled where like what, sagat's f.hk, and some divekicks?
The new juggling normals seem interesting.Ibuki's b.mp and cr.hp and j.hk seem maybe the most interesting.
Doopliss
Posts: 3210
Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Some errors:

Abel's finish low and finish mid are not grabs, they are hits, otherwise you couldn't combo into them or block them. Maj proved somewhere that you can combo into Finish low. Same goes for super and Ultra. You should work on your definition of grab tbh. I'm not going to complain about this anymore.

You forgot to add the 2nd hit of Adons far s.HK. The EX jaguar kicks can be teched, and therefore isn't hard knockdown. Ground EX Jag kick doesn't even knock them downwards in a juggle. And last hit of super crumples? That's insane XD

Blanka's Super and Ultra 1 has two hits with JP 0, making it impossible to connect them all. One is on the way up, the other is the first hit when you are on the ground. I can't guarantee this, but you can try it if you block the rising hit, then get hit by the rest of the ultra.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Pokey86
Posts: 1016
Joined: Thu Nov 12, 2009 11:57 pm

Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

[spoiler=Abel]

Abel

Crouch Fierce: Down + HP

1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float

Rekka: All Variations

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Auto - Auto

Wheel Kick Normal

JP0 - Stun - HKD

Wheel Kick: EX

1st: JP0 - Stun - HKD
2nd: JP1 - Stun - HKD

Falling Sky

JP0 - N/A - Auto

EX Falling Sky

JP1 - N/A - Auto

Super - Heartless

JP0 - Auto - Auto

Ultra 1 - Soulless

JP1 - Auto - Auto

[/spoiler]

[spoiler=Adon**]

Adon

Close HK: Roundhouse

JP1 - Stun - Reset

Far HK: Roundhouse

1st: JP1 - Stun - Reset
2nd: JP1 - Stun - Reset

Jaguar Kick: LK MK HK (Ground & Air)

JP0 - Stun – Reset

EX Jaguar Kick: EX

1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - SKD

EX Jaguar Kick: EX Air

1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - HKD

Rising Jaguar: LK & MK

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Rising Jaguar: HK

1st: JP0 - SKD - SKD
2nd: JP 2 - SKD - SKD

Rising Jaguar Kick: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Jaguar Tooth: LK MK HK

JP0 - Stun - SKD

Jaguar Tooth: EX

JP1 - SKD - SKD

Super - Jaguar Varied Assault: Standard

1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - Crumple - Wall

Super - Jaguar Varied Assault: Thousand Jaguars

1st - 17th: JP1+ - Stun - SKD
18th: JP1 - SKD - SKD

*Mash LP/MP/HP for max hits

Super - Jaguar Varied Assault: Jaguar Assassin

1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD

Ultra1 - Jaguar Revolver:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Auto - HKD+

Ultra 2 Jaguar Avalanche:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - N/A - Auto

[/spoiler]

[spoiler=Akuma]

Akuma

Gohadouken: Normal

JP0 - Stun - SKD

Gohadouken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Shaku: LP

JP2 - SKD - SKD

Shaku: MP

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shaku: HP & EX

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD

Zanku Hadouken: All

JP0 - Stun - SKD

Goshoryuken: LP

JP0 - SKD - SKD

Goshoryuken: MP

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Goshoryuken: HP

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD

Goshoryuken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD

Demon Flip: Palm

JP0 - HKD+ - HKD+

Demon Flip: Dive Kick

JP0 - Stun - Reset

Demon Flip: Sweep

JP0 - HKD+ - HKD+

Tatsu: LK

JP0 - Float - Float

Tatsu: MK

1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD

Tatsu: HK

1st: JP0 - Stun -SKD
2nd: JP1 - SKD - SKD
3rd: - JP1 - SKD - SKD

Tatsu: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun - SKD
5th: JP5 - SKD - SKD

Tatsu: All Air

1st: JP0 - Float - Float
2nd: JP0 - Float - Float

Tatsu: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

Ultra - Demon Armageddon:

JP0 - Auto - Auto

[/spoiler]

[spoiler=Balrog]

Balrog

Buffalo Head: All

JP0 - SKD - SKD

Dash Straight: All

JP0 - Stun - SKD

Dash Low Straight: All

JP0 - HKD+ - HKD+

Dash Upper: All

JP0 - Stun - SKD

Dash Swing Blow: All

JP0 - Stun - SKD

Dash Low Smash:

JP0 - SKD - SKD

Super - Crazy Buffalo*: Kick version only

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun – SKD
*Punch Version is JP0

Ultra - violent Buffalo: Punch Version

1st hit: JP1 - Stun - SKD
2nd - 8th: JP0 - Stun- SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD

Ultra - violent Buffalo: Kick Version

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2+ - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP3+ - Stun - SKD
6th: JP3 - Stun - SKD
7th: JP4+ - Stun - SKD
8th: JP4 - Stun - SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD

[/spoiler]

[spoiler=Blanka**]

Blanka

Electric Thunder: All

JP0 – SKD - SKD

Horizontal Ball: LP/MP

JP0 – Stun - SKD

Horizontal Ball**: HP

JP0 – SKD - SKD

Horizontal Ball**: EX

JP0 – FLOAT* - FLOAT**

*If hitting far away causes Stun
** If hitting far away causes SKD

Vertical Ball: All Normal

JP0 – Stun - SKD

Vertical Ball: EX

JP0 – SKD - SKD

Rainbow Ball: All

JP0 – SKD - SKD

Super - Ground Shave Roll:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Ultra - Electric Cannonball:

1st: JP0 - Stun - N/A
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD

Ultra 2 - Shout of Earth: Ground

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP2 - SKD - SKD

Ultra 2 - Shout of Earth: Air

JP0 - AUTO - AUTO

[/spoiler]

[spoiler=C.Viper**]

C Viper

Far Roundhouse: HK

JP1 - Stun - HKD

Thunder Knuckle:LP/MP

JP0 - Stun - SKD

Thunder Knuckle: HP

JP1 - SKD - SKD

Thunder Knuckle: EX

1st: JP0 - Crumple - SKD
2nd: JP1 - Crumple - SKD

Seismic Hammer: All

JP0 - Float - N/A

Burning Kick: Normal

JP0 - SKD - SKD

Burning Kick: Normal Air

JP1 - SKD - SKD

Burning Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Burning Kick**: EX Air

1st: JP1+ - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3+ - SKD - SKD
4th: JP4 - SKD - SKD

Super - Emergency Combination:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX – SKD - SKD

Ultra - Burst Time:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD

Ultra - Burning Dance:

JP0 - Auto - Auto

[/spoiler]

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><><><><><><><><><><>><><

[spoiler=Cammy]

Cammy

Spiral Arrow: LK MK

JP0 - SKD - SKD

Spiral Arrow: HK EX

1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD

Canon Spike:* Normal

1st: JP1 - SKD - SKD
2nd: JP0 - SKD - SKD

Canon Spike: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Spin Knuckle: All

1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD

Canon Strike: All

JP0 - Stun - Reset

Hooligan Combination: Sweep

JP0 - SKD - SKD

Super - Spin Drive Smasher:

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - Stun - SKD
6th: JPX - Stun - SKD
7th: JPX - SKD - SKD

Ultra - Gyro Drive Smasher:

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JP0 - AUTO - SKD
6th: JPX - Stun - SKD
7th: JPX - Stun - SKD
8th: JPX- SKD - SKD

[/spoiler]

[spoiler=Chun Li]

Chun Li

Rear Spin Kick: DF + LK

JP0 - Stun (CH=SKD) - SKD

Neutral Jump Fierce: Jump + HP

1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD

Jump Target Combo: HP + HP

1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD

Yosokyaku: Down + MK X 3

1st:JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD

Hyakaretsukyaku: Normal Lightning Legs

All Hits: JP0 - Stun - SKD

Hyakaretsukyaku: EX Legs

1st: JP4 - SKD - SKD
2nd: JP4 - SKD - SKD
3rd: JP4 - SKD - SKD
4th: JP4 - SKD - SKD

Kikouken: Normal

JP0 - Stun - SKD

Kikouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Spinning Bird Kick: Normal

All hits: JP0 - Stun - SKD

Spinning Bird Kick: EX

1st: JP5 - SKD - SKD
2nd: JP6 - SKD - SKD
3rd: JP7 - SKD - SKD
4th: JP8 - SKD - SKD
5th: JP9 - SKD - SKD

Hazanshu: Normal

JP0 - Stun - HKD+

Hazanshu: EX

JP0 - HKD+ - HKD+

Super - Senretsukyaku:

1st - 8th: JPX - Stun - SKD
9th: JPX - SKD - SKD

Ultra 1 - Hosenka:

1st - 8th: JPX - Stun - SKD
9th: JPX - AUTO - AUTO

Ultra 2 - Kikosho:

1st to 19th: - JP20 - Stun - SKD
20th: JP20 - SKD - SKD

[/spoiler]

[spoiler=Cody**]

Cody

Stomach Blow: F + MP

JP1 - Stun - Reset

Neutral Jump: HP

JP1 - Stun - HKD

Crack Kick: F + HK

JP1 - SKD - SKD

Zonk Knuckle: Normal

JP1 - SKD* - SKD*

*removes all potential for juggle when hitting a standing or airborne enemy, works normally during a juggled opponent.

Zonk Knuckle: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Criminal Uppercut: LP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD

Criminal Uppercut: MP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD

Criminal Uppercut: HP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
6th: JP4 - SKD- SKD

Criminal Uppercut: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD

Ruffian Kick: LK

JP0 - HKD+ - SKD*

*Untechable

Ruffian Kick: MK

JP1 - SKD - SKD

Ruffian Kick: HK

JP1 - SKD - SKD

Ruffian Kick: EX

JP1 - HKD+ - SKD*

*Untechable

Bad Stone: Normal

JP0 - Stun - SKD

Bad Stone: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Knife Throw: All

JP1 - SKD - SKD

Super - Dead End Irony:

1st: JP1 - SKD* - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD

*First hit causes Stun on LK or MK activation

Ultra - Final Destruction:

JP1 - AUTO - AUTO

Ultra - Last Dread Dust:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - Stun - SKD

9th: JP1 - Stun - SKD
10th: JP2 - Stun - SKD
11th: JP3 - Stun - SKD
12th: JP4 - Stun - SKD
13th: JP5 - AUTO - AUTO

Bad Spray:

1st: JP0 - FLOAT - FLOAT
2nd: JP0 - SKD- SKD

[/spoiler]

[spoiler=Dan**]

Dan

Neutral Jump Strong: MP

JP1 - Stun - Reset

Neutral Jump Fierce: HP

JP1 - Stun - HKD

Crouch Taunt:

JP1 - Stun - Reset

Aerial Taunt: Yahoo!

JP1 - Stun - Reset

Gadouken: Normal

JP0 - Stun - SKD

Gadouken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Koryuken: Normal

JP0 - SKD - SKD

Koryuken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Dankukyaku: LK & LK Air

JP0 - SKD - SKD

Dankukyaku: MK & MK Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Dankukyaku: HK & HK Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Dankukyaku: EX

JP0 - AUTO - AUTO

Dankukyaku**: EX Air

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Super - Hisho Buraiken:

1st - 18th: Ascending* - Stun - SKD
19th: JP18 - SKD - SKD

*Starting from JP0 for first hit add one JP for each subsequent hit

Ultra - Shisso Buraiken:

JP0 - AUTO - AUTO

Ultra - Hoah Gadouken:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD


[/spoiler]

[spoiler=Dee Jay**]

Dee Jay

Crouch MK:

JP0 - HKD+ - HKD+

Crouch HK:

JP0 - HKD+ - Reset*

*Move has two hit boxes, leg off ground causes SKD (In Air)

Close Roundhouse: HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Far HP:

JP0 - Stun (CH = Float*) - Reset

*Counter Hit causes Stun on crouching opponents

Air Slasher: Normal

JP1 - Stun - SKD

Air Slasher: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Double Rolling Sobat: LK

JP0 - SKD - SKD

Double Rolling Sobat: MK HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Double Rolling Sobat: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Jacknife Maximum: LK

JP0 - SKD - SKD

Jacknife Maximum: MK

1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD

Jacknife Maximum: HK

1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Jacknife Maximum: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD

Machine Gun Upper: Normals - Extended

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
Final*: JP0 - SKD - SKD

*Removes all juggle potential

Machine Gun Upper: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
7th: JP0 - SKD - SKD

Super - Sobat Carnival:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
7th: JP7 - HKD+ - HKD+

Ultra 1 - Sobat Festival: Raw

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD

Ultra 1 - Sobat Festival: During Super

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD


Ultra 2 - Climax Beat:

1st: JP1 - AUTO - AUTO
2nd: JP1- AUTO - AUTO
3rd: JP1 - AUTO - AUTO
4th: JP1+ - Stun - SKD
5th: JP1+ - Stun - SKD
6th: JP1+ - Stun - SKD
7th: JP1+ - Stun - SKD
8th: JP1+ - Stun - SKD
9th: JP1+ - Stun - SKD
10th: JP1+ - Stun - SKD
11th: JP1 - SKD - SKD

[/spoiler]

[spoiler=Dahlsim**]

Dahlsim

Yoga Mummy:

JP1 - Stun - SKD

Yoga Fire: LP

JP0 - Stun - SKD

Yoga Fire:MP HP

JP0 - SKD - SKD

Yoga Fire: EX

JP0 - Stun - SKD (CH = Float)
JP1 - Stun - SKD

Yoga Flame: Normal

JP0 - SKD - SKD

Yoga Flame: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Yoga Blast**: LK/MK

JP0 - N/A - SKD*

* Untechable

Yoga Blast**: HK

JP0 - N/A - FLOAT*

* Untechable

Yoga Blast**: EX

JP0 - N/A - Float*
JP1 - N/A - SKD*

* Untechable

Yoga Inferno:

1st: JPX* - SKD - SKD
2nd: JPX* - SKD - SKD
3rd: JPX* - SKD - SKD
4th: JPX* - SKD - SKD
5th: JPX* - SKD - SKD

*Resets Juggle Counter to JP0 (Float)

Yoga Catastrophe:

1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float

[/spoiler]

[spoiler=Dudley**]

Dudley

Roundhouse Overhead: Forward + HK

JP0 - Stun - HKD+

Crouch MK:

JP0 - HKD+ - SKD

Crouch HK:

JP2 - SKD - SKD

Side Jump Roundhouse: HK

JP0 - Stun - HKD

Jet Upper: LP MP

JP0 - SKD - SKD

Jet Upper: HP EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - sKD

Cross Counter: Normal

JP0* - SKD - SKD

*Removes all juggle potential

Cross Counter: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: - JP2 - SKD - SKD

Short Swing Blow: Normal

JP0 - Stun (CH = SKD) - SKD

Short Swing Blow: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Float - Float

Ducking Straight: All

JP1+ - Stun - SKD

Ducking Upper: All

1st: JP1+ - Stun - SKD
2nd: JP2* - Stun - SKD

Second hit adds two juggle points on hit.

Thunder Bolt**: Normal

1st: JP0 - HKD+ - HKD+
2nd: JP1 - HKD+ - HKD+

Thunderbolt**: EX

1st: JP0 - Stun - HKD+
2nd: JP1 - Stun - HKD+
3rd: JP2 - Stun - HKD+
4th: JP3 - Stun - HKD+
5th: JP4 - HKD+ - HKD+

Machine Gun Blow: LP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD

Machine Gun Blow: MP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD

Machine Gun Blow: HP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD

Machine Gun Blow: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - SKD - SKD

Super - Rocket Upper**:

1st: JP5 - SKD - SKD
2-16th: JP5* - SKD - SKD

*Ascending JP

Ultra 1 - Rolling Thunder**:

1st: JP0 - Stun - N/A
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun -SKD
5th: JP4 - AUTO - SKD
6th: JP5 - Stun - SKD
7th: JP5 - Stun - SKD

Ultra 2 - Corkscrew Cross:

1st: JP0 - AUTO - AUTO
2nd: JP1 - AUTO - SKD
3rd: JP2 - AUTO - SKD
4th: JP3 - AUTO - SKD
5th: JP4 - AUTO - SKD
6th: JP5 - AUTO - SKD
7th JP6 - AUTO - SKD

[/spoiler]

[spoiler=E.Honda]

E Honda

Shikofumi: Overhead

JP0 - HKD+ - Reset

Hundred Hand Slap: All

All Hits: JP0 - Stun - SKD

Sumo Splash: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - HKD+ - SKD

Sumo Splash: EX

1st: JP1 - SKD - SKD
2nd: JP1 - HKD+ - HKD

Sumo Headbutt: Normal

JP0 - SKD -SKD

Sumo Headbutt: EX

JP2 - SKD - SKD

Super - Super Killer Head Ram:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD

Ultra - Ultra Killer Head Ram:

JP1 - AUTO - AUTO

[/spoiler]

[spoiler=El Fuerte**]

El Fuerte

Close Standing HK:

JP0 - SKD - SKD

Far Standing HK:

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD

Tostada Press: Run + MP

JP1 - HKD+ - SKD

Gordita Sobat: Run + MK

JP0 - Stun - SKD

Calamari Slide: Run + HK

JP0 - HKD+ - N/A

Quesadilla Bomb: Level 1

JP0 - Stun - SKD

Quasdiall Bomb: All Except Level 1

JP0 - SKD - SKD

Quasdiall Bomb: All Except Level 1

JP0 - SKD (CH = FLOAT*) - SKD (CH = FLOAT*)

* Wall Bounce

Guacamole Leg Throw: All

JP1- N/A - AUTO

Propeller Tortilla: Run Back + HP

JP0 - THROW* - N/A

*Can combo after in corner with LK. Character Specific

Super - El Fuerte Dynamite:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - AUTO - AUTO

[/spoiler]

[spoiler=Evil Ryu**]

Evil Ryu

Close Roundhouse: HK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - Reset

Tenmakujinkyaku: Dive Kick

JP1 - Stun - Reset

Diagonal Jump Strong: Jump + MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Hop Kick: Forward + MK

JP2 - Stun - Reset

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Tatsumaki Senpukyaku: LK

JP0 - Float - Float

Tatsumaki Senpukyaku: MK

1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
3rd: JP0 - SKD - SKD

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP1 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpukyaku: LK Air

JP0 - SKD - SKD (CH=Float)

Tatsumaki Senpukyaku: MK Air

1st: JP0 - SKD (CH=SKD*) - SKD
2nd: JP0 - SKD (CH=SKD*) - SKD

* Knockdown is considerably closer, can follow up mid screen.

Tatsumaki Senpukyaku: HK Air

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Shoryuken: LP

JP0 - SKD - SKD

Shoryuken: MP HP

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Shoryuken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Shakanetsu Hadouken: LP

JP1 - SKD - SKD

Shakanetsu Hadouken: MP

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shakanetsu Hadouken: HP & EX

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD

Axe Kick: LK

JP0 - Stun - HKD+

Axe Kick: MK

JP6 - Stun - HKD+

Axe Kick: HK

JP1 - HKD+ - HKD+

Axe Kick: EX

JP2 - HKD+ - HKD+

Ultra - Metsu Hadouken:

1st: JP1 - Stun* - SKD*
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD - SKD

* Auto if fully charged & close

Ultra 2 - Messatsu Goshoryu

1st: JP0 - AUTO* - AUTO*
2nd: JP1 - Stun - SKD

3rd: JP2 - Stun - SKD
4th: JP3- Stun - SKD
5th: JP4 - Stun - SKD

6th: JP5 - SKD* - SKD*
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD

*Both 1st & 6th hit must make contact for Ultra cinematic to occur, if first hit is blocked & 6th strike hits. then cinematic will still ensue.

[/spoiler]

[spoiler=Fei Long]

Fei Long

Rekka: All

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Flame Kick: LK/MK

JP0 - SKD - SKD

Flame Kick: HK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Flame Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Chicken Wing: All

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD

Super - Rekkashinken:

1st: JPX- Stun - SKD*
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD

* Resets Juggle counter to FLOAT when hitting a juggle opponent (Like Dahlsims Super)

Ultra - Rekkashingeki:

1st: JPX- Stun - SKD
2nd: JP0 - AUTO - N/A
3rd: JPX - Stun - SKD
4th: JP0 - AUTO - N/A
5th: JPX - SKD - SKD

[/spoiler]

[spoiler=Gen]

Gen

Crouch LK: Crane

JP0 - Float - Float

Jump Target: Shakudan (Crane)

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Standing HK: Crane

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset

Crouch HP: Crane

JP0 - Stun (CH = SKD) - Reset (CH = SKD)

Hyakurenko: All (Hands)

All Hits: JP0 - Stun - SKD

Gekiro: All

1st: JP0 - SKD - SKD
Continued: JPX - SKD - SKD
Final: JPX - HKD - HKD

Jyasen: All (Roll)

All Hits: JP0 - Stun - SKD

Oga: All (Wall Strike)

JP0 - Float - Float

Mantis Super - Zen'ei:

JP0 - Auto - Auto

Crane Super - Jyakoha:

JPX - N/A - AUTO

Mantis Ultra 1 - Zetsui

JP0 - Auto - Auto

Mantis Ultra 2 - Shitenketsu:

1st: JP0 - AUTO - AUTO
Remaining: JP0 - AUTO - SKD

Crane Ultra 1 - Ryukoha:

JPX - N/A - AUTO

Crane Ultra 2 - Teiga:

JP0 - AUTO - AUTO

[/spoiler]

[spoiler=Gouken*]

Gouken

Amaoroshi: Back Throw

Causes Airborne, not Float

Side Jump: Jump + MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Nuetral Jump Fierce: HP

JP1 - Stun - HKD

Side Jump Roundhouse: HK

JP1 - Stun - HKD

Gohadouken: Normal

JP0+ - Stun - Float

Gohadouken: Normal Charged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float

Gohadouken: EX Uncharged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float

Gohadouken: EX Charged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
3rd: JP0+ - Float - Float
4th: JP0+ - Float - Float

Senkugoshoha: Normal (Palm)

JP0 - SKD - SKD

Senkugoshoha: EX (Palm)

1st: JP0 - Stun - Float
2nd: JP0 - Float - Float

Tatsumaki Gorasen: LK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Gorasen: MK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Tatsumaki Gorasen: HK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

Tatsumaki Gorasen: EX

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD

Kongoshin: All (Counter)

JP0 - Float - Float

Hyakkishu: Sweep

JP0 - HKD+ - HKD+

Hyakkishu: Dive Kick

JP0 - Stun - Reset

Super - Forbidden Shoryuken:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

Ultra 1 - Shin Shoryuken:

1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

Ultra 2 - Denjin Hadouken:

1st: JP2 - Stun - Float
2nd: JP3 - Stun - Float
3rd: JP4 - Stun - Float
Final: JP5 - Float - Float

Fully Charged has continued ascending Juggle Points up to JP9 (8 hits starting at JP2)

[/spoiler]

[spoiler=Guile]

Guile

Guile High Kick: Down + Forward + Roundhouse

JP0 - Float - Float

Sonic Boom: Normal

JP0 - Stun - SKD

Sonic Boom: EX

1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD

Flash Kick: Normal

JP0 - SKD - SKD

Flash Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Double Flash:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD

Ultra 1 - Flash Explosion:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - AUTO - AUTO

Ultra 2 - Sonic Hurricane:

1st: JP0 - FLOAT - FLOAT
2nd: JP1 - FLOAT - FLOAT
3rd: JP2 - FLOAT - FLOAT
4th: JP3 - FLOAT - FLOAT
5th: JP4 - FLOAT - FLOAT
6th: JP5 - FLOAT - FLOAT

[/spoiler]

[spoiler=Guy]

Guy

Crouch HK: Slide

JP0 - HKD+* - HKD+*

Note - At long distance causes JP0 - Stun - Reset

Nuetral Jump: HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Elbow Drop: Jump + Down + MP

JP1 - Stun - Reset

Ninja Sickle: Down Forward HK

1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float

Bushin Gokusaken: Target Combo

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - SKD - SKD

Bushin Gokusaken Throw: Target Combo Back Throw

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Float - N/A

Hozanto: Normal

JP0 - SKD - SKD

Hozanto: EX

JP1 - SKD - SKD

Shadow Kick: Running Slide

JP0 - HKD+ - HKD+

Neck Flip: Running Overhead

1st: JP0 - Stun - Float
2nd: JP0 - Stun - SKD

Neck Flip: EX

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset

Bushin Senpukyaku: LK MK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD- SKD

Bushin Senpukyaku: HK EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD

Super - Bushin Hasoken:

JPX - Auto - Auto

Note - If any single hit misses combo will end

Ultra 1 - Bushin Goraisenpujin:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - Auto - Auto

[/spoiler]

[spoiler=Hakan]

Hakan

Notes - Status in brackets indicates effects when oiled.

Diagonal Jump: MP

JP0 - Stun - SKD

Step Knee: Forward + HK

JP1 – Stun (HKD+) - Reset (HKD+)

Oil Slide:

JP1 - HKD+ - SKD

Ultra 2 - Oil Combination Hold:

JP1 - N/A - AUTO

[/spoiler]

[spoiler=Ibuki**]

Ibuki

Crouch Fierce: HP

JP2 - Stun - Reset

Sweep Combo: (All versions)

1st: JP0 - HKD+ - HKD+
2nd: JP1 - Stun - Reset

Close Roundhouse: HK

1st: JP0 - SKD - SKD
2nd JP1 - SKD - SKD

Diagonal Jump: HK

JP2 - Stun - HKD

Agemen: Back + MP

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset

Hammer Kick: Forward + MK

JP0 - Stun - HKD

Kuna Throw: Normal

JP0 - Stun - SKD

Kunai Throw: EX

1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD

Neck Breaker: All

JP0 - AUTO - AUTO

Raida: All (Explosion Grab)

JP1 - AUTO - AUTO

Kazegiri: All (Dragon Kick)

1st: JP1 - SKD - SKD
2nd: JP2- SKD - SKD
3rd: JP3 - SKD - SKD

Tsumuji: LK (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD

Tsumuji: MK HK (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun* - SKD

* Can Cause HKD+ if down is held

Tsumuji: EX (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD* - SKD

* Can Cause HKD if down is held

Hien: All (Overhead Jump Stomps)

JP0 - AUTO - AUTO

Super - Kasumi Suzuka:

All Hits: JPX - Stun - SKD

Ultra 1 - Yoroitoshi**:

1st: JP0 - THROW - THROW*
2nd-8th: JPX - Stun - SKD

* Cannot hit a juggled target

Ultra 2 - Hashinsho**:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5+ - SKD - SKD
6th: JP1 - AUTO - AUTO
7th: JP6 - SKD - SKD

[/spoiler]

[spoiler=Juri*]

Juri

Diagonal Jump Strong: MP

JP0+ - Stun - Float

Diagonal Jump Fierce:HP

JP1 - HKD - HKD

Close Fierce: HP

JP0 - SKD - SKD

Fuhajin: Kick

JP1 - SKD - SKD

Fuhajin: Projectile

JP2 - Stun - SKD

Fuhajin: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shikusen: Normal Complete (Dive Kick Aerial Combo)

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Shikusen: EX (dive Kick Aerial Combo)

JP0 - AUTO - AUTO

Note - Auto combo ends with Wall Bounce -> SKD (JP1)

Senpusha: LK Pinwheel

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Senpusha: MK/HK Pinwheel

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 – SKD* - SKD*

Note: Final hit removes all combo potential

Senpusha: EX Pinwheel

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD - SKD

Super - Fuharenjin:

All Hits: JP1+ - SKD - SKD
Final Hit: JP1 – SKD* - SKD*

Note: Final hit removes all juggle potential

Ultra 1 - Feng Shui Engine:

All become JP1:

Close / Far HP
Close / Far MP
Close MK Second hit
Far MK
Close HK Second Hit
Far HK

Ultra - Kaisen Dankairaku

Floor Spin: JP1 - AUTO - AUTO
Middle Ascension: JP2 - AUTO - AUTO
Peak: JP3 - AUTO - AUTO


[/spoiler]

[spoiler=Ken*]

Ken

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Tatsumaki Senpukyaku: LK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*

* Add 2 Juggle Points if this hits an airborne target, only add one Juggle Point if it hits a juggled target.

Tatsumaki Senpukyaku: MK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*

* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it his a juggled target

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
5th: JP1 - Stun - SKD*

* Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it hits a juggled target

Tatsumaki Senpukyaku: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
5th: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air LK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air MK


1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air HK


1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air EX

1st: JP4 - Stun - SKD
2nd: JP4 - Stun - SKD
3rd: JP4 - Stun - SKD
4th: JP4 - Stun - SKD

Shoryuken: LP

JP0 - SKD - SKD

Shoryuken: MP

1st: JP0 - Stun (CH = SKD) - SKD
2nd: JP1 - SKD - SKD

Shoryuken: HP

1st: JP0 - Stun (CH = Float) - Float
2nd: JP0+ - SKD - SKD
3rd: JP1 - SKD - SKD

Shoryuken: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD

Super - Shoryureppa:

1st: JP0 - Stun - SKD
2nd: JP1+ - Stun - SKD
3rd: JP1+ - Stun - SKD
4th: JP0 - SKD - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD – SKD

Ultra - Shinryuken:

1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX- SKD - SKD
7th: JPX - SKD - SKD
8th: JPX - SKD - SKD
9th: JPX - SKD - SKD
10th: JPX - SKD - SKD

Ultra - Guren Senpukyaku:

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5- Stun - SKD
7th: JP6 - Stun - SKD
8th: JP7 - Stun - SKD
9th: JP8 - Stun - SKD
10th: JP9 - Stun - SKD
11th: JP10 - AUTO - SKD

[/spoiler]

[spoiler=M.Bison]

M Bison

Hell Attack: Diagonal Jump MP -> MP

1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD

Psycho Crusher: Normal

JP0 - SKD - SKD

Psycho Crusher: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Double Knee Press: Normal

1st: JP0 - Stun -SKD
2nd: JP0 - SKD - SKD

Double Knee Press: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Head Press: Normal

JP0 - Stun - SKD

Head Press: EX

JP0 – HKD+ - SKD

Somersault Skull Diver: Normal

JP0 - Stun - SKD

Somersault Skull Diver: EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Devils Reverse: Normal

JP0 - SKD - SKD

Devils Reverse: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Knee Press Nightmare:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX – HKD+ - HKD+

Ultra - Nightmare Booster:

1st: JPX - STAND - SKD
2nd: JPX - STAND - SKD
3rd: JPX - STAND - SKD
4th: JPX - STAND - SKD
5th: JPX - AUTO - AUTO

Ultra 2 - Psycho Punisher:

JP1 - AUTO - AUTO

[/spoiler]

[spoiler=Makoto]

Makoto

All Jump Fierce: HP

JP1 - Stun - Reset

Forward Short: -> + LK

JP1 - Stun - Reset

Hayate: Normal (Dash Punch)

JP1 - Stun* - SKD

Fully charged (Level 4 & 5) causes SKD

Hayate: EX (Dash Punch)

JP2 - SKD - SKD

Oroshi: LP MP (Overhead Chop)

JP0 - Stun - HKD

Oroshi: HP (Overhead Chop)

JP0 – HKD+ - HKD+

Oroshi: EX (Overhead Chop)

JP1 – HKD+ - HKD+

Fukiage: All (Up Punch)

JP1 - N/A - SKD

Tsurugi: LK MK (Axe Kick)

JP1 - Stun - SKD

Tsurugi: HK (Axe Kick)

JP1 - HKD - HKD

Tsurugi: EX (Axe Kick)

1st: JP2 - HKD- HKD
2nd: JP3 - HKD - HKD

Ultra 1 - Seichusen Godanzuki:

JP0 - AUTO - AUTO

Ultra 2 - Abare Tosanami*:

* First hit must hit to dash/jump cancel the final hit

1st: JP1 - AUTO - Float*
2nd: JP1+ - SKD - SKD
3rd: JP1+ - SKD - SKD
4th: JP1+ - SKD - SKD

* If the LK or MK version of Abare Tosonami is used, causes SKD

[/spoiler]

[spoiler=Oni**]

Oni

Roundhouse: HK

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - HKD

Back + MP: Stomach Blow

JP1 - Stun - Reset

Forward + Roundhouse: F + HK

JP1 - Stun - SKD

Forward + Fierce*: F + HP

JP0 - Stun - Reset

*Destroys Single Projectiles

Neutral Jump Strong: Jump + MP

JP1 - Stun - HKD

Gohadouken: Normal

JP0 - Stun - SKD

Gohadouken: Normal Charged

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Gohadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Gorai Hadouken: LP (Electric Fireball)

JP1 - SKD - SKD

Gorai Hadouken: MP (Electric Fireball)

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Gorai Hadouken: HP & EX (Electric Fireball)

1st: JP0 - SKD - SKD
2nd: JP1+ - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: LK

JP0 - SKD - Float

Tatsumaki Senpukyaku: MK

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpu Kyaku: Normal Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Tatsumaki Senpukyaku**: EX (After Air Dash)

JP1 - SKD - SKD

Goshoryuken: LP & HP

1st: JP0 - Auto - SKD
2nd: JP1 - SKD - SKD

Goshoryuken: MP

1st: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD

Goshoryuken: EX

1st: JP0 - Auto* - Auto*
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

* 1st hit of auto combo is untechable (in case the auto combo whiffs)

Rakan Dantojin: LK Rush Slash
JP0 - Stun - Float

Rakan Dantojin: MK & HK Rush Slash

JP0 - SKD* - SKD*

*Removes all Juggle Potential, unless hitting a juggled opponent

Rakan Dantojin: EX Rush Slash

JP1 - SKD (CH=SKD*) - SKD (CH=SKD*)

*High Elevation.

Sekisei Jiraiken: LK Overhead Palm

JP1 - HKD+ - HKD+

Sekisei Jiraiken: MK Overhead Palm

JP2 - HKD+ - HKD+

Sekisei Jiraiken: HK Overhead Palm

JP0 - HKD+ - HKD+

Sekisei Jiraiken: EX Overhead Palm

1st: JP1 - HKD+ - HKD+
2nd: JP2 - HKD+ - HKD+

Zanku Hadosho: all Air Dash

JP1 - Stun - SKD

Super - Raging Demon**: Air

JP2 - N/A - AUTO

Meido Gohadou: Ultra 1 (all variations)

1st*: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD

*First hit is a close range hit, Ground PPP Activation only.

Tenchi Sokaigen: Ultra 2

1st*: JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD

[/spoiler]

[spoiler=Rose]

Rose

Soul Piede: F + HK

JP0 - Stun - SKD

Soul Spark*: Normal

Gains 4 damage for each prjectile absorbed (Max 7)

JP0 - Stun - SKD

Soul Spark*: EX

* each hit Gains 3 damage for each projectile absorbed (Max 7) resets once any kind of projectile has been thrown

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Soul Spiral: All

JP0 - SKD - SKD

Soul Reflect: All

JP0 - SKD - SKD

Soul Throw: All

JP1 - N/A - THROW

Super - Aura Soul Spark*:

* First 4 hits gain 3 damage for each projectile absorbed, final hit gains 5 totalling 17 extra damage per projectile absorbed (Max 7) resets once any kind of projectile has been thrown

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD* - SKD*

*Removes all juggle capability

Ultra 1 - Illusion Spark:

JP0 - AUTO - AUTO

Ultra 2 - Soul Satellite*:

For each absorbed projectile one of the orbs will gain 4 damage (Max 7 absorbed projectiles) resets once any kind of projectile has been thrown

Both Projectiles: JPX+ - Stun - SKD

[/spoiler]

[spoiler=Rufus**]

Rufus

Far Roundhouse: HK

JP0 - Float - SKD

Diagonal Jump Roundhouse: HK

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Fragrance Palm: ->+ HP

JP0 - SKD - SKD

Target Combo: LK -> HK

1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD

Falcon Kick: Dive

JP1 - Stun - Reset

Galactic Tornado: LP

1st: JP1 - Stun - SKD
2nd: JP0 - SKD - SKD

Galactic Tornado: MP

1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Galactic Tornado: HP

1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD - SKD

Galactic Tornado: EX

1st: JP0 - SUCK - N/A
2nd: JP1 - SKD - SKD

Messiah Kick: Normal

JP0 - Stun - SKD

Messiah Kick: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD

LK Followup: Somersault

JP1 - SKD - SKD

MK Followup: Sweep

JP0 - HKD - HKD

HK Followup: Overhead

JP0 - HKD - SKD

Snake Strike: LP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP2 - Stun - SKD


Snake Strike: MP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD

Snake Strike: HP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD

Snake Strike: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD

Super - Spectacle Romance:

1st JPX - Stun - STAND
2nd: JPX - AUTO - AUTO

Ultra 1 - Space Opera Symphony:

1st - 8th: JPX - SKD - SKD
9th: JPX - AUTO - AUTO

Ultra 2 - Big Bang Typhoon:

JP0 - AUTO - AUTO*

* Different Auto combo, fewer hits.

[/spoiler]

[spoiler=Ryu**]

Ryu

Diagonal Jump Strong**: Jump + MP

1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD

Hadouken: Normal

JP0 - Stun - SKD

Hadouken**: EX

1st: JP1 - SKD* (CH=FLOAT) - SKD* (CH=FLOAT)
2nd: JP2+ - FLOAT - FLOAT

Adds 2 points to Juggle Counter, except when hitting a juggle opponent.

Tatsumaki Senpukyaku: Normal & Air Normal

JP0 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Shoryuken**: LP/HP

JP0 - SKD - SKD

Shoruken: MP & EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Shinku Hadouken:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - SKD* - SKD

* Removes all juggle potential

Ultra - Metsu Hadouken:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD* - SKD

* Removes all juggle potential

Ultra 2 - Metsu Shoruken:

1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

[/spoiler]

[spoiler=Sagat]

Sagat

Forward Step Kick: -> + HK

JP1 - Stun - SKD

Tiger Shot: Normal (High & Low)

JP0 - Stun - SKD

Tiger Shot: EX (High & Low)

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Tiger Knee: Normal

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Tiger Knee: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD

Tiger Uppercut: Normal

JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)

* Causes spin animation on Counterhit

Tiger Uppercut: EX

1st: JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

* Causes spin animation on Counterhit

Tiger Scar:

+1 JP to all hits of Tiger Uppercut (All versions)
Also adds Armour breaking properties

Super - Tiger Genocide:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - SKD - SKD

Ultra 1 - Tiger Destruction:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - AUTO - AUTO

Ultra 2 - Tiger Cannon:

1st: JP0+ - Stun - Float
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP4+ - Stun - SKD
5th: JP4+ - Stun - SKD
6th: JP4 - Stun - SKD
7th: JP5 - Stun - SKD
8th: JP6 - SKD* - SKD

* Creates Uncomboable State

[/spoiler]

[spoiler=Sakura*]

Sakura

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Tatsu: LK

1st: JP0 - Stun - Reset

Tatsu: MK

1st: JP0 - Stun - Reset
2nd: JP1 - Stun -Reset

Tatsu: HK

1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset

Tatsu: EX

1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
4th: JP0 - Float - Float

Tatsu: Normal Air

1st: JP0 - SKD - SKD
2nd: JP1 – SKD - SKD

Tatsu: Air EX

All Hits: JP2 - SKD - SKD

Shouoken: LP

1st: JP0 - Stun - SKD
2nd: JP0 -SKD - SKD

Shouoken: MP

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD

Shouoken: HP

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD

Shouoken: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD

Sakura Otoshi: All

1st: JP1 - SKD - SKD
2nd: JP2 -SKD - SKD
3rd: JP3 - SKD - SKD

Super - Haru Ichiban:

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Stun - Reset
5th: JP0 - Stun - Reset
6th: JP0 - Stun - Reset
7th: JP0 - SKD - SKD

Ultra 1 - Haru Ranman:

1st: JP0 - AUTO - AUTO*
2nd: JP0 - AUTO - AUTO
3rd: JP0 - SKD - SKD

* If this hits airborne (Not float) second hit whiffs

Ultra 2 - Shinku Hadouken: & Tengyo

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 – SKD* - SKD

*Removes all Juggle capabilities

[/spoiler]

[spoiler=Seth]


Seth

Diagonal Jump Strong: MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Yosokyaku: Stomp

1st: JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD

Tenmakujinkyaku: Dive Kick

JP4 - Stun - Reset

Sonic Boom: All

Each Boom: JP0 - Stun - SKD

Hyakaretsu: All

JP0 - AUTO - AUTO

Shoryuken: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

3rd: JP1 - SKD - SKD

4th: JP2 - SKD - SKD

Shoryuken: EX

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

3rd: JP1 - SKD - SKD

4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
6th: JP4 - SKD - SKD
7th: JP5 - SKD - SKD
8th: JP6 - SKD - SKD

Tanden Engine: Normal

JP0 - SUCK - N/A

Tanden Engine: EX

JPX - SUCK - SUCK*

*If hitting airborne, opponent ends up in a standing juggled state until combo finishes. Works normally when hitting a juggled opponent.

Super - Tanden Storm:

Suction: JP0 - SUCK - SUCK*
1st - 22nd: JPX+ - Stun - SKD
23rd: JPX - SKD - SKD

*Puts enemy in a standing/jugglefloat state

Ultra 1 - Tanden Stream:

JP0 - AUTO - AUTO

Ultra 2 - Tanden Typhoon:

Suction: JP0 - SUCK - SUCK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
11th: JP10 - SKD - SKD
12th: JP11 - SKD - SKD
13th: JP12 - SKD - SKD
14th*: JP13 - SKD - SKD

* Enemy has to be quite high for final hit to hit.

[/spoiler]

[spoiler=T.Hawk**]

T Hawk

Close Roundhouse**: HK

JP0 - SKD - SKD

Heavy Should: Side Jump + Down + MP

JP0 - N/A - Reset

Condor Dive: Normal

JP0 - SKD - SKD

Condor Dive: EX

JP2 - SKD - SKD

Condor Spire: Normal

JP0 - SKD - SKD

Condor Spire: EX

JP0 - SKD - SKD

Tomohawk Buster: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

Tomohawk Buster: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

[/spoiler]

[spoiler=Vega**]

Vega

Cosmic Heel: Down + Forward + HK

JP0 - Float - Float

Rolling Crystal Flash: All

All Hits: JP0 - Stun - SKD

Scarlet Terror: LK

JP0 - SKD - SKD

Scarlet Terror: MK + HK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Scarlet Terror: EX

1st: JP1 - SKD - SKD
2nd: JP1 - SKD - SKD

Flying Barcelona Attack: Normal Claw Dive or Izuna Drop

JP0 - SKD - SKD

Flying Barcelona Attack: EX Claw Dive

Launcher: JP0 - Float - Float
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD

Flying Barcelona Attack: EX Izuna Drop

Launcher: JP0 - Float - Float
2nd: JP1 - Throw - Throw

Sky High Claw**: Normal

JP0 - SKD - SKD

Sky High Claw: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Flying Barcelona Special: Attack

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 -SKD - SKD
4th: JP4 - SKD - SKD

Super - Flying Barcelona Special: Rolling Izuna

JP0 - THROW - THROW

Ultra - Bloody High Claw**:

Launcher: JP0+ - Float - Float
2nd: JP0 - AUTO - AUTO

Ultra 2 - Splendid Claw:

JP0 - AUTO - AUTO

[/spoiler]

[spoiler=Yang*]

Yang:

Close Forward: MK

JP0 - Float - Float

Far Strong: MP

JP1 - Stun - Reset

Far Fierce: HP

JP1 - Stun - Reset

Crouch Short: LK

JP1 - Stun - Reset

Target Combo: Palm

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD

Target Combo: Kicks

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD

Dive Kick:

JP1 - Stun - Reset

Tourou Zan: All Normal Rekka

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Tourou Zan: EX Rekka

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD

Byakko Soushouda: MP Palm

JP0 - Stun - SKD

Byakko Soushouda: HP Palm

JP0 - SKD - SKD

Byakko Soushouda: EX Palm

JP0 - Float* - Float*

*Cause Wallbounce

Senkyuutai: LK Dragon Kick

1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD

* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Senkyuutai: MK/HK Dragon Kick

1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD

* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Senkyuutai: EX Dragon Kick

1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD

* Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Ultra - Raishin Mahhaken

JP0 - AUTO - AUTO

Ultra 2 - Tenshin Senkyuutai

1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD

[/spoiler]

[spoiler=Yun*]

Yun

Close Forward: MK

JP0 - Float - Float

Dive Kick:

JP1 - Stun - Reset

Sweep Target: Crouch HK -> HK

1st: JP0 - HKD+* - HKD+
2nd: JP1 - SKD - SKD

*If specifically traded with another attack (Not projectile) opponent ends in grounded stun, also throwable, very strict timing.

Forward Fierce: F + HP

JP1 - SKD - SKD

Target Combo:

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float

Zesshou Hohou All Normal Rush Punch

JP1 - SKD - SKD

Zesshou Hohou: EX Rush Punch

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Nishokyaku: All Normal Dragon Kick

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Nishokyaku: EX Dragon Kick

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD

Kobokushi: Normal Palm

JP0 - Float - Float

Kobokushi: EX Palm

JP1 - Float* - Float*

*Causes Wallbounce

Tetsuzankou: LP Shoulder

JP0 - Stun - SKD*

*Severely limits Juggle potential when hit against a non-juggled opponent

Tetsuzankou: MP/HP Shoulder

JP0 - SKD - SKD

Tetsuzankou: EX Shoulder

1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*

*Severely limits Juggle potential when hit against a non-juggled opponent

Super: Genei Gin

- all Ground Normals now cause SKD when hitting an airborne target.
- All attacks are now JP99 (Exceptions Below)
- Forward MK is JP7
- Rush Punch now has 3 hits
- shoulder now has 2 hits.
- Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
- Ultra 2 is now JP99 but has an alternate AUTO combo on 5th hit.

Ultra 1 - You Hou

1st: JP1 - Auto* - Auto*
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float

Auto Causes Float, Adds one juggle point to a juggled enemy.

Ultra 2 - Sourai Rengeki

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO

[/spoiler]

[spoiler=Zangief**]

Zangief

Far standing HP**

JP0 - SKD - SKD

Lariat: Normal + Quick

JP0 - SKD - SKD

Green Hand: Normal

JP0 - Stun - SKD

Green Hand*: EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun – SKD

[/spoiler]
Last edited by Pokey86 on Mon Jun 23, 2014 11:57 pm, edited 1 time in total.
Doopliss
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Pokey86 wrote: Blankas super is a simple JP 0-1-2-3, easy way to test is to just do Electric -> Super
But then it only hits three times on the ground. If you block the rising hit and then get hit by the super, it will do 4 hits. This indicates that it has two hits with JP 0, one for anti air /cancel combos, one for long distance punishes.
Pokey86 wrote:As for his ultra, i don't have a thorough way to test this... But if you ever get to JP1 with enough time to perform an ultra you let me know :P
Just doing the ultra should tell you how it's juggling works.
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Pokey86
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

But then it only hits three times on the ground. If you block the rising hit and then get hit by the super, it will do 4 hits. This indicates that it has two hits with JP 0, one for anti air /cancel combos, one for long distance punishes.
But this would overcomplicate things, people will have a hard enough time reading all this without me adding invisibile hits in to the equation, i mean Blankas isn't the only attack that does this, nearly all the AA moves do it. i mean if i start putting two hit points in for Ryu's LP SRK & Kens & Dudleys people are gonna think it's wrong (Which it wouldn't be) & this is more for determinning hit potential than classifying each individual move.

The only one of these moves i did intend to define the altered propperty is Cammy's Canon Spike, as this is somehwat necassary & I planned on asterixing it, defining why i've labelled it as having 2 hits. But besides that i want to reduce the confusion as much as possible.
Just doing the ultra should tell you how it's juggling works
Well, yeah you could guess, but you could say that about anything, like if you made that presumption because you saw Ryu's EX fireball hit twice after an SRK you could presume that all EX fireballs hit twice after SRK's. & this is a thorough analysis, i could've just C&P Kich's old work & added the new characters but i'm testing from scratch. (As best i can)

---

You are correct though, i'm not trying to downplay your input.
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Ok, but if it's impossible to do something, you might as well assume imo. Btw, are you sure that EX air burning kick has 1 more JP than normal one?
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Maj
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Re: In Depth Juggle Mechanics Analysis

Post by Maj »

Wait, so your definition of JP is different from the existing definition of JP? Why would you use the same acronym?
Pokey86
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

Maj wrote:Wait, so your definition of JP is different from the existing definition of JP? Why would you use the same acronym?

It's not that straight forward, i mean is there even AN existing defenition of JP... if so what is it?


Kichs version was:

- Standard knocdown is JC 0

- Float knodown had no short name, it was always float knockdown

- enemies status is defined by JC, (Juggle Counter) this signified what state the enemy was in.

- Attacks used JP (Juggle Point)

- For a move to hit it had to have a juggle point HIGHER than the status the enemy is in. EG: for a move with JP2 to hit, the enemy must be in JC1 or less.

My terminology is as follows:

- JP is both juggle status & attack capability.

- Standard knockdown is JP1

- Float knockdown is JP0

- For an attack to hit the JP must MATCH. EG for an attack of JP1 to hit the enemy must be in JP 1(Standard knockdown)

When i first started doing this with Kich there was alot of confusing, hell we were both having arguments about the same conclusion. (innadvertently) Nothing against Kich but i find this easier to understand. Hell i made this video back then & it was only when Kich brought up the fact that i used JP1 instead of JP0 that i realised we had wrong terminoligies.
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

I know a few people here like the short but iffy combos, as it turns out Vega can do

EX Dive -> Claw -> EX Scarlet

Did anyone know that? i don't usually dabble in these kind of combos, so if anyone wants to use it for a combo video be my guest, just found it funny, considering his dive claw has quite alot of recovery. All you have to do is hit the tip of Dahlsims full screen J.HP in the corner, your dive should hit him just before he hits the floor, requires a little bit of manipulation to get your charge though.

In SFIV, when a character was hit by his claw dive i am sure they didn't raise as high as they do now.
Doopliss
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Pokey86 wrote:I know a few people here like the short but iffy combos, as it turns out Vega can do

EX Dive -> Claw -> EX Scarlet

Did anyone know that? i don't usually dabble in these kind of combos, so if anyone wants to use it for a combo video be my guest, just found it funny, considering his dive claw has quite alot of recovery. All you have to do is hit the tip of Dahlsims full screen J.HP in the corner, your dive should hit him just before he hits the floor, requires a little bit of manipulation to get your charge though.

In SFIV, when a character was hit by his claw dive i am sure they didn't raise as high as they do now.
I think I saw this a long time ago, but it's no surprise it works. The up hit causes float.

Btw, when it comes to Cammy's Ultra 1, the hit that causes the animation probably has JP 0, as you can't juggle into it.
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Pokey86
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

Doopliss wrote:
Pokey86 wrote:I know a few people here like the short but iffy combos, as it turns out Vega can do

EX Dive -> Claw -> EX Scarlet

Did anyone know that? i don't usually dabble in these kind of combos, so if anyone wants to use it for a combo video be my guest, just found it funny, considering his dive claw has quite alot of recovery. All you have to do is hit the tip of Dahlsims full screen J.HP in the corner, your dive should hit him just before he hits the floor, requires a little bit of manipulation to get your charge though.

In SFIV, when a character was hit by his claw dive i am sure they didn't raise as high as they do now.
I think I saw this a long time ago, but it's no surprise it works. The up hit causes float.

Btw, when it comes to Cammy's Ultra 1, the hit that causes the animation probably has JP 0, as you can't juggle into it.

Originally i would have said that, but the thing is she does 3 hits during the lunge forward, & 4 hits during her ground spin to Spike, & if you combo in to ultra using the standard method you get 6 hits.

Canon spike -> FADC -> Ultra 5 hits (Against Dahlsim)

---

Also can someone with a programmable pad do me a favour? I belive chun li's EX SBK is JP5-6-7-8-9 for it's 5 hits, however i want as conclusive test as possible. (This may be a hitbox thing)

I need you to do one hit of the air target or neutral HP, the EX SBK for all 5 hits, then SBK again at the earliest moment possible. & let me know if it hits. If it does hit, the do the same again only hit both times with the air target.

either way the first hit doesn't have the same JP as the subsequent hits..

Also Chun can do:

Cl.HP -> EX Kikouken -> EX legs

against rose, no FADC
Last edited by Pokey86 on Tue May 11, 2010 5:58 pm, edited 1 time in total.
Doopliss
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Pokey86 wrote:Originally i would have said that, but the thing is she does 3 hits during the lunge forward, & 4 hits during her ground spin to Spike, & if you combo in to ultra using the standard method you get 6 hits.

Canon spike -> FADC -> Ultra 5 hits (Against Dahlsim)
I don't really get what you are going at here. But I'm quite sure it's the third or fourth hit that triggers the ultra.
Pokey86 wrote:Also can someone with a programmable pad do me a favour? I belive chun li's EX SBK is JP6-7-8-9-10 for it's 5 hits, however i want as conclusive test as possible. (This may be a hitbox thing)
Seen this: http://www.youtube.com/watch?v=HpYRANKAudY

Mind you that I use the old terminology.
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Pokey86
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

ok cool, i thought i was timing it well but wanted a conclusive opinion, glad we have more than one person aggreeing.

It is the 4th or 5th hit that initiates the auto combo, but when you do the ultra after backdash 5 hits of the ultra hit, & only 3 hits are from the canon Drill part, 4 for the spin to spike, therefore you get the final hit of the drill hitting followed by all the remaining hits (Which would include the Auto combo move)

Besides not all auto-combo moves initiate auto combos on both standing & airborne enemies, just do Sakuras third hit against an airborne opponent
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

Anyone got any theorys on Dee Jays MG-upper?
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Re: In Depth Juggle Mechanics Analysis

Post by Smileymike101 »

I think last hit has some sort of sweep effect.
Pokey86
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

Smileymike101 wrote:I think last hit has some sort of sweep effect.

You can still juggle after alot of sweeps :P
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Not real sweeps.
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Pokey86
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

lol here's a strange one... Dee Jays Crouch HK

Standing Causes Hard Knock down (untechable)

Against air causes untechable standard knockdown

On stage 2 focus...

... Causes reset.
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Yes, noticed this as well, really weird. There's two hitboxes though. One probably sweeps standing and resets airborne, one probably only hits AA and causes knockdown.
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Pokey86
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

Doopliss wrote:Yes, noticed this as well, really weird. There's two hitboxes though. One probably sweeps standing and resets airborne, one probably only hits AA and causes knockdown.

Where are you getting the hitbox info?
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Didn't you know? the hitbox data has leaked. You can find it here: http://shoryuken.com/showthread.php?t=234787

Image
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Pokey86
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Re: In Depth Juggle Mechanics Analysis

Post by Pokey86 »

No i didn't, i'll be downloading that tonight. 10GB... wtf

---

Oh &, last hit normal MG uppers removeall juggle capability.
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Re: In Depth Juggle Mechanics Analysis

Post by Smileymike101 »

If you like Dudley, don't get excited.It contains NO HITBOX DATA of his special moves.Well, it has MGB, but i don't care for it's fucking hitbox.I wanna see Dp, thunderbolt, CC, and short swing blow.
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

The wrench swing part of Cody's U2 can juggle, try hitting someone in the air with the first swing. Also (dunno if they changed it though) you can hit with a JP0 move after 2 hits of AA Yoga catastrophe. Also, Cody's f.MP has JP1.
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Re: In Depth Juggle Mechanics Analysis

Post by Smileymike101 »

Randomness around cody's f.mp. Does dudley really have NO JUGGLE on is normals except sweep? I am dissapointed.I mean in sf3, his bnb would include a launcher ~ f.mk xx DP.Okay, it doesn't cancel now, and it would reset anyways, but they could at least make it juggle, to allow mixups after, like meaty forward fierce ( because it has 7 active frames) , meaty overhead, or meaty sweep after reset.Come on capcom...
Doopliss
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Re: In Depth Juggle Mechanics Analysis

Post by Doopliss »

Well, c.MK launches on AA hit, and f.HK sweeps on AA hit... XD
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