Finally Done: Juggle mechanics guide

reference materials and general how-to information
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

I'll check it out, but i'm supre it's JP0+ going by this... mad move.


I wonder if you can hit 3, then trade a fireball for a 4th... That would be pretty hardcore damage.
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

Or you could do the first one on Dhalsims limb, and hit the 2nd as meaty as possible? Without CH, he shouldn't be stunned by 3 EX Palms, who should deal a total of 840 stun, right? I'm gonna have to try this out now as well.

EDIT: I don't even get close to three, wth XD

But it seems it's JP1, because I can do it after MP Shoulder and stuff like that, and I can't juggle with normals after two EX palms.
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Yeah i checked it, it's definately JP1

however Yuns EX Dragon Kick is

JP1
JP2+

This means, give yun infinite meter & he doesn't even need Genei gin to keep the opponent airborne.

EX Palm -> EX Palm -> EX Palm -> EX Dragon Kick (second hit only) -> EX Shoulder = 1080 stun.

EX Palm -> EX Palm -> EX Palm -> FADC -> Ultra

EX Palm -> Dragon Kick (Second Hit) -> LP Shoulder -> FADC -> Forward + HP -> EX Shoulder

legit combos:

EX Palm -> EX Dragon Kick (Second hit) -> LP Shoulder -> MP Lunge/Ultra/EX Dragon Kick

EX Palm -> EX Dragon Kick (Second hit) -> EX Dragon Kick -> EX Dragon Kick/Ultra
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

U1, EX DK (2nd hit), EX DK, EX DK... I just squeeled a little XD

You can also do U1, EX DK (2nd hit), c.HK xx s.HK.
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Out of curiousity can you do

Ultra -> Dragon Kick (second Hit) -> Ultra -> Dragon Kick (second Hit) -> Ultra -> EX Shoulder
error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

http://www.youtube.com/watch?v=87bx9YxYJQQ
ibuki
Crouch Roundhouse: HK
JP0 - HKD* - HKD*

Target Combo 10: HK
JP1 - ? - reset

edit also
Crouch Fierce: HP

JP2 - Stun - reset
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

error1 wrote:Target Combo 10: HK
JP1 - ? - reset
Can't you just do it on someone with armor to hit them grounded?
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

error1 wrote:http://www.youtube.com/watch?v=87bx9YxYJQQ
ibuki
Crouch Roundhouse: HK
JP0 - HKD* - HKD*

Not worth it in Ibuki's case... It follows the standard rules. It just causes HKD+, you hits them before they touch the ground & you'll combo them.

Target Combo 10: HK
JP1 - ? - reset

Stun, i'll add these

edit also
Crouch Fierce: HP

JP2 - Stun - reset

That was a typo
Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

- Added stats for Ibuki's Sweep Target.

- Added Stats for Yuns Sweep Target + Exceptions

- Altered Yuns stats for LP shoulder when it hits airborne. (It removes nearly all Juggle potential)

- Altered stats for Yuns Super.

---

Changed them so they reflect more accuratley. I'll be double checking some stuff tonight. Yuns Ultra 1, when under the influence of super, most certainly maintains Juggle potential as you can do LP Shoulder (Airborne/Stage 2 Crumple) -> Super -> Ultra -> 1 hit of anything. However i don't think Forward + MK works after.
Smileymike101
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Re: Finally Done: Juggle mechanics guide

Post by Smileymike101 »

Pokey86 wrote: Yun

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, very strict.
It's not grounded hit stun, it's the exact same state the Honda ultra glitch used to put them in.Also,I think the not projectile thing is false.It doesn't work with dudley's rose because it's not a trade, and it's not an actual projectile.If someone tested with a real projectle setup, like Rose's, I'm sorry.
error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

it's not the same as the honda ultra glitch, but the honda ultra glich was grounded stun
I'll give a fb setup a try but the hitstun from the fb might be too much
error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

yeah tried trading with ex air slasher and it has too much hit stun to follow up, are there any projectiles that cause less hit stun?
Last edited by error1 on Tue Jul 26, 2011 7:13 pm, edited 1 time in total.
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

I guess Seth EX SB has the same amount.
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Smileymike101
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Re: Finally Done: Juggle mechanics guide

Post by Smileymike101 »

In HOnda ultra glitch, the opponent was on the ground, and enything could combo, even throws.Isn't this the same thing?My bad for not knowing t's notation :oops:
error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

this one is different, beacuse if you hit them too early after the trade it makes that move count as an air reset instead of a ground Stun. You can just look at it and tell it's a different hit state, one is lying on the ground and the other is standing.
done some rose test's and can't seem to figure out why it acts different, it's got to be beacuse projectile hit's can't happen on the same frame as a normal hit, so the rose hits a frame after the sweep
Last edited by error1 on Tue Jul 26, 2011 8:00 pm, edited 2 times in total.
Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

sorry, i'll make a note about the throwable state, i forgot about that.
Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Hmm, Vipers Air Burning kick is JP1, is that new, i do't recall it working in Super.
Smileymike101
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Re: Finally Done: Juggle mechanics guide

Post by Smileymike101 »

Trade AA HP thunder Knuckle n burn kick always worked, i don't see why air wouldn't have, they're the same move.
error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

just checked, it works in vanilla
Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Smileymike101 wrote:Trade AA HP thunder Knuckle n burn kick always worked, i don't see why air wouldn't have, they're the same move.
Yeah, but going by other moves, it's very likely they'll have altered properties. After all Air EX Tatsu is the same as ground EX Tatsu, but it has varied JP & different hit properties.

Also, are you guys posotive ground Burning Kick has JP? because every attempt i made had it whiffing.
Smileymike101
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Re: Finally Done: Juggle mechanics guide

Post by Smileymike101 »

Yes.Try FADC'ing a HP thunder knucle aganst dhalsim j.lp to give yourself enough time.
Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Smileymike101 wrote:Yes.Try FADC'ing a HP thunder knucle aganst dhalsim j.lp to give yourself enough time.

I did do that, i'll take another crack at it.

EDIT - Nope, everytime i have performed a grounded burning kick it has whiffed. Are either of you able to supply a video for this? It makes sense to me that the Air burning kick has a higher JP, because air EX Burning Kick has a higher JP than it's grounded version.
spookydonkey
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Re: Finally Done: Juggle mechanics guide

Post by spookydonkey »

proof that knifethrow is @ least jp1 8)
http://www.youtube.com/watch?v=HXEXHeo6UeE
ewige blumenkraft!
Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

^^Ace^^

I'm pretty sure i tested Knife throw before though, maybe it's an addition in AE, i'll have a fuck-about tomorrow

Cheers dude
Snoooootch
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Re: Finally Done: Juggle mechanics guide

Post by Snoooootch »

Hahaha, a Fuck-about? Never heard that one before. And yeah, I spent 3 hours on Cody yesterday trying to find new combos... No luck. Today I'm focusing on e ryu.
Making no profit since 1987...
Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Snoooootch wrote:Hahaha, a Fuck-about? Never heard that one before. And yeah, I spent 3 hours on Cody yesterday trying to find new combos... No luck. Today I'm focusing on e ryu.
you english? it's pretty common here.

Either way i'm finding it very hard to test the JP of the knife in Super, you can't trade which kinda sucks But i'll add it anyway.

EDIT - Pointless info, but the section from Seths super works the same as EX Tanden, in that if it hits airborne the enemy is in a standing juggle state... But because the small hits of his super maintain the juggle point they stay in float (stanidng) until the final hit.

If you do focus, back dash then LP Boom -> Super, the super sucks them in to the boom, but then the suction can't hit further (as they're in standing JP1) which means i lost the match because i was stylin' :P

EDIT 2 - lol i forgot to add Guys target combos. Which are now in.
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

http://www.youtube.com/watch?v=eLLsH6PGHNA

looks like Dudley's overhead is JP1, or did he do EX ducking upper?
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Smileymike101
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Re: Finally Done: Juggle mechanics guide

Post by Smileymike101 »

Ducking upper
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

Ok. Hard to see thanks to the crappy framerate.
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

looks like ducking upper to me, but i'll double check just to be sure.

Great combos in that one, loved the Crouch MK to Crouch HK to Ultra after the lengthy combo.
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