The juggle system basically works the same as sf4 but nearly everything has some jp,Maj wrote:Would any of you guys be interested in writing an SFxT Juggle System Overview for ComboVid?
most light attacks are jp1
most medium jp2
most hard jp3
Counter Attacks are jp99
Special moves are normally between 1 and 6jp
cross arts are jp3
Most moves have these juggle potentials, but the numbers are not universal.
Most moves increase the juggle potential by one when they hit.
What this means is, after you start a juggle you can land 2 more light attacks, three medium attacks, or four hard attacks.
So if you start with a hard attack you can get five total hard attacks before you run out of jp.
Some moves don't increase the jp at all when they hit, normally part of a mulithit move. For example the first hit of Ryu's j.mp doesn't add any jp.
Some moves increase the jp by more then one on hit, for example the last hit of a Counter Attack increases it by 99
Note that moves can have different juggle potentials based on if you chain them or not. For example Ryus c.hk, c. mp, c.mk are normally only 1jp but if you chain into them they have more jp. Rolento's launcher is jp3 if you don't chain it and jp0 if you do.
Doing a Switch Cancel resets the jp.