Finally Done: Juggle mechanics guide

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

Post by Pokey86 »

HP Ball does 130, MP does 120
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

Oh yeah, they buffed that in 2012, right? Ah well, the Oni-thing is still worth mentioning.
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Air fireball not removing juggle potential? Yeah, ends on JP1, makes me wonder if you could trade with a Final Turnpunch & fast recover in to Ultra 1, though i think your options are limited.
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

Yes, it'd have to be something that air resets for you to recover in time I'd think.
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error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

Yeah it has a lot of potential, like trading with a move that grounds you like gen's p super
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

error1 wrote:Yeah it has a lot of potential, like trading with a move that grounds you like gen's p super
Although, doesn't Oni end up really high into the air when firing it?
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error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

there are some other moves that cause grounded that can be interrupted
ex tandem
rufas super
bison u1
seth u1
come to mind, not sure what causes the least hit stun.
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

I don't think any of those has enough vertical reach either.
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error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

just tested it, works vs bison, gonna make a combo
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

That's cool. We should use it, or something similar, in that AE collab video.
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Jacknife Maximum: MK

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

Just realised the first hit should be JP2

I'll correct that after patch
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

I just noticed, why does condor dive have two hits? It's TB that has two JP0 hits :S
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Doopliss wrote:I just noticed, why does condor dive have two hits? It's TB that has two JP0 hits :S

Didn't notice that myself, i corrected both now anyway
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

Btw Pokey, you should rewrite Dhalsim Super, Fei Long super, and I think Fei Long U1, since it's not the move connecting that resets the JP, JP just resets to 0 when the moves are active. http://www.youtube.com/watch?v=y-Hej7RauwE http://www.youtube.com/watch?v=3GPdV2NVwuQ

(I don't think Ken has this, however, seems the first hit of super has juggle carry properties as well)
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Doopliss wrote:Btw Pokey, you should rewrite Dhalsim Super, Fei Long super, and I think Fei Long U1, since it's not the move connecting that resets the JP, JP just resets to 0 when the moves are active. http://www.youtube.com/watch?v=y-Hej7RauwE http://www.youtube.com/watch?v=3GPdV2NVwuQ

(I don't think Ken has this, however, seems the first hit of super has juggle carry properties as well)
So the first hit maintains juggle? I wonder how i reached the conclusion it didn't

I'll change them, i didn't even know about Fei's ultra, nor that either not hitting creates a free juggle state. Kid it be that certain supers/Ultras i've defined as JPX actually just reset the Juggle count? Could well be but that kind of thing will be very hard to test.
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

Pokey86 wrote:
Doopliss wrote:Btw Pokey, you should rewrite Dhalsim Super, Fei Long super, and I think Fei Long U1, since it's not the move connecting that resets the JP, JP just resets to 0 when the moves are active. http://www.youtube.com/watch?v=y-Hej7RauwE http://www.youtube.com/watch?v=3GPdV2NVwuQ

(I don't think Ken has this, however, seems the first hit of super has juggle carry properties as well)
So the first hit maintains juggle? I wonder how i reached the conclusion it didn't

I'll change them, i didn't even know about Fei's ultra, nor that either not hitting creates a free juggle state. Kid it be that certain supers/Ultras i've defined as JPX actually just reset the Juggle count? Could well be but that kind of thing will be very hard to test.
Yes. I'm not even sure about the Ultra, I thought Snoooootch proved it, but he didn't. Might need some kind of double trade set-up to test.
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Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

THINGS THAT NEED CHANGING/CORRECTING AFTER USFIV

Fei Super + Sim super needs changing

Super activation resets Juggle, does not require hit.)

---

Jacknife Maximum: MK

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

First hit is JP2

---

Seth - Final stomp is HKD on grounded opponent.

---

Sakura

Tatsu: Normal Air

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

Both hits are JP2

===========

Anymore let me know & i'll add them to the above list.
Last edited by Pokey86 on Sat Sep 07, 2013 10:45 pm, edited 1 time in total.
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

Dhalsim is spelled "Dhalsim", not "Dahlsim" :P

First hit of Juri's EX Divekick raises JP, the rest (probably) carries juggle (traded with Dudley's rose and landed cl.HP during U1, but could not do it without U1, you should probably confirm this).

IIRC, I have a hard time juggling with anything after a juggled Fuhajin store kick. Does it really add JP like normal?

Does EX Pinwheel really juggle that well?

Quite sure I've connected Juri's super in on JC2, are you sure about the JP1 thing?

First hit of grounded EX Dankukyaku raises JP (Which you can see in one of my CVs where I whiff hit 2 & 3 into 1-hit EX DP).
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Maj
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Re: Finally Done: Juggle mechanics guide

Post by Maj »

I still really wish these lists had been separated into individual versions, instead of all the old information being lost whenever the main list is revised. It might seem strange now, but in a few years someone will want to make an SF4 series Rose combo video and it'll really help them to know what to highlight in each version.
Pokey86
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Re: Finally Done: Juggle mechanics guide

Post by Pokey86 »

Maj wrote:I still really wish these lists had been separated into individual versions, instead of all the old information being lost whenever the main list is revised. It might seem strange now, but in a few years someone will want to make an SF4 series Rose combo video and it'll really help them to know what to highlight in each version.

Maybe i will start from Scratch with USFIV, you're right... I really didn't think about the long running implications.
error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

Doopliss wrote: First hit of Juri's EX Divekick raises JP, the rest (probably) carries juggle (traded with Dudley's rose and landed cl.HP during U1, but could not do it without U1, you should probably confirm this).
1st hit jp 0 , juggle increment 1, juggleincrementlimit 1, jugglestart 1
2nd hit jp 2 , juggle increment 1, juggleincrementlimit 0, jugglestart 1
3nd hit jp 3 , juggle increment 1, juggleincrementlimit 0, jugglestart 1
4th hit jp 4 , juggle increment 1, juggleincrementlimit 0, jugglestart 1
Doopliss wrote: IIRC, I have a hard time juggling with anything after a juggled Fuhajin store kick. Does it really add JP like normal?
jp 1 , juggle increment 2, juggleincrementlimit 1, jugglestart 1
Doopliss wrote: Does EX Pinwheel really juggle that well?
1st hit jp 0 , juggle increment 1, juggleincrementlimit 1, jugglestart 1
2nd hit jp 1 , juggle increment 1, juggleincrementlimit 1, jugglestart 1
3rd hit jp 1 , juggle increment 1, juggleincrementlimit 1, jugglestart 1 only hits crossup vs air
4th hit jp 1 , juggle increment 1, juggleincrementlimit 1, jugglestart 1 only hits crossup vs air
5th hit jp 2 , juggle increment 1, juggleincrementlimit 1, jugglestart 1
6th hit jp 3 , juggle increment 1, juggleincrementlimit 1, jugglestart 1
7th hit jp 1 , juggle increment 1, juggleincrementlimit 1, jugglestart 1 only hits crossup vs air
8th hit jp 1 , juggle increment 1, juggleincrementlimit 1, jugglestart 1 only hits crossup vs air
9th hit jp 4 , juggle increment 1, juggleincrementlimit 1, jugglestart 1
10th hit jp 5 , juggle increment 1, juggleincrementlimit 1, jugglestart 1
11th hit jp 1 , juggle increment 1, juggleincrementlimit 1, jugglestart 1 only hits crossup vs air
Doopliss wrote: Quite sure I've connected Juri's super in on JC2, are you sure about the JP1 thing?
Her super starts with jp 1 and increases 1 each hit to jp6
Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

What is the difference between juggle increment and juggle increment limit?
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error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

juggle increment is just what you think
I think the only thing juggleincrementlimit does, is cause a move to not increase jp when it's 0 but other values don't do anything
it's basically redundant beacuse setting the juggle increment to 0 does the same thing
Snoooootch
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Re: Finally Done: Juggle mechanics guide

Post by Snoooootch »

Doopliss wrote: I thought Snoooootch proved it, but he didn't. Might need some kind of double trade set-up to test.
Oh, nah, it didn't work with Ken. Tried it a few times after, but it didn't really change anything.

And Fei's U1 resets juggle potential at start up of the Ultra as long as the opponent is in the air and a combo is active. The juggle hits don't deteriorate the juggle points... unless interrupting him after a second hit would remove the JP. Although, I'm sure it doesn't, sense U1 juggles up to 3 times. idk, I'm assuming, without actual proof. I immediately Don't want to spend hours trying to test it.
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Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

error1 wrote:juggle increment is just what you think
I think the only thing juggleincrementlimit does, is cause a move to not increase jp when it's 0 but other values don't do anything
it's basically redundant beacuse setting the juggle increment to 0 does the same thing
Ok, so store kick raises by 2 on juggle and hit 2-4 of EX divekick does not raise JP?
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error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

Snoooootch wrote: And Fei's U1 resets juggle potential at start up of the Ultra as long as the opponent is in the air and a combo is active. The juggle hits don't deteriorate the juggle points... unless interrupting him after a second hit would remove the JP. Although, I'm sure it doesn't, sense U1 juggles up to 3 times. idk, I'm assuming, without actual proof. I immediately Don't want to spend hours trying to test it.
fei u1 resets juggle @ ticks 99-155 with 99 being the first active frame, and 155 being the last active frame of the 4th hit.
that converts to about 99-142 frames with about 90 frames of super freeze ( converting to actual frames is complex and I did that in my head so it's aprox )
The first five hits have 0 jp and the last hit has 1 jp and increases jp like normal.
2nd and 4th hits can't hit air.
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Re: Finally Done: Juggle mechanics guide

Post by Snoooootch »

error1 wrote:2nd and 4th hits can't hit air.
Tell me about it... (- -___- -)
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Doopliss
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Re: Finally Done: Juggle mechanics guide

Post by Doopliss »

Dudley:

Victory Rose: JP1 - Stun - Reset

Will connect after LP Upper, but not 2-hit HP/EX Upper. Will also connect after AA lv.1 FA.

Btw error, can we use that Oni air U1 trade combo in the AE collab? It looks really sweet.
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error1
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Re: Finally Done: Juggle mechanics guide

Post by error1 »

yeah, need me to rerecord it?
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