If you want to record it on another stage, feel free. Otherwise we can just run with this one, if you still have the file.error1 wrote:yeah, need me to rerecord it?
Finally Done: Juggle mechanics guide
Re: Finally Done: Juggle mechanics guide
Re: Finally Done: Juggle mechanics guide
seems Dee Jay's nj.HP slams on airhit, how did I not know this? It even has JP1.
Re: Finally Done: Juggle mechanics guide
I actually did know this, though i didn't notice i didn't put it in the guideDoopliss wrote:seems Dee Jay's nj.HP slams on airhit, how did I not know this? It even has JP1.
Pokey86 wrote:THINGS THAT NEED CHANGING/CORRECTING AFTER USFIV
Fei Super + Sim super needs changing
Super activation resets Juggle, does not require hit.)
---
Dee Jay
Jacknife Maximum: MK
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
First hit is JP2
---
Dee Jay
Neutral Jump Fierce: HP
JP1 - Stun - HKD
---
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.
Re: Finally Done: Juggle mechanics guide
Also this.Doopliss wrote: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.
Re: Finally Done: Juggle mechanics guide
yeah it's fun to do AA close HK (second hit), juggle with nj.HP.Doopliss wrote:seems Dee Jay's nj.HP slams on airhit, how did I not know this? It even has JP1.
do you think it's possible to slam an opponent into an air slasher?
Re: Finally Done: Juggle mechanics guide
I've already recorded combos like that for the AE CV2. It's in the dropbox if you want to check it out.onReload wrote:yeah it's fun to do AA close HK (second hit), juggle with nj.HP.Doopliss wrote:seems Dee Jay's nj.HP slams on airhit, how did I not know this? It even has JP1.
do you think it's possible to slam an opponent into an air slasher?
Pokey, here's the changes currently revealed for ultra (with some guesswork):
Red Focus: same as regular focus:
EX Red Focus: Might cause float on lv.1 AA, since it crumples on lv.1.
Balrog: New U1 ender, probably JP0 on all hits.
Blanka: HP horiball always causes SKD on grounded.
Chun:
SBK (last hit): JP0 - SKD - SKD
EX Kikoken:
1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
Cody:
All Grounded Knife normals: JP3 (or more) - Stun - Reset
Dan:
Haoh Gadoken: All hits: JPX - SKD - SKD (might just be that they retain JC or have their JP raised by 1 on all hits though)
Dee Jay: All active frames of far s.HP floats on CH now, not just the first one.
Dhalsim: EX Yoga Blast now techable.
Dudley:
f.HP: JP0 - Stun - SKD
Gen: HK Gekiro not untechable, EX Gekiro untechable.
Mantis U1: JP1 - AUTO - AUTO (Maybe more JP)
Guile:
Sonic Hurricane: All hits: JPX - Float - Float (might just be that they retain JC or have their JP raised by 1 on all hits though)
Guy:
EX Neck Flip:
1st: JP0 - Stun - Float
2nd: JP0 - Stun - SKD
Juri:
EX Shikusen: JP0 - SKD - SKD
EX 2nd Impact (both hits):JP1+ - SKD - SKD
EX 3rd Strike:JP1+ - SKD (Wall) - SKD (Wall)
Ken:
MP SRK:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
M.Bison:
Hell attack: JP1 - Stun - Float
Psycho Crusher: JP1 - SKD - SKD
Rufus: Something might've changed about U2.
LK messiah Kick: JP1 - Stun - SKD (I'm guessing the LK follow-up (maybe only from LK messiah) will have JP2 to compliment this)
Ryu:
Air Tatsu: JP1 - SKD - SKD (shown to connect after 1st hit j-MPx2)
EX Shoryuken:
1st: JP0 - Float - Float (shown not to retain JC if you do 1-hit j.MP, EX SRK xx FADC)
2nd: JP1 - SKD - SKD
Sagat:
Tiger Cannon: All hits: JPX (might just be that they all retain JC and/or have the first hits JPs raised by 1 though)
Vega:
Flying Barcelona Special:
Launcher Hit: JP0+ - Float - Float
Rolling Izuna Drop: JP0 - AUTO - AUTO
Re: Finally Done: Juggle mechanics guide
Yes and no. The final change list for the arcade release is out, but they'll probably balance it some more with the Decapre patch/console release.error1 wrote:ultra isn't finalized yet, right?
Re: Finally Done: Juggle mechanics guide
I just noticed you never included Chun's b.MK target combo in your list. Desk discovered that the up kick part can cause float: https://www.youtube.com/watch?v=BO0z_Aur8u8
Re: Finally Done: Juggle mechanics guide
Here's quick rundown of the new characters, anyone find anything contradictory let me know & i'll research a bit more.
Elena
Jump HK
JP0 - Stun - SKD
JP1 - Stun - Reset
SRK
LK & MK
JP0 - Stun - SKD
JP1 - SKD - SKD
HK
JP0 - Stun - SKD
JP1 - SKD - SKD
JP2 - SKD - SKD
EX
JPX* - Stun - SKD
JPX - SKD - SKD
JPX - SKD - SKD
JPX - SKD - SKD
*Maintains Juggle Potential
Rhino Horn (Triple kick)
Normal
JP0 - SKD - SKD
JP1 - SKD - SKD*
JP2 - SKD - SKD
*Second hit can cause HKD sometimes
EX
JP1 - SKD - SKD
JP2 - SKD - SKD
JP3 - SKD - SKD
Mallet Smash (Overhead)
All
JP1 - Stun - SKD
JP2 - Stun - SKD
Lean Back Kicks
All
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
Spinny handstand Kicks*
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - SKD - SKD
*Might have juggle properties but acts funny sometimes
Super
JP1 - Stun - SKD
JP2 - Stun - SKD
JP3 - Stun - SKD
JP4 - Stun - SKD
JP5 - SKD - SKD
JP6 - SKD - SKD
JP7 - SKD - SKD
Ultra
JP3- Auto - Auto
---
Decapre
Close MP
JP1 - Stun - Reset
Diagonal Forward MK
JP1 - Stun - Reset
Hands
All hits: JP1 - Stun -SKD
Last hit - JP1 SKD - SKD
Air Spiral Arrow
JP0 - SKD - SKD
SRK
LP MP & EX
JP1 -SKD - SKD
HP
JP0 - SKD -sKD
Slide Kick
JP1 - HKD - HKD
All hits: JP1 - Stun - Float
Last Hit: JP1 - SKD - Float
Ground Pound
Normal
JP1-SKD - SKD
EX
JP0 -Float -Float
Ultra 1
1-8: JPX Stun - SKD
9: JPX- Float - Float
---
Poison
Projectile
Normal
JP2 -Stun - Float
EX
JP3 - Stun - Float*
JP3 - Stun - SKD
* Maintains juggle potential
Rekka
Normal
JP3 - Stun - Float
JP3 - Stun - Float
JP0 - HKD - HKD
EX
JP3 - Stun - Float
JP3 - Stun - Float
JP4 - Stun - Float
JP0 - SKD - SKD
Hienshu
All
JP1 - stun* - SKD*
*Can alter to AUTO
SRK
LP
JP1 - SKD - SKD
JP2 - SKD - SKD
MP
JP0 - SKD - SKD
JP1 - SKD - SKD
HK
JP1 - SKD - SKD
JP2 - SKD - SKD
JP3 - SKD - SKD
EX
JP3 - SKD - SKD
JP4 - SKD - SKD
JP5 - SKD - SKD
JP6 - SKD - SKD
Ultra
JP3 - Auto - Auto
Elena
Jump HK
JP0 - Stun - SKD
JP1 - Stun - Reset
SRK
LK & MK
JP0 - Stun - SKD
JP1 - SKD - SKD
HK
JP0 - Stun - SKD
JP1 - SKD - SKD
JP2 - SKD - SKD
EX
JPX* - Stun - SKD
JPX - SKD - SKD
JPX - SKD - SKD
JPX - SKD - SKD
*Maintains Juggle Potential
Rhino Horn (Triple kick)
Normal
JP0 - SKD - SKD
JP1 - SKD - SKD*
JP2 - SKD - SKD
*Second hit can cause HKD sometimes
EX
JP1 - SKD - SKD
JP2 - SKD - SKD
JP3 - SKD - SKD
Mallet Smash (Overhead)
All
JP1 - Stun - SKD
JP2 - Stun - SKD
Lean Back Kicks
All
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
Spinny handstand Kicks*
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - SKD - SKD
*Might have juggle properties but acts funny sometimes
Super
JP1 - Stun - SKD
JP2 - Stun - SKD
JP3 - Stun - SKD
JP4 - Stun - SKD
JP5 - SKD - SKD
JP6 - SKD - SKD
JP7 - SKD - SKD
Ultra
JP3- Auto - Auto
---
Decapre
Close MP
JP1 - Stun - Reset
Diagonal Forward MK
JP1 - Stun - Reset
Hands
All hits: JP1 - Stun -SKD
Last hit - JP1 SKD - SKD
Air Spiral Arrow
JP0 - SKD - SKD
SRK
LP MP & EX
JP1 -SKD - SKD
HP
JP0 - SKD -sKD
Slide Kick
JP1 - HKD - HKD
All hits: JP1 - Stun - Float
Last Hit: JP1 - SKD - Float
Ground Pound
Normal
JP1-SKD - SKD
EX
JP0 -Float -Float
Ultra 1
1-8: JPX Stun - SKD
9: JPX- Float - Float
---
Poison
Projectile
Normal
JP2 -Stun - Float
EX
JP3 - Stun - Float*
JP3 - Stun - SKD
* Maintains juggle potential
Rekka
Normal
JP3 - Stun - Float
JP3 - Stun - Float
JP0 - HKD - HKD
EX
JP3 - Stun - Float
JP3 - Stun - Float
JP4 - Stun - Float
JP0 - SKD - SKD
Hienshu
All
JP1 - stun* - SKD*
*Can alter to AUTO
SRK
LP
JP1 - SKD - SKD
JP2 - SKD - SKD
MP
JP0 - SKD - SKD
JP1 - SKD - SKD
HK
JP1 - SKD - SKD
JP2 - SKD - SKD
JP3 - SKD - SKD
EX
JP3 - SKD - SKD
JP4 - SKD - SKD
JP5 - SKD - SKD
JP6 - SKD - SKD
Ultra
JP3 - Auto - Auto
Re: Finally Done: Juggle mechanics guide
All of poison's normals have at least JP1 - Stun - Reset (except sweep which is JP1 - HKD - HKD)
Poison's super:
1st hit: JP1
other hits: JP1+
Her LMT causes float on airhit (shown in the first combo in Desk's new CV)
Elena's EX Lynx Tail definitely has some JP, you can land the last three hits on a late crumpled opponent and they'll all connect.
Last hit of Decapre's hands remove so much JP than only U1 can connect afterwards.
How did you test that Normal Break had JP 1 and EX Break had JP0?
Hugo's complete juggles:
(* = untechable)
s.HP - JP0 - Stun - HKD
f.HP - JP0 - Stun (Float on CH) - Float (higher knockdown arc on CH)
c.HP - JP0 - SKD* - SKD*
c.MK - JP0 - Sweep* - Sweep*
s.HK - JP0 - Stun - SKD
c.HK - JP0 - SKD* - SKD*
D,D+MK - JP1 - Stun - Reset
EX RFA lv.1 - JP0 - Crumple - Float (special, spinny knockdown)
LP Clap - JP1 - Stun - SKD (Float on CH)
MP Clap - JP0 - Stun - SKD (Float on CH)
HP Clap - JP0 - Stun - SKD (Float on CH)
EX Clap (both hits): JP4 - Stun - Float
All Lariats: JP0 - HKD* - Float*
All Backbreakers: JP1 - X - ANIMATION*
All UTs: THROW - Float* - X
All MSs: THROW - grounded HKD* - X
Super: All hits - JPX - Stun (5th hit SKD*) - SKD*
U2: JPX - X - ANIMATION*
Poison's super:
1st hit: JP1
other hits: JP1+
Her LMT causes float on airhit (shown in the first combo in Desk's new CV)
Elena's EX Lynx Tail definitely has some JP, you can land the last three hits on a late crumpled opponent and they'll all connect.
Last hit of Decapre's hands remove so much JP than only U1 can connect afterwards.
How did you test that Normal Break had JP 1 and EX Break had JP0?
Hugo's complete juggles:
(* = untechable)
s.HP - JP0 - Stun - HKD
f.HP - JP0 - Stun (Float on CH) - Float (higher knockdown arc on CH)
c.HP - JP0 - SKD* - SKD*
c.MK - JP0 - Sweep* - Sweep*
s.HK - JP0 - Stun - SKD
c.HK - JP0 - SKD* - SKD*
D,D+MK - JP1 - Stun - Reset
EX RFA lv.1 - JP0 - Crumple - Float (special, spinny knockdown)
LP Clap - JP1 - Stun - SKD (Float on CH)
MP Clap - JP0 - Stun - SKD (Float on CH)
HP Clap - JP0 - Stun - SKD (Float on CH)
EX Clap (both hits): JP4 - Stun - Float
All Lariats: JP0 - HKD* - Float*
All Backbreakers: JP1 - X - ANIMATION*
All UTs: THROW - Float* - X
All MSs: THROW - grounded HKD* - X
Super: All hits - JPX - Stun (5th hit SKD*) - SKD*
U2: JPX - X - ANIMATION*
Last edited by Doopliss on Sun Jun 08, 2014 1:19 am, edited 2 times in total.
Re: Finally Done: Juggle mechanics guide
All of poison's normals have at least JP1 - Stun - Reset (except sweep which is JP1 - HKD - HKD)
Yeah, made it a real pain in the ass to test JP, had my head spinning for a while,forgot to add it.
Poison's super:
1st hit: JP1
other hits: JP1+
Yeah, rushed, running late for work.
Her LMT causes float on airhit (shown in the first combo in Desk's new CV)
LMT is the jump/throw thing?
Elena's EX Lynx Tail definitely has some JP, you can land the last three hits on a late crumpled opponent and they'll all connect.
Yeah, i think you need to whiff the first hit, seems a bit funny
Last hit of Decapre's hands remove so much JP than only U1 can connect afterwards.
Cool, i'll add that.
How did you test that Normal Break had JP 1 and EX Break had JP0?
Ultra ball thing, with catch up vs Dahlsim stretchy limb
Re: Finally Done: Juggle mechanics guide
Corrections for hugo:
AA s.HK can be teched.
EX lv.1 RFA obviously crumples on standing.
Both hits of EX clap are JP4.
LMT is the flip kick, yes.
AA s.HK can be teched.
EX lv.1 RFA obviously crumples on standing.
Both hits of EX clap are JP4.
LMT is the flip kick, yes.
Re: Finally Done: Juggle mechanics guide
I do plan on updating this, but work has been monstrous this year so i'm tending to get about 1 day off a week, it's driving me insane >_<
Ryu's Air Tatsu is JP2 on the first hit, JP0 on the second i think (it's certainly not JP2)
Jump MP is JP1 for both hits
EX Air Tatsu is somewhere around JP7 Ascending. you can do 2 in the air in a row or even Jump MP (2 hits) -> Jump MP (1 hit) -> EX Tatsu -> EX Tatsu
In fact, choosing the right character it wouldn't surprise me if you could do
EX Tatsu -> EX Tatsu -> Air EX Tatsu, but i can only scrape 1 or 2 hits on the last one against Sim
Also
Jump HP -> Crouch MP -> Stand HP -> LP SRK -> FADC -> (Jump MP ->) Air EX Tatsu -> Air EX Tatsu
= a dizzy Sim, pretty shit follow ups after though, stand HK to Crouch HP is fairly unique i guess.
Ryu's Air Tatsu is JP2 on the first hit, JP0 on the second i think (it's certainly not JP2)
Jump MP is JP1 for both hits
EX Air Tatsu is somewhere around JP7 Ascending. you can do 2 in the air in a row or even Jump MP (2 hits) -> Jump MP (1 hit) -> EX Tatsu -> EX Tatsu
In fact, choosing the right character it wouldn't surprise me if you could do
EX Tatsu -> EX Tatsu -> Air EX Tatsu, but i can only scrape 1 or 2 hits on the last one against Sim
Also
Jump HP -> Crouch MP -> Stand HP -> LP SRK -> FADC -> (Jump MP ->) Air EX Tatsu -> Air EX Tatsu
= a dizzy Sim, pretty shit follow ups after though, stand HK to Crouch HP is fairly unique i guess.
Re: Finally Done: Juggle mechanics guide
in our EVO video, Pepo does EX Tatsu, EX Hadoken air EX Tatsu x2 for all hits. I hear normal air tatsu has JP7 now as well.
Re: Finally Done: Juggle mechanics guide
From what I've been testing,I'd say that all hits of EX air tatsu has 7jp but some of the hits doesn't add jp,i don't know what hits exactly sadly on a side note,I almost got 4 ex tatsus in one comboDoopliss wrote:in our EVO video, Pepo does EX Tatsu, EX Hadoken air EX Tatsu x2 for all hits. I hear normal air tatsu has JP7 now as well.
Nueva tecnología!!!
Re: Finally Done: Juggle mechanics guide
From what I hear it's JP7 up to JP11. By doing air EX Tatsu to U1, you can clearly see every hit raises the JC. You should be able to do Ground EX Tatsu, air EX Tatsu x2, 1-hit air EX Tatsu, at least JP-wise, good luck landing the last hit in time after the 2nd air one.pepopulo wrote:From what I've been testing,I'd say that all hits of EX air tatsu has 7jp but some of the hits doesn't add jp,i don't know what hits exactly sadly on a side note,I almost got 4 ex tatsus in one comboDoopliss wrote:in our EVO video, Pepo does EX Tatsu, EX Hadoken air EX Tatsu x2 for all hits. I hear normal air tatsu has JP7 now as well.
Re: Finally Done: Juggle mechanics guide
So the first hit has 7jp and the last one 11? is that it?
Nueva tecnología!!!
Re: Finally Done: Juggle mechanics guide
7, 8, 9, 10, 11.pepopulo wrote:So the first hit has 7jp and the last one 11? is that it?
Re: Finally Done: Juggle mechanics guide
Nah that's way off, if that were the case then Ultra would be guaranteed to hit at least once, but you can easily take Ultra out just by doing Air EX Tatsu twice.From what I've been testing,I'd say that all hits of EX air tatsu has 7jp but some of the hits doesn't add jp,
Anyone got a link to the Evo CV? starting to think i missed it.
lol, gonna have to check that.I hear normal air tatsu has JP7 now as well.
Last edited by Pokey86 on Sun Jul 20, 2014 10:09 pm, edited 1 time in total.
Re: Finally Done: Juggle mechanics guide
https://www.youtube.com/watch?v=wEMKs6RaMOEPokey86 wrote:Nah that's way off, if that were the case then Ultra would be guaranteed to hit at least once, but you can easily take Ultra out just by doing Air EX Tatsu twice.From what I've been testing,I'd say that all hits of EX air tatsu has 7jp but some of the hits doesn't add jp,
Anyone got a link to the Evo CV? starting to think i missed it.
Re: Finally Done: Juggle mechanics guide
http://www.youtube.com/watch?v=wEMKs6Ra ... nROHrcZiKg
Ryu combo is at 7:00
Edit:God dammit Doopliss,I'll be faster next time >:(
Ryu combo is at 7:00
Edit:God dammit Doopliss,I'll be faster next time >:(
Nueva tecnología!!!
Re: Finally Done: Juggle mechanics guide
Sure you willpepopulo wrote: Edit:God dammit Doopliss,I'll be faster next time >:(
Re: Finally Done: Juggle mechanics guide
great video, no shock that combo was landed on Balrog.
Viper combo vs Decapre was superb
---
My favourite combo of USF4 so far is
Focus Attack -> Back Dash -> Crouch MK -> Forward HK
With Dudley vs Hawk, i like the idea of a move tat's meant to HKD not HKD'ing & a move that's not meant to HKD HKD'ing
Like an ode to the two hit combo kinda thing.
Viper combo vs Decapre was superb
---
My favourite combo of USF4 so far is
Focus Attack -> Back Dash -> Crouch MK -> Forward HK
With Dudley vs Hawk, i like the idea of a move tat's meant to HKD not HKD'ing & a move that's not meant to HKD HKD'ing
Like an ode to the two hit combo kinda thing.
Last edited by Pokey86 on Sun Jul 20, 2014 10:25 pm, edited 1 time in total.
Re: Finally Done: Juggle mechanics guide
Thanks! I was gonna hog it for my own video first, but it was just too good to keep for myself.Pokey86 wrote:Viper combo vs Decapre was superb
Re: Finally Done: Juggle mechanics guide
Well, everyone wanted that elusive Triple EX Tatsu
Bout time someone saw it, shame they didn't make Ryu's Ultra JPX like they did with Sagats & Dan's
---
You know, VS Seth:
If he does Super you can jump back & do Ultra, get sucked in, & do an SRK during the ultra.
wouldn't surprise me if, with this buff, you could FADC the SRK & do 2 EX Tatsu's after the Ultra
---
I've never understood why i never enjoy Guile combos, like the second i see him enter a combo video i just switch off... something about him i find so horribly droll.
Bout time someone saw it, shame they didn't make Ryu's Ultra JPX like they did with Sagats & Dan's
usually those re-trade combos don't normally do it for me. (which is funny, cause your old Sim Combo video is one of my favourites, though i s'pose that abuses something different)Doopliss wrote:Thanks! I was gonna hog it for my own video first, but it was just too good to keep for myself.Pokey86 wrote:Viper combo vs Decapre was superb
---
You know, VS Seth:
If he does Super you can jump back & do Ultra, get sucked in, & do an SRK during the ultra.
wouldn't surprise me if, with this buff, you could FADC the SRK & do 2 EX Tatsu's after the Ultra
---
I've never understood why i never enjoy Guile combos, like the second i see him enter a combo video i just switch off... something about him i find so horribly droll.
Re: Finally Done: Juggle mechanics guide
I'll definitely give that a shot when the PC version comes so I can TA, I'm not a fan of doing manual 2p combos. Btw, here's some basic Elena JP stuff:
j.HK:
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Target Combo 4 (s.MK xx c.HP):
1st: JP0 - Stun - Reset
2nd: JP0? - SKD - SKD
Spin Scythe:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - SKD - SKD (EX has JP1)
Scratch Wheel:
LK/MK:
1st: JP0 - Stun - SKD
2nd: JP2 - SKD - SKD
HK:
1st: JP0 - Stun - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
EX:
1st: JP5 - Stun - SKD
2nd: JP6? - SKD - SKD
3rd: JP7? - SKD - SKD
4th: JP8? - SKD - SKD
Lynx Tail:
LK:
JP0 - SKD - SKD
MK:
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
HK:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Sweep - Sweep
EX:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
Mallet Smash:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD (Unsure, but it will connect both hits after an SKD, but no hits after something like j.HK, EX SW xx FADC. The hit is placed extremely low though)
Rhino Horn:
LK/MK/HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
EX:
1st: JP2 - SKD - SKD
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD
Super:
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? - SKD - SKD
U2:
JP3 - Animation - Animation
j.HK:
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset
Target Combo 4 (s.MK xx c.HP):
1st: JP0 - Stun - Reset
2nd: JP0? - SKD - SKD
Spin Scythe:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - SKD - SKD (EX has JP1)
Scratch Wheel:
LK/MK:
1st: JP0 - Stun - SKD
2nd: JP2 - SKD - SKD
HK:
1st: JP0 - Stun - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
EX:
1st: JP5 - Stun - SKD
2nd: JP6? - SKD - SKD
3rd: JP7? - SKD - SKD
4th: JP8? - SKD - SKD
Lynx Tail:
LK:
JP0 - SKD - SKD
MK:
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
HK:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Sweep - Sweep
EX:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
Mallet Smash:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD (Unsure, but it will connect both hits after an SKD, but no hits after something like j.HK, EX SW xx FADC. The hit is placed extremely low though)
Rhino Horn:
LK/MK/HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
EX:
1st: JP2 - SKD - SKD
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD
Super:
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? - SKD - SKD
U2:
JP3 - Animation - Animation
Last edited by Doopliss on Thu Jul 31, 2014 2:16 am, edited 1 time in total.
Re: Finally Done: Juggle mechanics guide
ryu u1 doesn't knock down until the last hitPokey86 wrote:
---
You know, VS Seth:
If he does Super you can jump back & do Ultra, get sucked in, & do an SRK during the ultra.
wouldn't surprise me if, with this buff, you could FADC the SRK & do 2 EX Tatsu's after the Ultra
Re: Finally Done: Juggle mechanics guide
Yeah, so?
You'd still have to interrupt the U1 with an SRK because the last hit removes juggle potential
Doesn't matter anyway, Seth's suction lasts to long, i don't think it's possible
You'd still have to interrupt the U1 with an SRK because the last hit removes juggle potential
Doesn't matter anyway, Seth's suction lasts to long, i don't think it's possible
Re: Finally Done: Juggle mechanics guide
With a rose trade I managed to do CH EX Hadoken, U1 (rose trade), jump EX Tatsu.Pokey86 wrote:Yeah, so?
You'd still have to interrupt the U1 with an SRK because the last hit removes juggle potential
Doesn't matter anyway, Seth's suction lasts to long, i don't think it's possible