SFV Juggle Mechanics Thread
SFV Juggle Mechanics Thread
Ground -
Air -
Birdie
Crush Counter Attacks
Juggle Potential
---
Cammy
Crush Counter Attacks
Juggle Potential
---
Chun Li
Crush Counter Attacks
Juggle Potential
---
Dhalsim
Crush Counter Attacks
Juggle Potential
---
F.A.N.G
Crush Counter Attacks
Juggle Potential
---
Karin
Crush Counter Attacks
Juggle Potential
---
Ken
Crush Counter Attacks
Stand HP
Ground - Increased Hitstun
Air - Short Launcher
Stand HK
Ground - Short Launcher
Air - Short Launcher
Crouch HP
Ground - High Launcher
Air - High Launcher (Late frames cause Reset)
Juggle Potential
Thunder Kick (F+HK)
JP0 – Stun – HKD
Inazuma Kick (B+MK)
JP0 – Stun – HKD
Chin Buster 2nd (B+MP -> HP)
JP0 – Stun – RESET
JP0 – SKD – SKD
Lion Breaker (MK -> HK)
JP0 – Stun – Reset
JP0 – SKD - SKD
Tatsu: LK
JP1 – SKD – SKD
JP1 – SKD – SKD
Tatsu: MK
JP1 – SKD – SKD
JP1 – SKD – SKD
JP2 – SKD - SKD
Tatsu: HK
JP1 – SKD – SKD
JP2 – Stun – SKD
JP3 – Stun – SKD
JP4 – Stun – HKD
Air Tatsu: Normal
JP0 – Stun – SKD*
JP0 – Stun – SKD*
*Remove Juggle Potential at all times
Air Tatsu: EX
JP0 – FLOAT – FLOAT
JP0 – FLOAT – FLOAT
LP SRK
JP1 – SKD* – SKD*
Late Frames (Airborne part of move) – Removes all JP at all times
Early Frames – Adds 3 JP, on juggled opponent adds 1
LP SRK (V-Trigger)
JP1 – SKD* – SKD*
Late Frame (Airborne part of move) – adds 4 JP at all times.
Early Frames – Adds 2 JP at all times
MP SRK
JP1 – SKD – SKD
JP2 – SKD - SKD
MP SRK (V-Trigger)
JP2 – SKD – SKD
JP3 – SKD - SKD
HP SRK
JP1 – Stun – SKD
JP3 – SKD* – SKD*
JP3 – SKD – SKD**
*Adds 2 to JP, on juggled opponent adds 1
**Adds 2 JP, removes all JP on juggled opponent.
HP SRK (V-Trigger)
JP2 – SKD - SKD
JP3 – SKD - SKD
JP4 – SKD - SKD
JP5 – SKD - SKD
JP6 – SKD – SKD*
Adds 3 JP, removes all JP on a juggle opponent.
Quick Step (V-Attack)
JP2 – SKD* – SKD*
Adds 2 to JP at all times
---
Laura
Crush Counter Attacks
Stand HK
Ground - Increases Hitstun
Air -Low Launcher
Stand HP
Ground - Increased Hitstun
Air - Low Launcher
Volty Line (V-Attack)
Ground - Mid Launcher
Air - Mid Launcher
Juggle Potential
All Ground & Air Normals
JP1 – Stun – RESET
Sweep is also JP1
Twist Barrage (F+HP -> HP)
JP1 – Stun – RESET
JP1 – SKD - SKD
Thunder Clap (Projectile) All Normal Uncharged
JP0 – Stun – SKD
Thunder Clap Lvl 2
JP0+ - Stun – SKD
JP0 – Stun – SKD
Thunder Clap Lvl 3
JP0+ - Stun – SKD
JP0+ - Stun – SKD
JP0 – Stun – SKD
Thunder Clap EX
JP0+ – Stun – SKD
JP0 – SKD – SKD
Thunder Clap EX (V-Trigger)
JP0+ - Stun – SKD
JP0+ - Stun – SKD
JP0 – SKD – SKD
Bolt Charge (LP Elbow)
JP1 – Stun – SKD*
*Increases Juggle potential by 2, removes juggle potential when hitting a juggled opponent.
Bolt Charge MP
JP0 – Stun* - SKD
Can extend with follow-up throw
Bolt Charge HP
JP2 – N/A – AUTO
Bolt Charge EX
JP0 – Stun* – SKD
Can extend with follow-up throw
Volty Line (V-Attack)
JP1 – Stun – SKD
If done directly after V-Dashes (Avante, Esquiva or Finta) becomes JP0
Inazuma Spin Hold
JP0 – THROW* – N/A
Can hit during hitstun.
---
M Bison
Crush Counter Attacks
Juggle Potential
---
Nash
Crush Counter Attacks
Juggle Potential
---
Necalli
Crush Counter Attacks
Stand HK
Ground - Increases Hitstun
Air -Low Launcher
Stand HP
Ground - Low Launcher
Air - Low Launcher
Crouch HP
Ground - Low Launcher
Air - Low Launcher
Opening Dagger (Down Forward + HP)
Ground - Increases Hitstun
Air -Low Launcher
Juggle Potential
Jump MP
JP0 – Stun – Float
Sacrificial Alter (MK -> HK -> V-Attack)
JP0 – Stun – RESET
JP0 – Float – Float
JP0+ - Float – Float
The Disc’s Guidance (Charging Slash) All Normal
JP0 – SKD – SKD
V-Trigger
JP0 – SKD – SKD
JP1 – SKD – SKD
The Disc’s Guidance EX
JP0 – Stun – SKD
JP1 – Stun – SKD
JP2 – SKD – SKD
V-Trigger
JP0 – Stun – SKD
JP1 – Stun – SKD
JP2 – SKD – SKD
JP3 – SKD - SKD
Raging Light LP (Dragon Punch)
JP0 – SKD* – SKD*
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
Adds 2 to JP
Raging Light MP
JP1 – SKD* – SKD*
JP3 – SKD – SKD
V-Trigger
JP2 – SKD* – SKD*
JP4 – SKD – SKD
JP5 – SKD - SKD
*Adds 2 to JP
V-Trigger
Raging Light HP
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD - SKD
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
*Adds 2 to JP
Raging Light EX
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
JP5 – SKD – SKD
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
JP5 – SKD – SKD
JP6 - SKD - SKD
*Adds 2 JP
Mask of Tlalli EX (Command Throw)
JP0 – THROW* – N/A
Leaves opponent in Float State
Valiant Rebellion LP & MP (Stomp)
JP2 – Stun – SKD
Valiant Rebellion HP
JP2 – SKD – HKD
Valiant Rebellion EX
JP2 – Stun – SKD
JP3 – Stun – HKD
Culminated Power (V-Attack)
JP0 – N/A - HKD
Ceremony of Honour/Soul Offering (Critical Arts)
JP3 – AUTO - AUTO
---
Rashid
Crush Counter Attacks
Juggle Potential
---
R Mika
Crush Counter Attacks
Stand HK
Ground - Short Launch
Air - Short Launch
Stand HK (Charged)
Ground - Increased Hitstun
Air - Short Launch
Lady Mika (F+HP)
Ground - High Launcher
Air - High Launcher
Juggle Potential
Jump HP
JP3 - Stun – Reset
Crouch MP
JP2 – Stun - RESET
Stand HK (Charged)
JP3 - Stun - SKD*
*Adds 2 Juggle Points on juggled opponent
Lady Mika (F + HP)
JP0 - SKD – SKD*
*Adds 2 Juggle Points on juggled opponent
Dive Bomb (Jump - Down + MP)
JP3 - SKD - SKD
Passion Rope Throw (F or B + MP after Passion Press (F or B + MP)
JP0 - Throw* - N/A
* Hits during hit stun, leaves enemy in grounded airborne state & has corner carry properties.
Shooting Peach (Bum Launcher) Normal
JP0 – SKD (CH=Float) – SKD (CH=Float)
Shooting Peach (EX)
1: JP4 - Stun - SKD
2: JP5 - AUTO - AUTO
3: JP6 - FLOAT - FLOAT
Wingless Airplane (DP)
JP1 - N/A - THROW
Wingless Airplane (EX)
JP4 - N/A – THROW
Mike Toss (V-Attack)
JP0 – Stun – Float*
Adds 4 to JP when hitting juggled opponent
Nadeshiko Side Attack (V-Trigger)
JPX - FLOAT - FLOAT
Nadeshiko Vertical
JPX - Stun – FLOAT*
*Has OTG Properties
Peach Assault (Critical Art)
JP0 - THROW* - N/A
*Hits during hitstun.
---
Ryu
Crush Counter Attacks
Stand HK
Ground - Increased Hitstun
Air - Short Launch
Stand HP
Ground - FLOAT
Air - FLOAT
Juggle Potential
Jump MP
JP0+ – Stun – Float
JP0 – Stun – SKD
Axe Kick (B+HK)
JP0 – Stun – SKD
JP1 – Stun – HKD
Jodan Nirengeki (HP -> HK)
JP0 - Stun (CH=FLOAT) - Reset (CH=FLOAT)
JP0+ - Float - Float
Jodan Sanrengeki (MP -> HP -> HK)
JP0 - Stun - Reset
JP0 - Stun - Reset
JP0 - FLOAT - FLOAT
Hadouken (Normal)
JP0 – Stun – SKD*
*Adds 2 JP against airborne.
Hadouken (EX)
JP2+ – SKD – SKD
JP2 – SKD – SKD
Hadouken (V-Trigger)
Lvl 1
JP0 – SKD* - SKD*
* Adds 2 JP
Lvl 2
JP1 – SKD – SKD
JP2 – SKD – SKD
Lvl 3
JP1 – SKD - SKD
JP2 – SKD - SKD
JP3 – SKD – SKD
Hadouken EX (V-Trigger)
JP3+ – SKD - SKD
JP3+ – SKD - SKD
JP3 – SKD* - SKD*
Adds 3 to Juggle Counter
Tatsumaki (Hurricane Kick) LP
JP0 – SKD* – SKD*
Increases JP by 4 at all times.
Tatsumaki MK
JP0 – SKD* – SKD*
JP0 – SKD* - SKD*
*Increases JP by 3 at all times
Tatsumaki HK
JP0 – SKD* - SKD*
JP0 – SKD* – SKD*
JP0 – SKD* – SKD*
*Increases JP by 3 at all times
Tatsumaki (Air)
JP0 - SKD* - SKD*
*Removes all juggle potential
Tatsumaki (EX)
JP0 - Stun - SKD*
JP0 - stun - SKD*
JP1 - Stun - SKD*
JP2 - Stun - SKD*
JP3 - SKD - SKD*
* Opponent always ends in JP4
---Seriously who the fuck knows!!!!!----
Shoryuken (All Normal)
JP0 – SKD* - SKD*
*on early frames of attack increases Juggle potential by 3, on late frames removes Juggle potential entirely.
Shoryuken (EX)
JP4 – SKD* - SKD*
*Early Frames lead to Auto combo (Additional hit) late frames remove juggle potential.
Shinku Hadouken (Including V-Trigger)
All Hits hit if opponent is JP6 or less
---
Vega
Crush Counter Attacks
Juggle Potential
---
Zangief
Crush Counter Attacks
Juggle Potential
---
Air -
Birdie
Crush Counter Attacks
Juggle Potential
---
Cammy
Crush Counter Attacks
Juggle Potential
---
Chun Li
Crush Counter Attacks
Juggle Potential
---
Dhalsim
Crush Counter Attacks
Juggle Potential
---
F.A.N.G
Crush Counter Attacks
Juggle Potential
---
Karin
Crush Counter Attacks
Juggle Potential
---
Ken
Crush Counter Attacks
Stand HP
Ground - Increased Hitstun
Air - Short Launcher
Stand HK
Ground - Short Launcher
Air - Short Launcher
Crouch HP
Ground - High Launcher
Air - High Launcher (Late frames cause Reset)
Juggle Potential
Thunder Kick (F+HK)
JP0 – Stun – HKD
Inazuma Kick (B+MK)
JP0 – Stun – HKD
Chin Buster 2nd (B+MP -> HP)
JP0 – Stun – RESET
JP0 – SKD – SKD
Lion Breaker (MK -> HK)
JP0 – Stun – Reset
JP0 – SKD - SKD
Tatsu: LK
JP1 – SKD – SKD
JP1 – SKD – SKD
Tatsu: MK
JP1 – SKD – SKD
JP1 – SKD – SKD
JP2 – SKD - SKD
Tatsu: HK
JP1 – SKD – SKD
JP2 – Stun – SKD
JP3 – Stun – SKD
JP4 – Stun – HKD
Air Tatsu: Normal
JP0 – Stun – SKD*
JP0 – Stun – SKD*
*Remove Juggle Potential at all times
Air Tatsu: EX
JP0 – FLOAT – FLOAT
JP0 – FLOAT – FLOAT
LP SRK
JP1 – SKD* – SKD*
Late Frames (Airborne part of move) – Removes all JP at all times
Early Frames – Adds 3 JP, on juggled opponent adds 1
LP SRK (V-Trigger)
JP1 – SKD* – SKD*
Late Frame (Airborne part of move) – adds 4 JP at all times.
Early Frames – Adds 2 JP at all times
MP SRK
JP1 – SKD – SKD
JP2 – SKD - SKD
MP SRK (V-Trigger)
JP2 – SKD – SKD
JP3 – SKD - SKD
HP SRK
JP1 – Stun – SKD
JP3 – SKD* – SKD*
JP3 – SKD – SKD**
*Adds 2 to JP, on juggled opponent adds 1
**Adds 2 JP, removes all JP on juggled opponent.
HP SRK (V-Trigger)
JP2 – SKD - SKD
JP3 – SKD - SKD
JP4 – SKD - SKD
JP5 – SKD - SKD
JP6 – SKD – SKD*
Adds 3 JP, removes all JP on a juggle opponent.
Quick Step (V-Attack)
JP2 – SKD* – SKD*
Adds 2 to JP at all times
---
Laura
Crush Counter Attacks
Stand HK
Ground - Increases Hitstun
Air -Low Launcher
Stand HP
Ground - Increased Hitstun
Air - Low Launcher
Volty Line (V-Attack)
Ground - Mid Launcher
Air - Mid Launcher
Juggle Potential
All Ground & Air Normals
JP1 – Stun – RESET
Sweep is also JP1
Twist Barrage (F+HP -> HP)
JP1 – Stun – RESET
JP1 – SKD - SKD
Thunder Clap (Projectile) All Normal Uncharged
JP0 – Stun – SKD
Thunder Clap Lvl 2
JP0+ - Stun – SKD
JP0 – Stun – SKD
Thunder Clap Lvl 3
JP0+ - Stun – SKD
JP0+ - Stun – SKD
JP0 – Stun – SKD
Thunder Clap EX
JP0+ – Stun – SKD
JP0 – SKD – SKD
Thunder Clap EX (V-Trigger)
JP0+ - Stun – SKD
JP0+ - Stun – SKD
JP0 – SKD – SKD
Bolt Charge (LP Elbow)
JP1 – Stun – SKD*
*Increases Juggle potential by 2, removes juggle potential when hitting a juggled opponent.
Bolt Charge MP
JP0 – Stun* - SKD
Can extend with follow-up throw
Bolt Charge HP
JP2 – N/A – AUTO
Bolt Charge EX
JP0 – Stun* – SKD
Can extend with follow-up throw
Volty Line (V-Attack)
JP1 – Stun – SKD
If done directly after V-Dashes (Avante, Esquiva or Finta) becomes JP0
Inazuma Spin Hold
JP0 – THROW* – N/A
Can hit during hitstun.
---
M Bison
Crush Counter Attacks
Juggle Potential
---
Nash
Crush Counter Attacks
Juggle Potential
---
Necalli
Crush Counter Attacks
Stand HK
Ground - Increases Hitstun
Air -Low Launcher
Stand HP
Ground - Low Launcher
Air - Low Launcher
Crouch HP
Ground - Low Launcher
Air - Low Launcher
Opening Dagger (Down Forward + HP)
Ground - Increases Hitstun
Air -Low Launcher
Juggle Potential
Jump MP
JP0 – Stun – Float
Sacrificial Alter (MK -> HK -> V-Attack)
JP0 – Stun – RESET
JP0 – Float – Float
JP0+ - Float – Float
The Disc’s Guidance (Charging Slash) All Normal
JP0 – SKD – SKD
V-Trigger
JP0 – SKD – SKD
JP1 – SKD – SKD
The Disc’s Guidance EX
JP0 – Stun – SKD
JP1 – Stun – SKD
JP2 – SKD – SKD
V-Trigger
JP0 – Stun – SKD
JP1 – Stun – SKD
JP2 – SKD – SKD
JP3 – SKD - SKD
Raging Light LP (Dragon Punch)
JP0 – SKD* – SKD*
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
Adds 2 to JP
Raging Light MP
JP1 – SKD* – SKD*
JP3 – SKD – SKD
V-Trigger
JP2 – SKD* – SKD*
JP4 – SKD – SKD
JP5 – SKD - SKD
*Adds 2 to JP
V-Trigger
Raging Light HP
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD - SKD
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
*Adds 2 to JP
Raging Light EX
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
JP5 – SKD – SKD
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
JP5 – SKD – SKD
JP6 - SKD - SKD
*Adds 2 JP
Mask of Tlalli EX (Command Throw)
JP0 – THROW* – N/A
Leaves opponent in Float State
Valiant Rebellion LP & MP (Stomp)
JP2 – Stun – SKD
Valiant Rebellion HP
JP2 – SKD – HKD
Valiant Rebellion EX
JP2 – Stun – SKD
JP3 – Stun – HKD
Culminated Power (V-Attack)
JP0 – N/A - HKD
Ceremony of Honour/Soul Offering (Critical Arts)
JP3 – AUTO - AUTO
---
Rashid
Crush Counter Attacks
Juggle Potential
---
R Mika
Crush Counter Attacks
Stand HK
Ground - Short Launch
Air - Short Launch
Stand HK (Charged)
Ground - Increased Hitstun
Air - Short Launch
Lady Mika (F+HP)
Ground - High Launcher
Air - High Launcher
Juggle Potential
Jump HP
JP3 - Stun – Reset
Crouch MP
JP2 – Stun - RESET
Stand HK (Charged)
JP3 - Stun - SKD*
*Adds 2 Juggle Points on juggled opponent
Lady Mika (F + HP)
JP0 - SKD – SKD*
*Adds 2 Juggle Points on juggled opponent
Dive Bomb (Jump - Down + MP)
JP3 - SKD - SKD
Passion Rope Throw (F or B + MP after Passion Press (F or B + MP)
JP0 - Throw* - N/A
* Hits during hit stun, leaves enemy in grounded airborne state & has corner carry properties.
Shooting Peach (Bum Launcher) Normal
JP0 – SKD (CH=Float) – SKD (CH=Float)
Shooting Peach (EX)
1: JP4 - Stun - SKD
2: JP5 - AUTO - AUTO
3: JP6 - FLOAT - FLOAT
Wingless Airplane (DP)
JP1 - N/A - THROW
Wingless Airplane (EX)
JP4 - N/A – THROW
Mike Toss (V-Attack)
JP0 – Stun – Float*
Adds 4 to JP when hitting juggled opponent
Nadeshiko Side Attack (V-Trigger)
JPX - FLOAT - FLOAT
Nadeshiko Vertical
JPX - Stun – FLOAT*
*Has OTG Properties
Peach Assault (Critical Art)
JP0 - THROW* - N/A
*Hits during hitstun.
---
Ryu
Crush Counter Attacks
Stand HK
Ground - Increased Hitstun
Air - Short Launch
Stand HP
Ground - FLOAT
Air - FLOAT
Juggle Potential
Jump MP
JP0+ – Stun – Float
JP0 – Stun – SKD
Axe Kick (B+HK)
JP0 – Stun – SKD
JP1 – Stun – HKD
Jodan Nirengeki (HP -> HK)
JP0 - Stun (CH=FLOAT) - Reset (CH=FLOAT)
JP0+ - Float - Float
Jodan Sanrengeki (MP -> HP -> HK)
JP0 - Stun - Reset
JP0 - Stun - Reset
JP0 - FLOAT - FLOAT
Hadouken (Normal)
JP0 – Stun – SKD*
*Adds 2 JP against airborne.
Hadouken (EX)
JP2+ – SKD – SKD
JP2 – SKD – SKD
Hadouken (V-Trigger)
Lvl 1
JP0 – SKD* - SKD*
* Adds 2 JP
Lvl 2
JP1 – SKD – SKD
JP2 – SKD – SKD
Lvl 3
JP1 – SKD - SKD
JP2 – SKD - SKD
JP3 – SKD – SKD
Hadouken EX (V-Trigger)
JP3+ – SKD - SKD
JP3+ – SKD - SKD
JP3 – SKD* - SKD*
Adds 3 to Juggle Counter
Tatsumaki (Hurricane Kick) LP
JP0 – SKD* – SKD*
Increases JP by 4 at all times.
Tatsumaki MK
JP0 – SKD* – SKD*
JP0 – SKD* - SKD*
*Increases JP by 3 at all times
Tatsumaki HK
JP0 – SKD* - SKD*
JP0 – SKD* – SKD*
JP0 – SKD* – SKD*
*Increases JP by 3 at all times
Tatsumaki (Air)
JP0 - SKD* - SKD*
*Removes all juggle potential
Tatsumaki (EX)
JP0 - Stun - SKD*
JP0 - stun - SKD*
JP1 - Stun - SKD*
JP2 - Stun - SKD*
JP3 - SKD - SKD*
* Opponent always ends in JP4
---Seriously who the fuck knows!!!!!----
Shoryuken (All Normal)
JP0 – SKD* - SKD*
*on early frames of attack increases Juggle potential by 3, on late frames removes Juggle potential entirely.
Shoryuken (EX)
JP4 – SKD* - SKD*
*Early Frames lead to Auto combo (Additional hit) late frames remove juggle potential.
Shinku Hadouken (Including V-Trigger)
All Hits hit if opponent is JP6 or less
---
Vega
Crush Counter Attacks
Juggle Potential
---
Zangief
Crush Counter Attacks
Juggle Potential
---
Last edited by Pokey86 on Thu Mar 03, 2016 3:50 pm, edited 29 times in total.
Re: SFV Juggle Mechanics Thread
I'm going to list completed character and any discrepancies here, if anyone wants a go at figuring them out.
Completed Characters
R Mika
F+HP (CH) -> F+HP -> V-Trigger hit -> Charged HK -> EX DP or EX Bum launch
This combo shouldn't work JP goes
Float -> JP2 -> JP3 -> JP5, which is too high for the EX moves. Moves possibly have altered properties on different JP's?
RYU
Ryu is a fucking mess, i've tried to make heads or tails of this fucking juggle system but it's all over the place His EX tatsu is a fucking enigma
Laura
Likely no problems, possibly wrong on LP Elbow removing JP, but tested quite thoroughly.
Necalli
*Unsure about Necalli’s Raging light V-Trigger, may only add 1 JP on first hit after activation, rather than 2, unlikely though.
*No idea how to test JP on Necallis charging slash.
*Cant test Super or Stomps past the JP displayed, may be higher.
Completed Characters
R Mika
F+HP (CH) -> F+HP -> V-Trigger hit -> Charged HK -> EX DP or EX Bum launch
This combo shouldn't work JP goes
Float -> JP2 -> JP3 -> JP5, which is too high for the EX moves. Moves possibly have altered properties on different JP's?
RYU
Ryu is a fucking mess, i've tried to make heads or tails of this fucking juggle system but it's all over the place His EX tatsu is a fucking enigma
Laura
Likely no problems, possibly wrong on LP Elbow removing JP, but tested quite thoroughly.
Necalli
*Unsure about Necalli’s Raging light V-Trigger, may only add 1 JP on first hit after activation, rather than 2, unlikely though.
*No idea how to test JP on Necallis charging slash.
*Cant test Super or Stomps past the JP displayed, may be higher.
Last edited by Pokey86 on Thu Mar 03, 2016 3:51 pm, edited 7 times in total.
Re: SFV Juggle Mechanics Thread
I'll porbably put some time into this after my video, but right now I only have a few quick things I want to mention:
-Laura's normals all have JP.
-Zangief's Splash, s.HK, s.HP, Lariat, f.HP and EX SPD have JP, but (At least) Lariat and EX SPD do not have enough to combo after a juggled-into fully charged s.HP.
-Originally I thought Chun-Li's normals in V-Trigger acted identically on the same button strength, but it seems to vary greatly. b.HK adds less to the JC than b.HP for example.
-Most of F.A.N.G's juggling moves seem to have JP2. Super (past the 1st hit), LP/EX poison pillar, 2nd hit c.HP, all of his lobbed projectiles. Pretty hilarious meta-joke if it's true.
-Laura's normals all have JP.
-Zangief's Splash, s.HK, s.HP, Lariat, f.HP and EX SPD have JP, but (At least) Lariat and EX SPD do not have enough to combo after a juggled-into fully charged s.HP.
-Originally I thought Chun-Li's normals in V-Trigger acted identically on the same button strength, but it seems to vary greatly. b.HK adds less to the JC than b.HP for example.
-Most of F.A.N.G's juggling moves seem to have JP2. Super (past the 1st hit), LP/EX poison pillar, 2nd hit c.HP, all of his lobbed projectiles. Pretty hilarious meta-joke if it's true.
Re: SFV Juggle Mechanics Thread
I'll post some of my Karin things (note, this may not 100% accurate), so:
Crush counter attacks:
st.HK:-
ground- increases hitstun
air- leaves on a free juggle state
cr.HP-
ground-launches opponent on a free juggle state
air- launches opponent on a free juggle state
Juggle potential-
cr.LP-
JP1-Stun-Reset
LK Mujinkyaku 1st hit-
JP1-Stun-SKD (doesn't increase jp)
LK Mujinkyaku 2nd hit-
JP1-Stun-SKD
MK Mujinkyaku 1st hit-
JP1-Stun-SKD (might not increase jp)
MK Mujinkyaku 2nd hit-
JP2-Stun-SKD
MK Mujinkyaku 3rd hit-
JP2(might be 3, needs more testing)-Stun-SKD
HK Mujinkyaku 1st hit-
JP1-Stun-SKD(might nor increase jp)
HK Mujinkyaku 2nd hit-
JP2(might be 3,needs more testing)-Stun-SKD
HK Mujinkyaku 3rd hit-
JP3(might be 4)-Stun-SKD
HK Mujinkyaku 4th hit-
JP4-Stun-SKD
Orochi (all versions except ex)-
JP1-Stun-SKD
Tenko (all versions except ex, including just frame)
JP1-Stun-SKD(just frame launches higher,seems to increase jp by at least 2 on juggled opponents)
Reshenha 1st hit(all versions except ex)-
JP0-Stun-SKD(might not add jp)
Reshenha 2nd hit(all versions except ex)-
JP1(might be zero)-Stun-SKD
V skill-
JP1-Stun-SKD (increases jp by at least 2 on juggled opponents)
Charged V skill-
JP1-Stun-SKD
Mujikyuaku EX 1st hit-
JP2(might be 3)-Stun-SKD(might not add jp)
Mujinkyaku EX 2nd hit-
JP2(might be 3)-Stun-SKD
Mujinkyaku EX 3rd hit-
No idea, it always whiffs on juggles, but seems to be because of its bad hitbox
Mujinkyaku EX 4th hit-
JP3(meight be 4)-Stun-SKD
Mujinkyaku EX 5th hit-
JP4(might be 5)-Stun-SKD
Orochi EX-
JP3(might be 4)-Stun-grounded leaves on a crumple state, airbone leaves on a SKD
Tenko EX-
JP2(might be 3)-Stun-SKD(seems to increase jp by 2 when hitting a juggled opponent)
Reshenha EX 1st hit-
JP4(might be 5)-Stun-SKD
Reshenha EX 2nd hit-
JP5(migh be 6)-Stun-SKD
Reshenha EX 3rd hit-
JP6(might be 7)-Stun-SKD
V trigger rekka 1st hit-
JP1-Stun-SKD
V trigger rekka 2nd hit-
JP2-Stun-SKD
V trigger rekka P followup-
JP3-Stun-SKD
V trigger rekka 2K followup-
JP3-Stun-SKD
V trigger rekka 8P followup 1st hit-
JP2-Stun-SKD
V trigger rekka 8P followup 2nd hit-
JP3-Stun-SKD
V trigger rekka -2P followup-
JP3-Stun-SKD
Vtrigger rekka 2P>2K followup-
JP3-Stun-SKD
V trigger rekka 2p>P followup-
JP4-Stun-SKD
Super-
JP 5-Stun-SKD
I'll try to update when I get more info
Crush counter attacks:
st.HK:-
ground- increases hitstun
air- leaves on a free juggle state
cr.HP-
ground-launches opponent on a free juggle state
air- launches opponent on a free juggle state
Juggle potential-
cr.LP-
JP1-Stun-Reset
LK Mujinkyaku 1st hit-
JP1-Stun-SKD (doesn't increase jp)
LK Mujinkyaku 2nd hit-
JP1-Stun-SKD
MK Mujinkyaku 1st hit-
JP1-Stun-SKD (might not increase jp)
MK Mujinkyaku 2nd hit-
JP2-Stun-SKD
MK Mujinkyaku 3rd hit-
JP2(might be 3, needs more testing)-Stun-SKD
HK Mujinkyaku 1st hit-
JP1-Stun-SKD(might nor increase jp)
HK Mujinkyaku 2nd hit-
JP2(might be 3,needs more testing)-Stun-SKD
HK Mujinkyaku 3rd hit-
JP3(might be 4)-Stun-SKD
HK Mujinkyaku 4th hit-
JP4-Stun-SKD
Orochi (all versions except ex)-
JP1-Stun-SKD
Tenko (all versions except ex, including just frame)
JP1-Stun-SKD(just frame launches higher,seems to increase jp by at least 2 on juggled opponents)
Reshenha 1st hit(all versions except ex)-
JP0-Stun-SKD(might not add jp)
Reshenha 2nd hit(all versions except ex)-
JP1(might be zero)-Stun-SKD
V skill-
JP1-Stun-SKD (increases jp by at least 2 on juggled opponents)
Charged V skill-
JP1-Stun-SKD
Mujikyuaku EX 1st hit-
JP2(might be 3)-Stun-SKD(might not add jp)
Mujinkyaku EX 2nd hit-
JP2(might be 3)-Stun-SKD
Mujinkyaku EX 3rd hit-
No idea, it always whiffs on juggles, but seems to be because of its bad hitbox
Mujinkyaku EX 4th hit-
JP3(meight be 4)-Stun-SKD
Mujinkyaku EX 5th hit-
JP4(might be 5)-Stun-SKD
Orochi EX-
JP3(might be 4)-Stun-grounded leaves on a crumple state, airbone leaves on a SKD
Tenko EX-
JP2(might be 3)-Stun-SKD(seems to increase jp by 2 when hitting a juggled opponent)
Reshenha EX 1st hit-
JP4(might be 5)-Stun-SKD
Reshenha EX 2nd hit-
JP5(migh be 6)-Stun-SKD
Reshenha EX 3rd hit-
JP6(might be 7)-Stun-SKD
V trigger rekka 1st hit-
JP1-Stun-SKD
V trigger rekka 2nd hit-
JP2-Stun-SKD
V trigger rekka P followup-
JP3-Stun-SKD
V trigger rekka 2K followup-
JP3-Stun-SKD
V trigger rekka 8P followup 1st hit-
JP2-Stun-SKD
V trigger rekka 8P followup 2nd hit-
JP3-Stun-SKD
V trigger rekka -2P followup-
JP3-Stun-SKD
Vtrigger rekka 2P>2K followup-
JP3-Stun-SKD
V trigger rekka 2p>P followup-
JP4-Stun-SKD
Super-
JP 5-Stun-SKD
I'll try to update when I get more info
Nueva tecnología!!!
Re: SFV Juggle Mechanics Thread
this combo system is a fucking mess
Re: SFV Juggle Mechanics Thread
It is, Capcom really went ahead trying to take the fun (and kinda damaging) combos from some specific stuff, like late hitting lp dps anti air, which increase jp by like what, 6 at least? They really want you to stop doing dp Super to anti air because that's a lot of damage and that would turn away newbies and shitPokey86 wrote:this combo system is a fucking mess
Nueva tecnología!!!
Re: SFV Juggle Mechanics Thread
That could well be why, but you're never going to stop shit players being shit. if you simplify a game the better players take advantage of that anyway, so it's pointless. I'm not fond of the 1 frame buffer making every link combo easy.pepopulo wrote: It is, Capcom really went ahead trying to take the fun (and kinda damaging) combos from some specific stuff, like late hitting lp dps anti air, which increase jp by like what, 6 at least? They really want you to stop doing dp Super to anti air because that's a lot of damage and that would turn away newbies and shit
but every poxy move has some stupid juggle potential modifier, it's so bloody annoying
like Mikas mike throw adding 4 jp when hitting a juggled opponent... I mean fair do's though, cause Daigo & co will be bodying people with that move![/sarcasm]
Re: SFV Juggle Mechanics Thread
Indeed, which is why I'm hoping they'll just datamine the juggle properties. The characters do not have enough tools to reliably test it manually if you ask me.Pokey86 wrote:this combo system is a fucking mess
Re: SFV Juggle Mechanics Thread
Apparently Mika's Peach Bombers cause float on counterhit. Messed me up a lot when testing stuff.
Re: SFV Juggle Mechanics Thread
yeah noticed it early, not the most applicable benefit though, though it can be hit meaty.
Re: SFV Juggle Mechanics Thread
http://watissf.dantarion.com/sf5/boxdox3/#/Doopliss wrote:Indeed, which is why I'm hoping they'll just datamine the juggle properties. The characters do not have enough tools to reliably test it manually if you ask me.Pokey86 wrote:this combo system is a fucking mess
these are all data mined, doesn't look like he figured out for sure how the jp works but there is something called jp? and jp2? in the raw data
Re: SFV Juggle Mechanics Thread
checking the data mined ryu stuff.
second hit of jump mp should have 1 jp.
target combo hk should have 1jp.
a script called 2hp_swing has 3 jp
srk increases juggle to 5 on early frames and 99 on later frames.
ex srk has jp 7 on all hits? increases jp to 99
lk tatsu increases jp to 9
mk and hk tatsu increase jp to 99. this is wrong so I must be missing something
l,m,h air tatsus should have 2 jp? and increase to 99
there are fair tatsu scripts that have jp4, don't think they are used
air ex has 2 jp the whole time increases to 6.
Projectiles don't seem to be in the raw data so I can't check that.
second hit of jump mp should have 1 jp.
target combo hk should have 1jp.
a script called 2hp_swing has 3 jp
srk increases juggle to 5 on early frames and 99 on later frames.
ex srk has jp 7 on all hits? increases jp to 99
lk tatsu increases jp to 9
mk and hk tatsu increase jp to 99. this is wrong so I must be missing something
l,m,h air tatsus should have 2 jp? and increase to 99
there are fair tatsu scripts that have jp4, don't think they are used
air ex has 2 jp the whole time increases to 6.
Projectiles don't seem to be in the raw data so I can't check that.
Re: SFV Juggle Mechanics Thread
Isn't it just the whole airhit vs mid-juggle thing?error1 wrote:mk and hk tatsu increase jp to 99. this is wrong so I must be missing something
Re: SFV Juggle Mechanics Thread
could be, but idk what the flag is that makes it different from air tatsuDoopliss wrote: Isn't it just the whole airhit vs mid-juggle thing?
Re: SFV Juggle Mechanics Thread
I knew they had bullshit like "ups it to JP5 or JP50 if hitting on JPx or later. What a bloody nightmare.error1 wrote: srk increases juggle to 5 on early frames and 99 on later frames.
ex srk has jp 7 on all hits? increases jp to 99
lk tatsu increases jp to 9
mk and hk tatsu increase jp to 99. this is wrong so I must be missing something
l,m,h air tatsus should have 2 jp? and increase to 99
there are fair tatsu scripts that have jp4, don't think they are used
air ex has 2 jp the whole time increases to 6.
Projectiles don't seem to be in the raw data so I can't check that.
Also the second hit of the target combo is JP1? whats the point? (unless you're confusing the fact that i use float as JP0 & you're referring to float as JP1
Re: SFV Juggle Mechanics Thread
Maybe you can do CC s.HP (LP Hadoken hits) xx s.HK?Pokey86 wrote:I knew they had bullshit like "ups it to JP5 or JP50 if hitting on JPx or later. What a bloody nightmare.error1 wrote: srk increases juggle to 5 on early frames and 99 on later frames.
ex srk has jp 7 on all hits? increases jp to 99
lk tatsu increases jp to 9
mk and hk tatsu increase jp to 99. this is wrong so I must be missing something
l,m,h air tatsus should have 2 jp? and increase to 99
there are fair tatsu scripts that have jp4, don't think they are used
air ex has 2 jp the whole time increases to 6.
Projectiles don't seem to be in the raw data so I can't check that.
Also the second hit of the target combo is JP1? whats the point? (unless you're confusing the fact that i use float as JP0 & you're referring to float as JP1
Re: SFV Juggle Mechanics Thread
the first hit of the target combo has to hit for the second to come out right? & it causes reset
Re: SFV Juggle Mechanics Thread
yeah idk how you would test it, if there was a non player something you could hit, like sean basketball added to the game at some point it might be testable.
I also don't know if it increases it by or increases it to, just looking at the two numbers that seem to be for jp, no real testing
I also don't know if it increases it by or increases it to, just looking at the two numbers that seem to be for jp, no real testing
Re: SFV Juggle Mechanics Thread
CC s.HP causes float. If you could land an hadoken after that but before the s.HK, you might get something out of it. Nobody has a move with armor in the air yet, right? If someone did, that could potentially be used to put yourself in a JP1 situation as well.Pokey86 wrote:the first hit of the target combo has to hit for the second to come out right? & it causes reset
Re: SFV Juggle Mechanics Thread
eh, it doesn't matter... i mean Sagats JP for his super was something daft like 130, but i labelled it JPX for the sake of simplicity. If it's proven to have JP then fine, but its such an obscure scenario marking it as having no JP is not likely to effect anything.
It's slow work figuring out the JP of everything, sometime it's tough just to be sure the move i mark to base all the subsequent moves of actually causes an actual "standard" knockdown. (like, JP1)
It's slow work figuring out the JP of everything, sometime it's tough just to be sure the move i mark to base all the subsequent moves of actually causes an actual "standard" knockdown. (like, JP1)
Re: SFV Juggle Mechanics Thread
Sorry, but i'm giving up on this... Spent the last few hours on ken & everytime i move to a new move nothing stays consistent., just impossible to get tenable results.
Re: SFV Juggle Mechanics Thread
I don't blame you, it's easier to just assign moves some basic properties when experimenting:
-Can start a juggle. (Most moves with knockdown, except maybe some late DPs)
-Can start a float juggle. (Mostly Crush Counters and other counterhits)
-Can be used mid-juggle. (Read as: Has 1-2 JP)
-Can be used at the end of a longer juggle. (Read as: Has 2+ JP, seems to work in most cases, like Mika's EX Peach and EX Plane)
-Ends all juggle potential. (Everything Capcom didn't intend to be in juggles)
-Can start a juggle. (Most moves with knockdown, except maybe some late DPs)
-Can start a float juggle. (Mostly Crush Counters and other counterhits)
-Can be used mid-juggle. (Read as: Has 1-2 JP)
-Can be used at the end of a longer juggle. (Read as: Has 2+ JP, seems to work in most cases, like Mika's EX Peach and EX Plane)
-Ends all juggle potential. (Everything Capcom didn't intend to be in juggles)
Re: SFV Juggle Mechanics Thread
Doopliss wrote:I don't blame you, it's easier to just assign moves some basic properties when experimenting:
-Can start a juggle. (Most moves with knockdown, except maybe some late DPs)
-Can start a float juggle. (Mostly Crush Counters and other counterhits)
-Can be used mid-juggle. (Read as: Has 1-2 JP)
-Can be used at the end of a longer juggle. (Read as: Has 2+ JP, seems to work in most cases, like Mika's EX Peach and EX Plane)
-Ends all juggle potential. (Everything Capcom didn't intend to be in juggles)
Eh, a guide like that doesn't seem worth making at all.. I like conclusive information & really this game could do with one, but i think it'll take something alot more thorough than trial and error to get right.
I've no doubt a guide would have application, my pissing about with Mika led to what is probably her best option as a meterless CC corner punish
& theres alot of funny stuff in kens arsenal... i mean it's generally accepted that AA SRK in to Super doesn't work, but it does work if kens in V Trigger. & I thought kens Vanilla SF4 HP SRK was confusing
Re: SFV Juggle Mechanics Thread
Yeah no, not as a guide, just as personal pointers when experimenting.
As long as you feel something nice has come out of it it's all good.
As long as you feel something nice has come out of it it's all good.
Re: SFV Juggle Mechanics Thread
I'm gonna progress slowly on this, did Laura & she was a breath of fresh air in comparison to Ken.
Re: SFV Juggle Mechanics Thread
Wait, MP bolt charge has throwable hitstrun? You can trade out of it into command grab or normal grab?
As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit?
As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit?
Re: SFV Juggle Mechanics Thread
Doopliss wrote:Wait, MP bolt charge has throwable hitstrun? You can trade out of it into command grab or normal grab?
As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit?
No, it's the throw follow up, no different to Hakan's slide, i'll reword that, misleading
EX Peach causes float on final hit, thought i changed it but must not have submitted
Re: SFV Juggle Mechanics Thread
Figured as much. On the note of throws for future reference: I believe Nash's airthrow can only be juggled into if you do it from his V-Triggers that send him into the air, not a normal jump.Pokey86 wrote:Doopliss wrote:Wait, MP bolt charge has throwable hitstrun? You can trade out of it into command grab or normal grab?
As for R.Mika, why can you do "EX peach, nadeshiko, any Plane", but you can't do other peaches to Nadeshiko to LK/MK/HK plane without counterhit?
No, it's the throw follow up, no different to Hakan's slide, i'll reword that, misleading
EX Peach causes float on final hit, thought i changed it but must not have submitted