SFV Juggle Mechanics Thread

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Pokey86
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SFV Juggle Mechanics Thread

Post by Pokey86 »

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

---
Last edited by Pokey86 on Thu Mar 03, 2016 3:50 pm, edited 29 times in total.
Pokey86
Posts: 1016
Joined: Thu Nov 12, 2009 11:57 pm

Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

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.
Last edited by Pokey86 on Thu Mar 03, 2016 3:51 pm, edited 7 times in total.
Doopliss
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Re: SFV Juggle Mechanics Thread

Post by Doopliss »

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.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
pepopulo
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Location: Spain

Re: SFV Juggle Mechanics Thread

Post by pepopulo »

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
Nueva tecnología!!!
Pokey86
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Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

this combo system is a fucking mess
pepopulo
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Re: SFV Juggle Mechanics Thread

Post by pepopulo »

Pokey86 wrote:this combo system is a fucking mess
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
Nueva tecnología!!!
Pokey86
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Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

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
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.

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]
Doopliss
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Re: SFV Juggle Mechanics Thread

Post by Doopliss »

Pokey86 wrote:this combo system is a fucking mess
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.
Maybe Doopliss isn't kicking ass, but he's taking names.

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Doopliss
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Re: SFV Juggle Mechanics Thread

Post by Doopliss »

Apparently Mika's Peach Bombers cause float on counterhit. Messed me up a lot when testing stuff.
Maybe Doopliss isn't kicking ass, but he's taking names.

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Pokey86
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Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

yeah noticed it early, not the most applicable benefit though, though it can be hit meaty.
error1
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Re: SFV Juggle Mechanics Thread

Post by error1 »

Doopliss wrote:
Pokey86 wrote:this combo system is a fucking mess
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.
http://watissf.dantarion.com/sf5/boxdox3/#/

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
error1
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Re: SFV Juggle Mechanics Thread

Post by error1 »

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.
Doopliss
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Re: SFV Juggle Mechanics Thread

Post by Doopliss »

error1 wrote:mk and hk tatsu increase jp to 99. this is wrong so I must be missing something
Isn't it just the whole airhit vs mid-juggle thing?
Maybe Doopliss isn't kicking ass, but he's taking names.

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error1
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Re: SFV Juggle Mechanics Thread

Post by error1 »

Doopliss wrote: Isn't it just the whole airhit vs mid-juggle thing?
could be, but idk what the flag is that makes it different from air tatsu
Pokey86
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Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

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.
I knew they had bullshit like "ups it to JP5 or JP50 if hitting on JPx or later. What a bloody nightmare.

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
Doopliss
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Re: SFV Juggle Mechanics Thread

Post by Doopliss »

Pokey86 wrote:
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.
I knew they had bullshit like "ups it to JP5 or JP50 if hitting on JPx or later. What a bloody nightmare.

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
Maybe you can do CC s.HP (LP Hadoken hits) xx s.HK? :P
Maybe Doopliss isn't kicking ass, but he's taking names.

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Pokey86
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Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

the first hit of the target combo has to hit for the second to come out right? & it causes reset
error1
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Re: SFV Juggle Mechanics Thread

Post by error1 »

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
Doopliss
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Re: SFV Juggle Mechanics Thread

Post by Doopliss »

Pokey86 wrote:the first hit of the target combo has to hit for the second to come out right? & it causes reset
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.
Maybe Doopliss isn't kicking ass, but he's taking names.

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Pokey86
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Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

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)
Pokey86
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Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

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.
Doopliss
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Re: SFV Juggle Mechanics Thread

Post by Doopliss »

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)
Maybe Doopliss isn't kicking ass, but he's taking names.

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Pokey86
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Joined: Thu Nov 12, 2009 11:57 pm

Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

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 :P
Doopliss
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Re: SFV Juggle Mechanics Thread

Post by Doopliss »

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.
Maybe Doopliss isn't kicking ass, but he's taking names.

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Pokey86
Posts: 1016
Joined: Thu Nov 12, 2009 11:57 pm

Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

I'm gonna progress slowly on this, did Laura & she was a breath of fresh air in comparison to Ken.
Doopliss
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Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SFV Juggle Mechanics Thread

Post by Doopliss »

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?
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Pokey86
Posts: 1016
Joined: Thu Nov 12, 2009 11:57 pm

Re: SFV Juggle Mechanics Thread

Post by Pokey86 »

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
Doopliss
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Joined: Mon Nov 09, 2009 10:18 pm
Location: Sweden

Re: SFV Juggle Mechanics Thread

Post by Doopliss »

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
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.
Maybe Doopliss isn't kicking ass, but he's taking names.

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