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Re: Finally Done: Juggle mechanics guide

Posted: Mon Jan 31, 2011 11:55 pm
by error1
It's in the ssf4 frame data
ppp is 1+10
and kkk is 1+9

Re: Finally Done: Juggle mechanics guide

Posted: Tue Feb 01, 2011 12:13 am
by Maj
Cool, that solves that nicely.

Re: Finally Done: Juggle mechanics guide

Posted: Sat Feb 05, 2011 11:19 pm
by Rufus
I just wanted to thank you for posting the guide. I'm sure it represents a whole lot of work that you did... and that I don't have to do now.
:wink:

Re: Finally Done: Juggle mechanics guide

Posted: Sun Feb 06, 2011 5:35 pm
by Pokey86
Rufus wrote:I just wanted to thank you for posting the guide. I'm sure it represents a whole lot of work that you did... and that I don't have to do now.
:wink:

Why, did you plan on doing it?

& hey irrespective Doopliss deserves alot of credit, he helped me out a hell of alot. (& Kich with his pretty good guide beforehand)

---

It's annoying waiting for AE, i want to get started on the update.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Feb 06, 2011 6:29 pm
by Rufus
Pokey86 wrote: Why, did you plan on doing it?
Not so much, but I don't have to test everything when I want to make a combo work.

Re: Finally Done: Juggle mechanics guide

Posted: Sun May 01, 2011 12:01 am
by Doopliss
There's some dude insisting that he saw Makoto do Fukiage to U1, is this in any way possible?

Re: Finally Done: Juggle mechanics guide

Posted: Sun May 01, 2011 5:50 pm
by Pokey86
Doopliss wrote:There's some dude insisting that he saw Makoto do Fukiage to U1, is this in any way possible?

Nope, but fukiage to U2 is possible.

I checked many times & U1 is most certainly JP 0. & as far as i'm aware Fukiage cannot hit ground, & has no alterations on Counterhit

Re: Finally Done: Juggle mechanics guide

Posted: Sun May 01, 2011 8:03 pm
by Doopliss
The situation he was talking about fukiage beating out Ibuki's vortex, so try if there's some glitch where you can combo it if you hit both the kunai and ibuki or something.

Re: Finally Done: Juggle mechanics guide

Posted: Mon May 02, 2011 4:15 am
by Pokey86
Doopliss wrote:The situation he was talking about fukiage beating out Ibuki's vortex, so try if there's some glitch where you can combo it if you hit both the kunai and ibuki or something.
I'll look in to it... But i can't see hitting the trading with the kunai then moving on to U1 would do anything

Unless you mean hit both Ibuki & the kunai, maybe making some kind of screwed up mechanic. I'll give it a go, shame though, would probably be easier in AE what with Fukiage starting faster

Re: Finally Done: Juggle mechanics guide

Posted: Mon May 02, 2011 9:06 am
by Doopliss
Pokey86 wrote:Unless you mean hit both Ibuki & the kunai, maybe making some kind of screwed up mechanic.
That's indeed what I mean.

Re: Finally Done: Juggle mechanics guide

Posted: Wed May 04, 2011 12:02 am
by Pokey86
Nope, no change.

Re: Finally Done: Juggle mechanics guide

Posted: Wed May 04, 2011 12:19 am
by Doopliss
Ok than, thanks.

Re: Finally Done: Juggle mechanics guide

Posted: Thu Jun 30, 2011 9:27 pm
by Pokey86
Finally updated the SRK side of this whole thing with update notes & references to AE changes

About time to.

Re: Finally Done: Juggle mechanics guide

Posted: Thu Jun 30, 2011 9:52 pm
by Maj
Wait, you blended the AE info with the SSF4 data? Can you post the vanilla and SSF4 stuff separately? I know it's tempting say that SF4 and SSF4 don't matter now that SSF4AE is out - but SF4 sold twice as many copies as SSF4, so it's never really going away.

Re: Finally Done: Juggle mechanics guide

Posted: Fri Jul 01, 2011 8:43 am
by Pokey86
Maj wrote:Wait, you blended the AE info with the SSF4 data? Can you post the vanilla and SSF4 stuff separately? I know it's tempting say that SF4 and SSF4 don't matter now that SSF4AE is out - but SF4 sold twice as many copies as SSF4, so it's never really going away.
Hmm, good point... I'll work something out.

Re: Finally Done: Juggle mechanics guide

Posted: Fri Jul 01, 2011 9:14 am
by Doopliss
feedback time:

Why do DeeJay's s.HK say "fierce"?

I think you're able to juggle into the HKD+ part of DeeJay's c.HK from float now, you should test the move a little more.

It's worth specifying that EX Condor Dive has JP as well as the follow-up version, as that might easily be overlooked by some. Do we even have any proof that that version has JP2?

Sakura's EX tatsu has the 4th hit as "stun - reset".

Out of curiosity, how did you figure out Tiger Cannon works like that?

Oni.

Why did you even add Oni's f.HP?

EX Slash has JP? Nice.

You sure Oni's DP+HK has JP?

How did you come up with the JP for Oni's U2?

E.Ryu:

"
Tatsumaki Senpukyaku: LK Air

1st: JP0 - SKD - SKD (CH=Float)
2nd: JP0 - SKD - SKD*

* Cannot hit an opponent in float state"

So what you're saying is basically that you can't get 2-hit air LK tatsu?

You can juggle after air-traded HK stomp, so then it's not really HKD+?

Why is Yun before Yang if it's in alphabetic order?

Re: Finally Done: Juggle mechanics guide

Posted: Fri Jul 01, 2011 11:21 am
by Pokey86
Cheers, feedback is appreciated.
Doopliss wrote:feedback time:

Why do DeeJay's s.HK say "fierce"?
Because i'm pro!
Doopliss wrote:I think you're able to juggle into the HKD+ part of DeeJay's c.HK from float now, you should test the move a little more.
I will do
Doopliss wrote:It's worth specifying that EX Condor Dive has JP as well as the follow-up version, as that might easily be overlooked by some. Do we even have any proof that that version has JP2?
eh, i left it due to laziness, i don't think it's possible for people to prove it's not JP2, so if someone proves it wrong then i'll concede but i'm prettu sure i'm safe.
Doopliss wrote:Sakura's EX tatsu has the 4th hit as "stun - reset".
ouch, i'll correct that.
Doopliss wrote:Out of curiosity, how did you figure out Tiger Cannon works like that?
If you hit it during float it does full 8 hits, if you hit it on SKD it does 6, ad a forward step kick, or a EX Tiger Shot after the skd & it'll hit 5 times, in fact it's hard to make it not hit 5 times. I used varying amounts of hits ofrom his super & AA EX Uppers to determine how it acts against an enemy going all the way up to JP6, i can confirm it does not hit above JP6. As for the beginning, that is the only possible methodology i could figure out to allow the move to work legitimately.
Doopliss wrote:Oni.

Why did you even add Oni's f.HP?
Because it can negate projectiles, i'm pretty sure it's the only normal that can do that.
Doopliss wrote:EX Slash has JP? Nice.
It's a real bastard to hit, i've heard roumers you can do EX Slash -> EX Slash, but i've yet to pull it off. I can however do LP Shaku -> FADC -> EX Slash
Doopliss wrote:You sure Oni's DP+HK has JP?
Counterhit EX Slash -> HK Overhead Palm
Doopliss wrote:How did you come up with the JP for Oni's U2?

I orginally did air EX Tatsu to it, which hit full, so i was just gonna go JPX & leave it as that. But then MK/HK Slash removes juggle potential so it's not JPX, i then did EX Tatsu -> EX Tatsu in the corner VS Sim & U2 ALWAYS lost one hit. So i ruled it was probably that.
Doopliss wrote:
E.Ryu:

"
Tatsumaki Senpukyaku: LK Air

1st: JP0 - SKD - SKD (CH=Float)
2nd: JP0 - SKD - SKD*

* Cannot hit an opponent in float state"

So what you're saying is basically that you can't get 2-hit air LK tatsu?
Yeah, i tested it a fair bit, the second hit just does not hit an enemy in float, but on landing everything hits full. (SRK for example)
Doopliss wrote:You can juggle after air-traded HK stomp, so then it's not really HKD+?
I considered this, but the you can juggle after Cody's EX Ruffian, even though that causes untechable SKD. I checked all my note & i never mentioned that HKD+ removes all juggle potential, so i kept the naming convention.
Doopliss wrote:Why is Yun before Yang if it's in alphabetic order?
Because i don't know my own Alphabet

Re: Finally Done: Juggle mechanics guide

Posted: Mon Jul 04, 2011 9:26 pm
by Smileymike101
The first 21 hits of Seth's super don't increase juggle, just like gouken's hadouken.Because doing cr.hp ,then quickly do a LP super (not a cancel though) cause dhalsim to randomly get draged into the super, but not at the start.After the hits launch dhalsim too high for him to get hit, when he falls down again in the super, he'll get sucked in like he was hit on the ground, and considering that hit propriety is JP 0, it means the hits don't add on the JP counter.

Re: Finally Done: Juggle mechanics guide

Posted: Tue Jul 05, 2011 2:50 am
by Doopliss
Smileymike101 wrote:The first 21 hits of Seth's super don't increase juggle, just like gouken's hadouken.Because doing cr.hp ,then quickly do a LP super (not a cancel though) cause dhalsim to randomly get draged into the super, but not at the start.After the hits launch dhalsim too high for him to get hit, when he falls down again in the super, he'll get sucked in like he was hit on the ground, and considering that hit propriety is JP 0, it means the hits don't add on the JP counter.
Huh? I've never seen this. Could you record it?

Re: Finally Done: Juggle mechanics guide

Posted: Tue Jul 05, 2011 5:50 am
by Pokey86
Smileymike101 wrote:The first 21 hits of Seth's super don't increase juggle, just like gouken's hadouken.Because doing cr.hp ,then quickly do a LP super (not a cancel though) cause dhalsim to randomly get draged into the super, but not at the start.After the hits launch dhalsim too high for him to get hit, when he falls down again in the super, he'll get sucked in like he was hit on the ground, and considering that hit propriety is JP 0, it means the hits don't add on the JP counter.
Yeah, i haven't seen this either, but i did speculate to myself that the initial hits don't add to the juggle counter, finally hit, however, likely does. Makes it even more annoying that you can't interrupr the dame super. it gives you stupid amounts of options if that were possible.

It wouldn't surprise me if Dee-Jays "Tame" Ultra 2 works the same way.

Re: Finally Done: Juggle mechanics guide

Posted: Tue Jul 05, 2011 9:19 am
by Smileymike101

Re: Finally Done: Juggle mechanics guide

Posted: Wed Jul 06, 2011 6:50 pm
by error1
Meido Gohadou: Ultra 1 (all variations)

1st*: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD

*First hit is a close range hit, Ground PPP Activation only.

Tenchi Sokaigen: Ultra 2

1st*: JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD
how did you get these numbers for oni?
I did ex tatsu ( four hit ), ex tatsu ( five hits ), u1(1 hit)/or u2(six hits)
I'm not saying your number is wrong, just wondering why I get some extra hits on u2

Re: Finally Done: Juggle mechanics guide

Posted: Wed Jul 06, 2011 7:53 pm
by Doopliss
error1 wrote:
Meido Gohadou: Ultra 1 (all variations)

1st*: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD

*First hit is a close range hit, Ground PPP Activation only.

Tenchi Sokaigen: Ultra 2

1st*: JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD
how did you get these numbers for oni?
I did ex tatsu ( four hit ), ex tatsu ( five hits ), u1(1 hit)/or u2(six hits)
I'm not saying your number is wrong, just wondering why I get some extra hits on u2
First EX tatsu doesn't actually launch until the last hit you know. After the 2nd one, you need JP6 to hit, U2 hits 6 times, U1 SHOULD hit 3 times, which it does when I try it.

Re: Finally Done: Juggle mechanics guide

Posted: Wed Jul 06, 2011 7:57 pm
by error1
ah ok that must be my problem

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 10, 2011 12:41 pm
by Pokey86
T.Hawks normal Condor Dive has two low hits at JP0 (think Seth)

Hell if you are stupid enough to Focus his HP Condor you take 2 hits of 160 damage... Killer!

Re: Finally Done: Juggle mechanics guide

Posted: Mon Jul 11, 2011 4:00 pm
by Doopliss
The reason E.Ryu air L Tatsu only hits once is because it only has one hitbox, like the cannon spike. Tried it vs Goukens air focus now, the 2nd hit passed right through after he absorbed the first one, while M and H tatsu conencted.

Re: Finally Done: Juggle mechanics guide

Posted: Mon Jul 11, 2011 4:29 pm
by Pokey86
Doopliss wrote:The reason E.Ryu air L Tatsu only hits once is because it only has one hitbox, like the cannon spike. Tried it vs Goukens air focus now, the 2nd hit passed right through after he absorbed the first one, while M and H tatsu conencted.
So it's just one, rather drawn out hit... Is there a benefit to that in any way?

Re: Finally Done: Juggle mechanics guide

Posted: Mon Jul 11, 2011 4:41 pm
by Doopliss
It's not able to hit twice... that's about it.

Re: Finally Done: Juggle mechanics guide

Posted: Mon Jul 18, 2011 9:49 pm
by Pokey86
Updated Oni's HK Overhead smash, it's only one hit, JP0, however it has the same side coverage as his EX smash. (It hits slightly in front at reduced damage, but it won't hit twice VS a Focus)

Re: Finally Done: Juggle mechanics guide

Posted: Tue Jul 19, 2011 1:02 pm
by Doopliss
Looks like Yun's EX palm has JP1 or more, or JP+: http://www.youtube.com/watch?v=DB5hB0QpQMM