I'll do thorough tests soon, still have to test for Counterhit exceptionas etc. when i say things like JP0-1-2 i mean 1st hit-second hit-third hit etc, going to bed soon to tired to write it properlyDoopliss wrote:Oni's LK tatsu and LK slash causes float on AA hit, they both go straight into U2, even mid-screen. Slash works better from the air-part of an FA, while Tatsu only works as a real AA.
didn't get a chnace to fiddle with this
He can also link c.LP from EX Gohadoken, and loop that 4 times in the corner.
yeah did it once so i imagine it is pretty sexy hitting all of them
He can juggle with MP airdash xx EX tatsu, I'm trying it out a little to see if I can do it from an FA into U2.
i couldn't cancel the dash in to U2, you might have better luck, i managed to get one hit of the EX tatsu after the air dash. They've still kept the gay ascending JP for the air EX's, lazy capcom. Also the Air tatsu's "locking" them in is bollocks to.
He can juggle with U2 after HK tatsu in the corner, at least on Balrog.

Dan
Neutral Jump HP now slams down & is JP 1
Sakura
Air Tatsu is JP0-1
EX Air Tatsu is either JP1-2-3... or JP3-3-3... Her EX Tatsu keeps on spinning but i never got more than 3 hits.
Seth
Legs -> Super now works in corner, however final hit doesn't seem to come out. Waste of Meter really. i was hoping they made the suction JPX
E.Ryu
LP SRK = JP0
MP/HP SRK = JP0 - JP1
EX SRK:
1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
Ultra 2 - AUTO is, i believe, the first hit of the Ultra & is JP0 - Auto - Auto
Yang:
LP SRK = JP0 - JP1
MP SRK = JP1 - JP2, guessing HP SRK is the same, i think EX is different.
Close MK is float
EX Palm is Float
Final hit of Target combo is SKD i think
Dive Kick is JP1
Far HP has JP 1
Ultra 2 (Tame) has a high JP, possible JPX, doesn't seem to miss, causes full ultra on stage 2 of crumple but can't replicate on airborne... I'm guessing this is because Yang auto-launches when he reaches a certain distance, probably not possible.
Ultra 1 has no JP, hits air though.
Yun
Close MK is Float
Close HK is SKD i think
Dive kick is JP1
Ultra 1 has JP on its AUTO hit. I think it's JP1
his normal SRK's are JP0 - JP1, not sure about EX but guessing it causes float then SKD or something.
Rush punch is at least JP 1
EX Rush punch is JP0 - JP1 causes spin on airborne. I also think EX rush has a JP+ in there somewhere
Oni
Forward + HK is JP 1
First hit of Oni's Target combo (Back + MP) is JP1
Second part of HK causes slamdown on airborne
Neutral jump MP causes slamdown
EX Palm causes elevated launch on Counterhit. (Still SKD though)
MK/HK Palm cause uncomboable state on knockdown VS standing opponent.
EX Hadou is JP1-2, not sure about charged normal.
Air Tatsu is JP0-1
HK Tatsu goes up to JP 2 i think, vaguely remember this so might be wrong.
U2 is JPX, Air EX Tatsu -> U2 (tame) hits for all hits. However U2 won't hit after MP/HP Palm, so it's not JPX as i defined it.
Pretty sure his SRK's are. Something along these lines anyway.
LP/HP SRK
JP0 - Auto - SKD
JP1 - SKD - SKD
MP SRK
JP0 - Auto - Auto
JP1 - SKD - SKD
EX SRK
JP0 - Auto - Auto
JP1 - SKD - SKD
JP2 - SKD - SKD
FADC after any SRK leaves the opponent in JP2 (bassically SKD + 1 more hit)
EX Palm is JP1 at least
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That's everything recall