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Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 19, 2011 2:47 pm
by Pokey86
I'll check it out, but i'm supre it's JP0+ going by this... mad move.
I wonder if you can hit 3, then trade a fireball for a 4th... That would be pretty hardcore damage.
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 19, 2011 2:58 pm
by Doopliss
Or you could do the first one on Dhalsims limb, and hit the 2nd as meaty as possible? Without CH, he shouldn't be stunned by 3 EX Palms, who should deal a total of 840 stun, right? I'm gonna have to try this out now as well.
EDIT: I don't even get close to three, wth XD
But it seems it's JP1, because I can do it after MP Shoulder and stuff like that, and I can't juggle with normals after two EX palms.
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 19, 2011 3:49 pm
by Pokey86
Yeah i checked it, it's definately JP1
however Yuns EX Dragon Kick is
JP1
JP2+
This means, give yun infinite meter & he doesn't even need Genei gin to keep the opponent airborne.
EX Palm -> EX Palm -> EX Palm -> EX Dragon Kick (second hit only) -> EX Shoulder = 1080 stun.
EX Palm -> EX Palm -> EX Palm -> FADC -> Ultra
EX Palm -> Dragon Kick (Second Hit) -> LP Shoulder -> FADC -> Forward + HP -> EX Shoulder
legit combos:
EX Palm -> EX Dragon Kick (Second hit) -> LP Shoulder -> MP Lunge/Ultra/EX Dragon Kick
EX Palm -> EX Dragon Kick (Second hit) -> EX Dragon Kick -> EX Dragon Kick/Ultra
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 19, 2011 4:27 pm
by Doopliss
U1, EX DK (2nd hit), EX DK, EX DK... I just squeeled a little XD
You can also do U1, EX DK (2nd hit), c.HK xx s.HK.
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 19, 2011 9:30 pm
by Pokey86
Out of curiousity can you do
Ultra -> Dragon Kick (second Hit) -> Ultra -> Dragon Kick (second Hit) -> Ultra -> EX Shoulder
Re: Finally Done: Juggle mechanics guide
Posted: Mon Jul 25, 2011 4:48 pm
by error1
http://www.youtube.com/watch?v=87bx9YxYJQQ
ibuki
Crouch Roundhouse: HK
JP0 - HKD* - HKD*
Target Combo 10: HK
JP1 - ? - reset
edit also
Crouch Fierce: HP
JP2 - Stun - reset
Re: Finally Done: Juggle mechanics guide
Posted: Mon Jul 25, 2011 6:55 pm
by Doopliss
error1 wrote:Target Combo 10: HK
JP1 - ? - reset
Can't you just do it on someone with armor to hit them grounded?
Re: Finally Done: Juggle mechanics guide
Posted: Mon Jul 25, 2011 9:19 pm
by Pokey86
error1 wrote:http://www.youtube.com/watch?v=87bx9YxYJQQ
ibuki
Crouch Roundhouse: HK
JP0 - HKD* - HKD*
Not worth it in Ibuki's case... It follows the standard rules. It just causes HKD+, you hits them before they touch the ground & you'll combo them.
Target Combo 10: HK
JP1 - ? - reset
Stun, i'll add these
edit also
Crouch Fierce: HP
JP2 - Stun - reset
That was a typo
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 26, 2011 6:16 pm
by Pokey86
- Added stats for Ibuki's Sweep Target.
- Added Stats for Yuns Sweep Target + Exceptions
- Altered Yuns stats for LP shoulder when it hits airborne. (It removes nearly all Juggle potential)
- Altered stats for Yuns Super.
---
Changed them so they reflect more accuratley. I'll be double checking some stuff tonight. Yuns Ultra 1, when under the influence of super, most certainly maintains Juggle potential as you can do LP Shoulder (Airborne/Stage 2 Crumple) -> Super -> Ultra -> 1 hit of anything. However i don't think Forward + MK works after.
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 26, 2011 6:36 pm
by Smileymike101
Pokey86 wrote:
Yun
Sweep Target: Crouch HK -> HK
1st: JP0 - HKD+* - HKD+
2nd: JP1 - SKD - SKD
*If specifically traded with another attack (Not projectile) opponent ends in grounded stun, very strict.
It's not grounded hit stun, it's the exact same state the Honda ultra glitch used to put them in.Also,I think the not projectile thing is false.It doesn't work with dudley's rose because it's not a trade, and it's not an actual projectile.If someone tested with a real projectle setup, like Rose's, I'm sorry.
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 26, 2011 6:43 pm
by error1
it's not the same as the honda ultra glitch, but the honda ultra glich was grounded stun
I'll give a fb setup a try but the hitstun from the fb might be too much
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 26, 2011 7:02 pm
by error1
yeah tried trading with ex air slasher and it has too much hit stun to follow up, are there any projectiles that cause less hit stun?
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 26, 2011 7:07 pm
by Doopliss
I guess Seth EX SB has the same amount.
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 26, 2011 7:29 pm
by Smileymike101
In HOnda ultra glitch, the opponent was on the ground, and enything could combo, even throws.Isn't this the same thing?My bad for not knowing t's notation
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 26, 2011 7:55 pm
by error1
this one is different, beacuse if you hit them too early after the trade it makes that move count as an air reset instead of a ground Stun. You can just look at it and tell it's a different hit state, one is lying on the ground and the other is standing.
done some rose test's and can't seem to figure out why it acts different, it's got to be beacuse projectile hit's can't happen on the same frame as a normal hit, so the rose hits a frame after the sweep
Re: Finally Done: Juggle mechanics guide
Posted: Tue Jul 26, 2011 7:59 pm
by Pokey86
sorry, i'll make a note about the throwable state, i forgot about that.
Re: Finally Done: Juggle mechanics guide
Posted: Mon Aug 01, 2011 12:02 am
by Pokey86
Hmm, Vipers Air Burning kick is JP1, is that new, i do't recall it working in Super.
Re: Finally Done: Juggle mechanics guide
Posted: Mon Aug 01, 2011 12:04 am
by Smileymike101
Trade AA HP thunder Knuckle n burn kick always worked, i don't see why air wouldn't have, they're the same move.
Re: Finally Done: Juggle mechanics guide
Posted: Mon Aug 01, 2011 12:16 am
by error1
just checked, it works in vanilla
Re: Finally Done: Juggle mechanics guide
Posted: Mon Aug 01, 2011 6:18 am
by Pokey86
Smileymike101 wrote:Trade AA HP thunder Knuckle n burn kick always worked, i don't see why air wouldn't have, they're the same move.
Yeah, but going by other moves, it's very likely they'll have altered properties. After all Air EX Tatsu is the same as ground EX Tatsu, but it has varied JP & different hit properties.
Also, are you guys posotive ground Burning Kick has JP? because every attempt i made had it whiffing.
Re: Finally Done: Juggle mechanics guide
Posted: Mon Aug 01, 2011 12:11 pm
by Smileymike101
Yes.Try FADC'ing a HP thunder knucle aganst dhalsim j.lp to give yourself enough time.
Re: Finally Done: Juggle mechanics guide
Posted: Mon Aug 01, 2011 1:27 pm
by Pokey86
Smileymike101 wrote:Yes.Try FADC'ing a HP thunder knucle aganst dhalsim j.lp to give yourself enough time.
I did do that, i'll take another crack at it.
EDIT - Nope, everytime i have performed a grounded burning kick it has whiffed. Are either of you able to supply a video for this? It makes sense to me that the Air burning kick has a higher JP, because air EX Burning Kick has a higher JP than it's grounded version.
Re: Finally Done: Juggle mechanics guide
Posted: Mon Aug 08, 2011 1:12 am
by spookydonkey
Re: Finally Done: Juggle mechanics guide
Posted: Mon Aug 08, 2011 3:13 am
by Pokey86
^^Ace^^
I'm pretty sure i tested Knife throw before though, maybe it's an addition in AE, i'll have a fuck-about tomorrow
Cheers dude
Re: Finally Done: Juggle mechanics guide
Posted: Tue Aug 09, 2011 1:51 pm
by Snoooootch
Hahaha, a Fuck-about? Never heard that one before. And yeah, I spent 3 hours on Cody yesterday trying to find new combos... No luck. Today I'm focusing on e ryu.
Re: Finally Done: Juggle mechanics guide
Posted: Tue Aug 09, 2011 3:37 pm
by Pokey86
Snoooootch wrote:Hahaha, a Fuck-about? Never heard that one before. And yeah, I spent 3 hours on Cody yesterday trying to find new combos... No luck. Today I'm focusing on e ryu.
you english? it's pretty common here.
Either way i'm finding it very hard to test the JP of the knife in Super, you can't trade which kinda sucks But i'll add it anyway.
EDIT - Pointless info, but the section from Seths super works the same as EX Tanden, in that if it hits airborne the enemy is in a standing juggle state... But because the small hits of his super maintain the juggle point they stay in float (stanidng) until the final hit.
If you do focus, back dash then LP Boom -> Super, the super sucks them in to the boom, but then the suction can't hit further (as they're in standing JP1) which means i lost the match because i was stylin'
EDIT 2 - lol i forgot to add Guys target combos. Which are now in.
Re: Finally Done: Juggle mechanics guide
Posted: Thu Sep 08, 2011 11:12 pm
by Doopliss
http://www.youtube.com/watch?v=eLLsH6PGHNA
looks like Dudley's overhead is JP1, or did he do EX ducking upper?
Re: Finally Done: Juggle mechanics guide
Posted: Thu Sep 08, 2011 11:21 pm
by Smileymike101
Ducking upper
Re: Finally Done: Juggle mechanics guide
Posted: Thu Sep 08, 2011 11:25 pm
by Doopliss
Ok. Hard to see thanks to the crappy framerate.
Re: Finally Done: Juggle mechanics guide
Posted: Fri Sep 09, 2011 3:38 pm
by Pokey86
looks like ducking upper to me, but i'll double check just to be sure.
Great combos in that one, loved the Crouch MK to Crouch HK to Ultra after the lengthy combo.