yeah, at first I was like "WHAT THE H-", then I remembered that I've basically done the same thing XDPokey86 wrote: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.
Finally Done: Juggle mechanics guide
Re: Finally Done: Juggle mechanics guide
Re: Finally Done: Juggle mechanics guide
yeah i just confirmed it, he's not. would've been nice for it to have JP1 though.
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Re: Finally Done: Juggle mechanics guide
Fei's First hit of Super puts them in float, Dhlasim super like.
Re: Finally Done: Juggle mechanics guide
Smileymike101 wrote:Fei's First hit of Super puts them in float, Dhlasim super like.
What exactly like Sims super? As in it puts them BACK in to float?
Like could you do Flame Kick -> FADC -> Chicken Wing -> Super -> 1 hit trade -> Flame Kick
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Re: Finally Done: Juggle mechanics guide
Like Dp xx super 1 hit trade, st.fierce
Re: Finally Done: Juggle mechanics guide
Smileymike101 wrote:Like Dp xx super 1 hit trade, st.fierce
niiiice... But then that would mean, if it resets the count couldn't you do.
Whatever you want to make them airborne -> Super 2 hits -> Trade after second hit -> Chicken Wing -> Ultra
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Re: Finally Done: Juggle mechanics guide
Not enough time.You have around 8 frames to do something after, and for some reason, in the setup i used, reversal rekka didnt work.Aka it didnt come out.He would do st.jab, although the input was Down,one frame later, down-forward,one frame later,forward jab.He would do st.jab
Re: Finally Done: Juggle mechanics guide
So you're limitted to flame kick? eh, better than nothing i guess. I imagone on the first hit you have a better gap right? of course depending on how high they are. It's a shame he has no normals that cause SKD.Smileymike101 wrote:Not enough time.You have around 8 frames to do something after, and for some reason, in the setup i used, reversal rekka didnt work.Aka it didnt come out.He would do st.jab, although the input was Down,one frame later, down-forward,one frame later,forward jab.He would do st.jab
Re: Finally Done: Juggle mechanics guide
The super may do strange things to timing. What happens when you mash rekka?Smileymike101 wrote:Not enough time.You have around 8 frames to do something after, and for some reason, in the setup i used, reversal rekka didnt work.Aka it didnt come out.He would do st.jab, although the input was Down,one frame later, down-forward,one frame later,forward jab.He would do st.jab
Re: Finally Done: Juggle mechanics guide
Guys, take a look at this clip speciffically the Ibuki combo
I remember seeing this fight a wihle ago but couldn't find it... Can anyone see what the Ibuki did there?
I can see
Agamen -> Cancelled first hit
Close HK -> Second hit, because the first doesn't have a JP high enough
Jump cancel? i didn't thik that was possible on close HK as you don't "Super" jump cancel it.
Crouch HP?
I remember seeing this fight a wihle ago but couldn't find it... Can anyone see what the Ibuki did there?
I can see
Agamen -> Cancelled first hit
Close HK -> Second hit, because the first doesn't have a JP high enough
Jump cancel? i didn't thik that was possible on close HK as you don't "Super" jump cancel it.
Crouch HP?
Re: Finally Done: Juggle mechanics guide
yeah you can do that with cl.hk, timing is really tight tho
gives me an idea
http://www.youtube.com/watch?v=Wxez21vndsk
gives me an idea
http://www.youtube.com/watch?v=Wxez21vndsk
Re: Finally Done: Juggle mechanics guide
yeah, that was near enough what i wanted to do.
AA FAlvl3 -> Back + MP -> Dash -> Stand HK -> Dash -> Dragon kick -> FADC -> Dragon Kick -> FADC -> Dragon Kick
Can't remeber if the last DK would work, also i couldn't even get a dash out once.
AA FAlvl3 -> Back + MP -> Dash -> Stand HK -> Dash -> Dragon kick -> FADC -> Dragon Kick -> FADC -> Dragon Kick
Can't remeber if the last DK would work, also i couldn't even get a dash out once.
Re: Finally Done: Juggle mechanics guide
upkicks only has a jp of 3 so that doesn't work, do cl.HK, upkicks and you will see it only hits twice.
she doesn't have easy access to anything with 4 or more jp, u1 is too slow
she doesn't have easy access to anything with 4 or more jp, u1 is too slow
Re: Finally Done: Juggle mechanics guide
yeah I do, you have to understand how throws work
so the way both charged and non charged version work
they have two hitboxes
first hitbox has a jp of 7 and does 7 hits
second hitbox has a jp of 8 and does 1 hit
each hit of both of them increases jp by 1
so the difference is that when you are fully charged the move does a physical hit for 0 damage with a jp of 1 and that doesn't count on the hit counter but does add jp, to see if it should do the cinematic version.
so they both do the same number of hits but the first hit on the cinematic ultra doesn't do any damage, like it was dan's taunt
so the way both charged and non charged version work
they have two hitboxes
first hitbox has a jp of 7 and does 7 hits
second hitbox has a jp of 8 and does 1 hit
each hit of both of them increases jp by 1
so the difference is that when you are fully charged the move does a physical hit for 0 damage with a jp of 1 and that doesn't count on the hit counter but does add jp, to see if it should do the cinematic version.
so they both do the same number of hits but the first hit on the cinematic ultra doesn't do any damage, like it was dan's taunt
Re: Finally Done: Juggle mechanics guide
^^I'm pretty sure you're overthinking this^^
The reason the animation doesn't come out in the first hit is because Oni is to far away to get hit by the close range that "animated" fireball requires, the corner eliminates this problem.
The reason the animation doesn't come out in the first hit is because Oni is to far away to get hit by the close range that "animated" fireball requires, the corner eliminates this problem.
Re: Finally Done: Juggle mechanics guide
that's not the inconsistency he is talking aboutPokey86 wrote:^^I'm pretty sure you're overthinking this^^
The reason the animation doesn't come out in the first hit is because Oni is to far away to get hit by the close range that "animated" fireball requires, the corner eliminates this problem.
Re: Finally Done: Juggle mechanics guide
Oh yeah, the hit he loses at the end.
Yes i do believe you're right Error
Yes i do believe you're right Error
Re: Finally Done: Juggle mechanics guide
Things i have to change for 2012
- Add exception to Fei Longs First hit of Super. (Resetting JP)
- Adjust Ryu's fireball to whatever it does (Presumably 2nd hit causes float on standing)
- Possibly adjust Metsu Shoryu (Unlikely)
- Add exceptions to Pinwheel
- Possibly add alterations to charged Makoto punch
- I'm sure i'm missing something with Gouken.
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Am i missing anything?
- Add exception to Fei Longs First hit of Super. (Resetting JP)
- Adjust Ryu's fireball to whatever it does (Presumably 2nd hit causes float on standing)
- Possibly adjust Metsu Shoryu (Unlikely)
- Add exceptions to Pinwheel
- Possibly add alterations to charged Makoto punch
- I'm sure i'm missing something with Gouken.
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Am i missing anything?
Re: Finally Done: Juggle mechanics guide
There's a lot of stuff to look over for AE 2012. For example:
Dhalsim's Yoga blast changes
Zangief's far s.HP
T.hawk's close s.HK
Blanka's ball moves (knocks down, EX rolling attack apparently allows you to juggle afterwards somehow)
Add Oni's new EX tatsu variation
Ibuki's Ultras
C.Viper's air EX BK
Dudley's U1, maybe thunderbolt
Yang target combo 3
Ryu HP SRK
Cody's bad spray
DeeJay's Super/U1
Dan air EX Dankukyaku
El Fuerte EX quesadilla
Rufus U2
Vega Sky High Claw knocks down
Might be something else, I just skimmed through the change log.
Dhalsim's Yoga blast changes
Zangief's far s.HP
T.hawk's close s.HK
Blanka's ball moves (knocks down, EX rolling attack apparently allows you to juggle afterwards somehow)
Add Oni's new EX tatsu variation
Ibuki's Ultras
C.Viper's air EX BK
Dudley's U1, maybe thunderbolt
Yang target combo 3
Ryu HP SRK
Cody's bad spray
DeeJay's Super/U1
Dan air EX Dankukyaku
El Fuerte EX quesadilla
Rufus U2
Vega Sky High Claw knocks down
Might be something else, I just skimmed through the change log.
Re: Finally Done: Juggle mechanics guide
i didn't miss many then >_<
Re: Finally Done: Juggle mechanics guide
I noticed it said this about E.Ryu's Ryusokyaku:
"Enabled further follow-up from a Senbukyaku→EX Airborne Tatsumaki Senpukyaku combo with the medium version when at the edge of the screen."
Does that mean MK Stomp will have like JP5?
"Enabled further follow-up from a Senbukyaku→EX Airborne Tatsumaki Senpukyaku combo with the medium version when at the edge of the screen."
Does that mean MK Stomp will have like JP5?
Re: Finally Done: Juggle mechanics guide
Air Raging Demon can connect after HK tatsu in the corner, but not after air EX tatsu, so JP is somewhere between 2 and 4?
Also, could you verify that they have removed the "keep float" property on the first hit of Ryu's j.MP?
Also, could you verify that they have removed the "keep float" property on the first hit of Ryu's j.MP?
Re: Finally Done: Juggle mechanics guide
^^They've removed that?^^
Damn
Damn
Re: Finally Done: Juggle mechanics guide
Oh, the patch is out... I'll be able to play it tomorrow, not tonight i'm afraid.
Re: Finally Done: Juggle mechanics guide
Managed a quick mess around with Ryu
- Jump MP first hit is still float, you were paranoid becase Ryu's HP SRK is one hit now. (JP0 by the looks of it)
- Evil Ryu's MK Stomp is very high JP, EX Stomp still looks to be JP 2.
- Ryu;s EX Fireball has some very fun mechanics... It's now.
1st: JP1 - SKD* - SKD
2nd: JP2+ - SKD (CH=Float) - SKD
* - Adds two to the juggle counter when hitting standing (Not juggled or jumping.)
That's a preliminary guess anyway, i think it might be JP2 for the first hit to be honest. JP1+ for the second, or JP2 for both. all i know is you can do
"EX Hadou -> EX Hadou -> EX Hadou -> EX Hadou" against a focusing character.
- Jump MP first hit is still float, you were paranoid becase Ryu's HP SRK is one hit now. (JP0 by the looks of it)
- Evil Ryu's MK Stomp is very high JP, EX Stomp still looks to be JP 2.
- Ryu;s EX Fireball has some very fun mechanics... It's now.
1st: JP1 - SKD* - SKD
2nd: JP2+ - SKD (CH=Float) - SKD
* - Adds two to the juggle counter when hitting standing (Not juggled or jumping.)
That's a preliminary guess anyway, i think it might be JP2 for the first hit to be honest. JP1+ for the second, or JP2 for both. all i know is you can do
"EX Hadou -> EX Hadou -> EX Hadou -> EX Hadou" against a focusing character.
Re: Finally Done: Juggle mechanics guide
It's still float, but if you do several, the float won't stay like it used to. If you try doing something like lvl.3 AA FA to 1 hit j.MP to full U2, that won't work.Pokey86 wrote: - Jump MP first hit is still float, you were paranoid becase Ryu's HP SRK is one hit now. (JP0 by the looks of it)
Quite sure it's:Pokey86 wrote:1st: JP1 - SKD* - SKD
2nd: JP2+ - SKD (CH=Float) - SKD
1st: JP2 - SKD*(CH=Float) - SKD(CH=Float) (dunno if airhit yields double JP too?)
2nd: JP2+ - Float - Float
Re: Finally Done: Juggle mechanics guide
so even without counter hit you can do
ex hadou, hit another projectile to negate 1 hit, u2 ?
ex hadou, hit another projectile to negate 1 hit, u2 ?
Re: Finally Done: Juggle mechanics guide
Yep.error1 wrote:so even without counter hit you can do
ex hadou, hit another projectile to negate 1 hit, u2 ?
Re: Finally Done: Juggle mechanics guide
I'll have a thorough test tonight ^_^