Re: Finally Done: Juggle mechanics guide
Posted: Sat Dec 17, 2011 6:06 pm
Had 5 mins... Oni's air Demon is JP2
Ditto, really fun that it has JP though... I've never attaempted IA Demons but now they're the kind of move i'll attempt when i'm against someone crappy & want to style.Doopliss wrote:Yeah, I tried it after 3-hit air EX tatsu without success.
It doesn't have JP2, 2nd hit has JP1 though. just look att the attack data, if it does 50 damage it's hit 1, if it does 30 it's hit 2.Pokey86 wrote:Just seems like Jump MP can hit character lower than it used to after they've reached JP2.
Yeah, slipped my mind to check the attack DataIt doesn't have JP2, 2nd hit has JP1 though. just look att the attack data, if it does 50 damage it's hit 1, if it does 30 it's hit 2.
Do we have the same understanding of what HKD is? I haven't played or seen Sim yet, but HKD to me is when the opponent slams hard in to the cround, similair to Mokoto's MP/LP Oroshi hitting air, her HK Axe kick, Dan/Cody's neutral jump HP. HKD+ is a hard knockdown that is untechable, Sweep, Demon palm, last hit of Otoshi etc. any move that causes a floaty knockdown (SKD) that is untechable has a * next to it, with a note... As they're very rare. (Cody's EX Ruffian hitting airborne, 1st/2nd Otoshi hit, Makoto's forward + HK hitting air)Yoga Blast: LK/MK
JP0 - N/A - HKD
Yoga Blast: HK
JP0 - N/A - HKD+Float
Yoga Blast: EX
JP0 - N/A - HKD+Float
JP1 - N/A - HKD
Proof/MoD: Trade with 1st hit shows it's float.
Good findings, but i already had his U1 marked up as this. (As far as i know)U1:
1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float
Proof/MoD: On air hit, you always seem to be able to connect a move with JP1, but not JP0, after three hits, be it the first three, the middle three, or the last three.
j.d.HP connects after 4 hits, but not if you absorb the first hit. I looked att the combo damage and how it scaled to make sure I hit at the right time.
If you absorb the first hit, it seems JP0 moves won't be able to connect after 2 hits, but if you don't, they do.
After absorbing a 3-hit shakunetsu hadoken, and then AA-hitting with the remaining 2 hits, you can't connect JP0 moves, but JP1 moves.
I know Evil Ryu's First hit of Ultra 2 is a flag hit to activate full Ultra, i don't recall any others... But i haven't used Ibuki yet.Proof/MoD: Can't think of another solution other than that the first three hits has some flag that makes it impossible to go into animation,
I guess not, I just meant they're untechablePokey86 wrote:Do we have the same understanding of what HKD is?
Nope, it saysPokey86 wrote: Good findings, but i already had his U1 marked up as this. (As far as i know)
Isn't this the way it's always worked?Proof/MoD: On air hit, you always seem to be able to connect a move with JP1, but not JP0, after three hits, be it the first three, the middle three, or the last three.
j.d.HP connects after 4 hits, but not if you absorb the first hit. I looked att the combo damage and how it scaled to make sure I hit at the right time.
If you absorb the first hit, it seems JP0 moves won't be able to connect after 2 hits, but if you don't, they do.
After absorbing a 3-hit shakunetsu hadoken, and then AA-hitting with the remaining 2 hits, you can't connect JP0 moves, but JP1 moves.
the way uc1 works is there are six hit boxes, three for close and three for far ( like most projectiles ), the first and second hitboxs hit twice and the last one hits once. The way multi hitting hitboxes work is they juggle the same regardless of how they hit. You could have a hitbox that hits 10 times and it will put them in the same juggle state whether it hits once or all ten.U1:
1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float
Yeah, I just added it since it didn't say in the first post.error1 wrote:Isn't this the way it's always worked?
That's basically the same thing though, isn't it?error1 wrote:In game terms UC1 looks like this
1-2: JP127 - HIT - KNOCKDOWN - Starting Juggle 0 - if juggled 1 - add to juggle? 1 - Juggle ID 0
3-4: JP127 - HIT - KNOCKDOWN - Starting Juggle 0 - if juggled 1 - add to juggle? 1 - Juggle ID 1
5: JP127 - KNOCKDOWN - KNOCKDOWN - Starting Juggle 0 - if juggled 1 - add to juggle? 1 - Juggle ID 2
you suggest that hits 2 and 4 have different juggle proprieties from the other hits, so if you can nullify hits 1, 3, and 5 you will maintain a float stateDoopliss wrote: That's basically the same thing though, isn't it?
Surely if you somehow managed to nullify both the 3rd and 5th hit, you could connect with a normal afterwards? I don't see why that wouldn't happen, since I don't really get everything in that block of info you posted. All the tests I have done indicates that it would. Since you're using tool assistance though, maybe you could record one of these situations?error1 wrote:you suggest that hits 2 and 4 have different juggle proprieties from the other hits, so if you can nullify hits 1, 3, and 5 you will maintain a float stateDoopliss wrote: That's basically the same thing though, isn't it?
that's not the case
Yeah, but I'm curious still. Not to look down on error1 or anything, but he could have interpreted the data wrong, doing an in-game test is the best proof.Pokey86 wrote:Given that error1 can dissect the source filles & we are basing are info of of trial & error, while i'm inclined to say that Error no doubt has the stronger information, we are close enough that we're simply splitting hairs at the differences from Errors genuine numbers to our "best-guess" numbers.
I guess I did, since it still had JP1 when the 3rd hit was negated.Pokey86 wrote:Sooooo... who won this argument? You or Doopliss? i have no idea what that video proves
You mean the hit that you can't FADC? why would they do that for EX only? i mean they're going to punish you for an animated SRK if the hurtbox of the secnd hit whiffs?Doopliss wrote:Adon U1 3rd juggled hit is now HKD (HKD+ since it's an ultra).
First hit of Oni's EX SRK with animation is now untechable. Only EX.
Just wrote those down so that I wouldn't forget. Also, you should check if the 5th hit of EX thunderbolt, connected in the air, is untechable, because I wrote that they weren't. I assume it was just a typo though, since the other hits are untechable.
I'm pretty sure you can't have a move where only some of the hits are untechable. The Tech flag is in a file with the command/metter that kind of thing. The hitboxs and other stuff are in a different file.Just wrote those down so that I wouldn't forget. Also, you should check if the 5th hit of EX thunderbolt, connected in the air, is untechable, because I wrote that they weren't. I assume it was just a typo though, since the other hits are untechable.
but only that hit is untechable for EX SRK D:error1 wrote:I'm pretty sure you can't have a move where only some of the hits are untechable. The Tech flag is in a file with the command/metter that kind of thing. The hitboxs and other stuff are in a different file.Just wrote those down so that I wouldn't forget. Also, you should check if the 5th hit of EX thunderbolt, connected in the air, is untechable, because I wrote that they weren't. I assume it was just a typo though, since the other hits are untechable.
I just tested it and it is techable pre 2012. Idk, I'm pretty sure that's not possible, unless they added it to the hitbox table in 2012. It's probably a workaround that looks and acts like an untechable knockdown but isn't.Doopliss wrote: but only that hit is untechable for EX SRK D:
Even if you only get that it with a non-EX SRK, you can recover before they quick stand, so the untechable thing only allows you to get a stronger oki-game, it doesn't save you from being punished, since there was never any risk (I think, maybe Zangief U1 or something can punish it in the corner).
Yeah, it's on the changelist for 2012. It's not a sweep knockdown, so I don't see how they could fake an untechable knockdown otherwise.error1 wrote:I just tested it and it is techable pre 2012. Idk, I'm pretty sure that's not possible, unless they added it to the hitbox table in 2012. It's probably a workaround that looks and acts like an untechable knockdown but isn't.Doopliss wrote: but only that hit is untechable for EX SRK D:
Even if you only get that it with a non-EX SRK, you can recover before they quick stand, so the untechable thing only allows you to get a stronger oki-game, it doesn't save you from being punished, since there was never any risk (I think, maybe Zangief U1 or something can punish it in the corner).
I don't want to make it anymore complicated than it already is, hell some people have still PM'd me confirming what SKD means... at the moment JPX is the only thing that easy to Grasp.edit: you should probably update it to mention that there is no such thing as JPX. JPX just means a really high JP, like 99 or 127
doesn't look like aerial hit stun to meDoopliss wrote:http://www.youtube.com/watch?v=cV5OeAxyYfo
In this video he does HP Blanka ball (I think, since it deals 120 dmg?), trade into AA U2. Does that mean AA U2 has JP now? (2:22)
I dunno, it's hard to tell. Which is why we should test it a little more.error1 wrote:doesn't look like aerial hit stun to meDoopliss wrote:http://www.youtube.com/watch?v=cV5OeAxyYfo
In this video he does HP Blanka ball (I think, since it deals 120 dmg?), trade into AA U2. Does that mean AA U2 has JP now? (2:22)