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Re: Finally Done: Juggle mechanics guide

Posted: Wed Mar 19, 2014 11:58 pm
by Doopliss
error1 wrote:yeah, need me to rerecord it?
If you want to record it on another stage, feel free. Otherwise we can just run with this one, if you still have the file.

Re: Finally Done: Juggle mechanics guide

Posted: Thu Mar 20, 2014 3:39 pm
by Doopliss
seems Dee Jay's nj.HP slams on airhit, how did I not know this? It even has JP1.

Re: Finally Done: Juggle mechanics guide

Posted: Mon Mar 31, 2014 1:19 am
by Pokey86
Doopliss wrote:seems Dee Jay's nj.HP slams on airhit, how did I not know this? It even has JP1.
I actually did know this, though i didn't notice i didn't put it in the guide
Pokey86 wrote:THINGS THAT NEED CHANGING/CORRECTING AFTER USFIV

Fei Super + Sim super needs changing

Super activation resets Juggle, does not require hit.)

---

Dee Jay

Jacknife Maximum: MK

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

First hit is JP2

---

Dee Jay

Neutral Jump Fierce: HP

JP1 - Stun - HKD

---

Seth - Final stomp is HKD on grounded opponent.

---

Sakura

Tatsu: Normal Air

1st: JP0 - SKD - SKD
2nd: JP1 – SKD - SKD

Both hits are JP2

===========

Anymore let me know & i'll add them to the above list.

Re: Finally Done: Juggle mechanics guide

Posted: Mon Mar 31, 2014 8:40 am
by Doopliss
Doopliss wrote:Dudley:

Victory Rose: JP1 - Stun - Reset

Will connect after LP Upper, but not 2-hit HP/EX Upper. Will also connect after AA lv.1 FA.
Also this.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Apr 13, 2014 8:20 pm
by onReload
Doopliss wrote:seems Dee Jay's nj.HP slams on airhit, how did I not know this? It even has JP1.
yeah it's fun to do AA close HK (second hit), juggle with nj.HP.

do you think it's possible to slam an opponent into an air slasher?

Re: Finally Done: Juggle mechanics guide

Posted: Sun Apr 13, 2014 8:29 pm
by Doopliss
onReload wrote:
Doopliss wrote:seems Dee Jay's nj.HP slams on airhit, how did I not know this? It even has JP1.
yeah it's fun to do AA close HK (second hit), juggle with nj.HP.

do you think it's possible to slam an opponent into an air slasher?
I've already recorded combos like that for the AE CV2. It's in the dropbox if you want to check it out.

Pokey, here's the changes currently revealed for ultra (with some guesswork):
Red Focus: same as regular focus:
EX Red Focus: Might cause float on lv.1 AA, since it crumples on lv.1.

Balrog: New U1 ender, probably JP0 on all hits.

Blanka: HP horiball always causes SKD on grounded.

Chun:
SBK (last hit): JP0 - SKD - SKD
EX Kikoken:
1st:
JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Cody:
All Grounded Knife normals: JP3 (or more) - Stun - Reset

Dan:
Haoh Gadoken: All hits: JPX - SKD - SKD (might just be that they retain JC or have their JP raised by 1 on all hits though)

Dee Jay: All active frames of far s.HP floats on CH now, not just the first one.

Dhalsim: EX Yoga Blast now techable.

Dudley:
f.HP: JP0 - Stun - SKD

Gen: HK Gekiro not untechable, EX Gekiro untechable.
Mantis U1: JP1 - AUTO - AUTO (Maybe more JP)

Guile:
Sonic Hurricane: All hits: JPX - Float - Float (might just be that they retain JC or have their JP raised by 1 on all hits though)

Guy:
EX Neck Flip:
1st:
JP0 - Stun - Float
2nd: JP0 - Stun - SKD

Juri:
EX Shikusen:
JP0 - SKD - SKD
EX 2nd Impact (both hits):JP1+ - SKD - SKD
EX 3rd Strike:JP1+ - SKD (Wall) - SKD (Wall)

Ken:
MP SRK:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

M.Bison:
Hell attack:
JP1 - Stun - Float
Psycho Crusher: JP1 - SKD - SKD

Rufus: Something might've changed about U2.
LK messiah Kick: JP1 - Stun - SKD (I'm guessing the LK follow-up (maybe only from LK messiah) will have JP2 to compliment this)

Ryu:
Air Tatsu: JP1 - SKD - SKD (shown to connect after 1st hit j-MPx2)
EX Shoryuken:
1st:
JP0 - Float - Float (shown not to retain JC if you do 1-hit j.MP, EX SRK xx FADC)
2nd: JP1 - SKD - SKD

Sagat:
Tiger Cannon: All hits:
JPX (might just be that they all retain JC and/or have the first hits JPs raised by 1 though)

Vega:
Flying Barcelona Special:
Launcher Hit:
JP0+ - Float - Float
Rolling Izuna Drop: JP0 - AUTO - AUTO

Re: Finally Done: Juggle mechanics guide

Posted: Mon Apr 14, 2014 10:32 pm
by error1
ultra isn't finalized yet, right?

Re: Finally Done: Juggle mechanics guide

Posted: Mon Apr 14, 2014 10:42 pm
by Doopliss
error1 wrote:ultra isn't finalized yet, right?
Yes and no. The final change list for the arcade release is out, but they'll probably balance it some more with the Decapre patch/console release.

Re: Finally Done: Juggle mechanics guide

Posted: Mon Jun 02, 2014 10:08 am
by Doopliss
I just noticed you never included Chun's b.MK target combo in your list. Desk discovered that the up kick part can cause float: https://www.youtube.com/watch?v=BO0z_Aur8u8

Re: Finally Done: Juggle mechanics guide

Posted: Sat Jun 07, 2014 4:33 am
by Pokey86
Here's quick rundown of the new characters, anyone find anything contradictory let me know & i'll research a bit more.

Elena

Jump HK
JP0 - Stun - SKD
JP1 - Stun - Reset

SRK

LK & MK

JP0 - Stun - SKD
JP1 - SKD - SKD

HK

JP0 - Stun - SKD
JP1 - SKD - SKD
JP2 - SKD - SKD

EX

JPX* - Stun - SKD
JPX - SKD - SKD
JPX - SKD - SKD
JPX - SKD - SKD

*Maintains Juggle Potential

Rhino Horn (Triple kick)

Normal

JP0 - SKD - SKD
JP1 - SKD - SKD*
JP2 - SKD - SKD

*Second hit can cause HKD sometimes

EX

JP1 - SKD - SKD
JP2 - SKD - SKD
JP3 - SKD - SKD

Mallet Smash (Overhead)

All

JP1 - Stun - SKD
JP2 - Stun - SKD

Lean Back Kicks

All

JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD

Spinny handstand Kicks*

JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - Stun - SKD
JP0 - SKD - SKD

*Might have juggle properties but acts funny sometimes

Super

JP1 - Stun - SKD
JP2 - Stun - SKD
JP3 - Stun - SKD
JP4 - Stun - SKD
JP5 - SKD - SKD
JP6 - SKD - SKD
JP7 - SKD - SKD

Ultra

JP3- Auto - Auto

---

Decapre

Close MP

JP1 - Stun - Reset

Diagonal Forward MK

JP1 - Stun - Reset

Hands

All hits: JP1 - Stun -SKD
Last hit - JP1 SKD - SKD

Air Spiral Arrow

JP0 - SKD - SKD

SRK

LP MP & EX

JP1 -SKD - SKD

HP

JP0 - SKD -sKD

Slide Kick

JP1 - HKD - HKD

All hits: JP1 - Stun - Float
Last Hit: JP1 - SKD - Float

Ground Pound

Normal

JP1-SKD - SKD

EX

JP0 -Float -Float

Ultra 1

1-8: JPX Stun - SKD
9: JPX- Float - Float

---

Poison

Projectile

Normal

JP2 -Stun - Float

EX

JP3 - Stun - Float*
JP3 - Stun - SKD

* Maintains juggle potential

Rekka

Normal

JP3 - Stun - Float
JP3 - Stun - Float
JP0 - HKD - HKD

EX

JP3 - Stun - Float
JP3 - Stun - Float
JP4 - Stun - Float
JP0 - SKD - SKD

Hienshu

All

JP1 - stun* - SKD*

*Can alter to AUTO

SRK

LP

JP1 - SKD - SKD
JP2 - SKD - SKD

MP

JP0 - SKD - SKD
JP1 - SKD - SKD

HK

JP1 - SKD - SKD
JP2 - SKD - SKD
JP3 - SKD - SKD

EX

JP3 - SKD - SKD
JP4 - SKD - SKD
JP5 - SKD - SKD
JP6 - SKD - SKD

Ultra

JP3 - Auto - Auto

Re: Finally Done: Juggle mechanics guide

Posted: Sat Jun 07, 2014 11:20 am
by Doopliss
All of poison's normals have at least JP1 - Stun - Reset (except sweep which is JP1 - HKD - HKD)

Poison's super:
1st hit: JP1
other hits: JP1+

Her LMT causes float on airhit (shown in the first combo in Desk's new CV)

Elena's EX Lynx Tail definitely has some JP, you can land the last three hits on a late crumpled opponent and they'll all connect.

Last hit of Decapre's hands remove so much JP than only U1 can connect afterwards.

How did you test that Normal Break had JP 1 and EX Break had JP0?

Hugo's complete juggles:
(* = untechable)

s.HP - JP0 - Stun - HKD

f.HP - JP0 - Stun (Float on CH) - Float (higher knockdown arc on CH)

c.HP - JP0 - SKD* - SKD*

c.MK - JP0 - Sweep* - Sweep*

s.HK - JP0 - Stun - SKD

c.HK - JP0 - SKD* - SKD*

D,D+MK - JP1 - Stun - Reset

EX RFA lv.1 - JP0 - Crumple - Float (special, spinny knockdown)

LP Clap - JP1 - Stun - SKD (Float on CH)
MP Clap - JP0 - Stun - SKD (Float on CH)
HP Clap - JP0 - Stun - SKD (Float on CH)
EX Clap (both hits): JP4 - Stun - Float

All Lariats: JP0 - HKD* - Float*

All Backbreakers: JP1 - X - ANIMATION*

All UTs: THROW - Float* - X

All MSs: THROW - grounded HKD* - X

Super: All hits - JPX - Stun (5th hit SKD*) - SKD*

U2: JPX - X - ANIMATION*

Re: Finally Done: Juggle mechanics guide

Posted: Sat Jun 07, 2014 1:56 pm
by Pokey86
All of poison's normals have at least JP1 - Stun - Reset (except sweep which is JP1 - HKD - HKD)

Yeah, made it a real pain in the ass to test JP, had my head spinning for a while,forgot to add it.

Poison's super:
1st hit: JP1
other hits: JP1+

Yeah, rushed, running late for work.

Her LMT causes float on airhit (shown in the first combo in Desk's new CV)

LMT is the jump/throw thing?

Elena's EX Lynx Tail definitely has some JP, you can land the last three hits on a late crumpled opponent and they'll all connect.

Yeah, i think you need to whiff the first hit, seems a bit funny

Last hit of Decapre's hands remove so much JP than only U1 can connect afterwards.

Cool, i'll add that.

How did you test that Normal Break had JP 1 and EX Break had JP0?

Ultra ball thing, with catch up vs Dahlsim stretchy limb

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jun 08, 2014 1:01 am
by Doopliss
Corrections for hugo:

AA s.HK can be teched.
EX lv.1 RFA obviously crumples on standing.
Both hits of EX clap are JP4.

LMT is the flip kick, yes.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 9:07 pm
by Pokey86
I do plan on updating this, but work has been monstrous this year so i'm tending to get about 1 day off a week, it's driving me insane >_<

Ryu's Air Tatsu is JP2 on the first hit, JP0 on the second i think (it's certainly not JP2)

Jump MP is JP1 for both hits

EX Air Tatsu is somewhere around JP7 Ascending. you can do 2 in the air in a row or even Jump MP (2 hits) -> Jump MP (1 hit) -> EX Tatsu -> EX Tatsu

In fact, choosing the right character it wouldn't surprise me if you could do

EX Tatsu -> EX Tatsu -> Air EX Tatsu, but i can only scrape 1 or 2 hits on the last one against Sim

Also

Jump HP -> Crouch MP -> Stand HP -> LP SRK -> FADC -> (Jump MP ->) Air EX Tatsu -> Air EX Tatsu

= a dizzy Sim, pretty shit follow ups after though, stand HK to Crouch HP is fairly unique i guess.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 9:11 pm
by Doopliss
in our EVO video, Pepo does EX Tatsu, EX Hadoken air EX Tatsu x2 for all hits. I hear normal air tatsu has JP7 now as well.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 9:17 pm
by pepopulo
Doopliss wrote:in our EVO video, Pepo does EX Tatsu, EX Hadoken air EX Tatsu x2 for all hits. I hear normal air tatsu has JP7 now as well.
From what I've been testing,I'd say that all hits of EX air tatsu has 7jp but some of the hits doesn't add jp,i don't know what hits exactly sadly on a side note,I almost got 4 ex tatsus in one combo

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 9:21 pm
by Doopliss
pepopulo wrote:
Doopliss wrote:in our EVO video, Pepo does EX Tatsu, EX Hadoken air EX Tatsu x2 for all hits. I hear normal air tatsu has JP7 now as well.
From what I've been testing,I'd say that all hits of EX air tatsu has 7jp but some of the hits doesn't add jp,i don't know what hits exactly sadly on a side note,I almost got 4 ex tatsus in one combo
From what I hear it's JP7 up to JP11. By doing air EX Tatsu to U1, you can clearly see every hit raises the JC. You should be able to do Ground EX Tatsu, air EX Tatsu x2, 1-hit air EX Tatsu, at least JP-wise, good luck landing the last hit in time after the 2nd air one.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 9:30 pm
by pepopulo
So the first hit has 7jp and the last one 11? is that it?

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 9:56 pm
by Doopliss
pepopulo wrote:So the first hit has 7jp and the last one 11? is that it?
7, 8, 9, 10, 11.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 10:06 pm
by Pokey86
From what I've been testing,I'd say that all hits of EX air tatsu has 7jp but some of the hits doesn't add jp,
Nah that's way off, if that were the case then Ultra would be guaranteed to hit at least once, but you can easily take Ultra out just by doing Air EX Tatsu twice.

Anyone got a link to the Evo CV? starting to think i missed it.
I hear normal air tatsu has JP7 now as well.
lol, gonna have to check that.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 10:08 pm
by Doopliss
Pokey86 wrote:
From what I've been testing,I'd say that all hits of EX air tatsu has 7jp but some of the hits doesn't add jp,
Nah that's way off, if that were the case then Ultra would be guaranteed to hit at least once, but you can easily take Ultra out just by doing Air EX Tatsu twice.

Anyone got a link to the Evo CV? starting to think i missed it.
https://www.youtube.com/watch?v=wEMKs6RaMOE

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 10:08 pm
by pepopulo
http://www.youtube.com/watch?v=wEMKs6Ra ... nROHrcZiKg
Ryu combo is at 7:00

Edit:God dammit Doopliss,I'll be faster next time >:(

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 10:18 pm
by Doopliss
pepopulo wrote: Edit:God dammit Doopliss,I'll be faster next time >:(
Sure you will ;)

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 10:21 pm
by Pokey86
great video, no shock that combo was landed on Balrog.

Viper combo vs Decapre was superb

---

My favourite combo of USF4 so far is

Focus Attack -> Back Dash -> Crouch MK -> Forward HK

With Dudley vs Hawk, i like the idea of a move tat's meant to HKD not HKD'ing & a move that's not meant to HKD HKD'ing

Like an ode to the two hit combo kinda thing.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 10:23 pm
by Doopliss
Pokey86 wrote:Viper combo vs Decapre was superb
Thanks! I was gonna hog it for my own video first, but it was just too good to keep for myself.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 10:27 pm
by Pokey86
Well, everyone wanted that elusive Triple EX Tatsu

Bout time someone saw it, shame they didn't make Ryu's Ultra JPX like they did with Sagats & Dan's
Doopliss wrote:
Pokey86 wrote:Viper combo vs Decapre was superb
Thanks! I was gonna hog it for my own video first, but it was just too good to keep for myself.
usually those re-trade combos don't normally do it for me. (which is funny, cause your old Sim Combo video is one of my favourites, though i s'pose that abuses something different)

---

You know, VS Seth:

If he does Super you can jump back & do Ultra, get sucked in, & do an SRK during the ultra.

wouldn't surprise me if, with this buff, you could FADC the SRK & do 2 EX Tatsu's after the Ultra

---

I've never understood why i never enjoy Guile combos, like the second i see him enter a combo video i just switch off... something about him i find so horribly droll.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Jul 20, 2014 11:31 pm
by Doopliss
I'll definitely give that a shot when the PC version comes so I can TA, I'm not a fan of doing manual 2p combos. Btw, here's some basic Elena JP stuff:

j.HK:
1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset

Target Combo 4 (s.MK xx c.HP):
1st: JP0 - Stun - Reset
2nd: JP0? - SKD - SKD

Spin Scythe:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - SKD - SKD (EX has JP1)

Scratch Wheel:
LK/MK:
1st: JP0 - Stun - SKD
2nd: JP2 - SKD - SKD

HK:
1st: JP0 - Stun - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

EX:
1st: JP5 - Stun - SKD
2nd: JP6? - SKD - SKD
3rd: JP7? - SKD - SKD
4th: JP8? - SKD - SKD

Lynx Tail:
LK:
JP0 - SKD - SKD

MK:
1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD

HK:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Sweep - Sweep

EX:
1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD

Mallet Smash:
1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD (Unsure, but it will connect both hits after an SKD, but no hits after something like j.HK, EX SW xx FADC. The hit is placed extremely low though)

Rhino Horn:
LK/MK/HK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

EX:
1st: JP2 - SKD - SKD
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD

Super:
1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3? - Stun - SKD
4th: JP4? - Stun - SKD
5th: JP5? - SKD - SKD
6th: JP6? - SKD - SKD
7th: JP7? - SKD - SKD

U2:
JP3 - Animation - Animation

Re: Finally Done: Juggle mechanics guide

Posted: Thu Jul 24, 2014 2:01 am
by error1
Pokey86 wrote:
---

You know, VS Seth:

If he does Super you can jump back & do Ultra, get sucked in, & do an SRK during the ultra.

wouldn't surprise me if, with this buff, you could FADC the SRK & do 2 EX Tatsu's after the Ultra
ryu u1 doesn't knock down until the last hit

Re: Finally Done: Juggle mechanics guide

Posted: Sat Jul 26, 2014 9:53 pm
by Pokey86
Yeah, so?

You'd still have to interrupt the U1 with an SRK because the last hit removes juggle potential

Doesn't matter anyway, Seth's suction lasts to long, i don't think it's possible

Re: Finally Done: Juggle mechanics guide

Posted: Sat Jul 26, 2014 10:13 pm
by Doopliss
Pokey86 wrote:Yeah, so?

You'd still have to interrupt the U1 with an SRK because the last hit removes juggle potential

Doesn't matter anyway, Seth's suction lasts to long, i don't think it's possible
With a rose trade I managed to do CH EX Hadoken, U1 (rose trade), jump EX Tatsu.