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Re: Finally Done: Juggle mechanics guide

Posted: Sat Jul 26, 2014 10:54 pm
by Pokey86
Doopliss wrote:
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.

Not bad

Re: Finally Done: Juggle mechanics guide

Posted: Sat Jul 26, 2014 11:03 pm
by Doopliss
Last hit whiffed though, but I assume that was because I jumped behind to hit with hit 2, 3 and 4, and then hit 5 was too far into the wall.

Re: Finally Done: Juggle mechanics guide

Posted: Tue Jul 29, 2014 11:01 pm
by error1
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
no such thing as removes juggle potential, last hit just adds 10 if it starts the juggle, or 7 otherwise.

Re: Finally Done: Juggle mechanics guide

Posted: Tue Jul 29, 2014 11:46 pm
by Doopliss
Doesn't last hit just add 1 on juggle?

Re: Finally Done: Juggle mechanics guide

Posted: Wed Jul 30, 2014 12:38 am
by error1
yeah you're right I was reading the wrong number

Re: Finally Done: Juggle mechanics guide

Posted: Thu Jul 31, 2014 12:18 am
by Pokey86
error1 wrote:
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
no such thing as removes juggle potential, last hit just adds 10 if it starts the juggle, or 7 otherwise.
Lol, i know there's no such thing as `removes juggle potential` but for the sake of argument it makes things simpler if the move ups it to a point that nothing else would hit. Just like JPX, seems pointless overcomplicating things with +6's or +4's or JP99 or whatever

Though if it does add 10, doesn't that mean an Air EX SRK should combo with the last few hits after Ultra 1 if the opponent was grounded while hit with the last hit?

Re: Finally Done: Juggle mechanics guide

Posted: Thu Jul 31, 2014 1:55 am
by Doopliss
He should be able to get the 4th and 5th hit after a grounded U1.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Aug 10, 2014 8:44 pm
by Pokey86
Rolento

Jump MP

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

Patriot Circle

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

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

JP0 - Stun - SKD
JP5 - Stun - SKD
JP6 - SKD - SKD

EX

JP7+ - Stun - Float
JP7+ - Stun - Float
JP7+ - Stun - Float
JP7+ - Stun - Float
JP7+ - Stun - Float
JP7+ - Stun - Float
JP7 - Float - Float

close MP

JP1 - Stun - Reset

Forward + MK

JP2 - Stun - Reset

Knife Throw

JP1 - Stun - Float

Knife Throw EX (Each Knife)

JP4 - Float - Float

Back Roll Overhead

JP2 - Stun - SKD

Back Roll Overhead EX

JP2 - Stun - Float

Ultra

JP3 - Stun - SKD
JP4 - Stun - SKD
JP5 - Stun - SKD

JP6 - Stun - SKD
JP7 - Stun - SKD
JP8 - Stun - SKD
JP9 - Stun - SKD

JP10 - Stun - SKD
JP11 - Stun - SKD
JP12 - AUTO - AUTO

Mikong Roal Thing

JP? - Stun - SKD

EX

JP0 - Stun - SKD
JP1 - Stun - SKD
JP2 - Stun - SKD
JP3 - Stun - SKD
JP4 - FLOAT - FLOAT

Super

JP1 - FLOAT - FLOAT
JP2 - FLOAT - FLOAT
JP3 - FLOAT - FLOAT
JP4 - FLOAT - FLOAT

I guessed the JP on the EX roll, i also have no idea hot go check JP on the backroll overhead, but i have a feeling the EX one will have JP

Re: Finally Done: Juggle mechanics guide

Posted: Sun Aug 10, 2014 10:24 pm
by Doopliss
Some additions.

f.MK, not f.MP*

EX back roll overhead (EX MDAR) has at least JP2. I do EX knives into it here.

Last Hit of 3P,2P (EX MDA) causes float on ground hit (can juggle c.LP on Balrog)

You sure first hit of Super has any JP? I never get it to connect in juggles. Also, When I do full super to U1 in my video, I think I land both hits of the first rotation of U1 afterwards, so Super causes float I think? Should be easy to verify with a rose trade or something.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Aug 10, 2014 11:32 pm
by Pokey86
Doopliss wrote:Some additions.

f.MK, not f.MP*

EX back roll overhead (EX MDAR) has at least JP2. I do EX knives into it here.

Last Hit of 3P,2P (EX MDA) causes float on ground hit (can juggle c.LP on Balrog)

You sure first hit of Super has any JP? I never get it to connect in juggles. Also, When I do full super to U1 in my video, I think I land both hits of the first rotation of U1 afterwards, so Super causes float I think? Should be easy to verify with a rose trade or something.
Changed the MP to MK

Didn't realise the roll could be cancelled so quickly, (wasa using ppp to intiaite) Both the EX & normal one is JP2

Super is JP1 ascending, still unsure about float, but sounds more likely, judging by how much fun they had with the new characters

Re: Finally Done: Juggle mechanics guide

Posted: Sun Aug 10, 2014 11:58 pm
by Pokey86
Character Changes

Guile

Sonic Hurricane

JP1 Ascending

Ryu

EX SRK

JP0 - Float - Float
JP1 - SKD - SKD

Air MP

JP1 - Stun - Float
JP1 - Stun - SKD

Air Tatsu

JP2 - SKD - SKD
JP0 - SKD - SKD

Air Tatsu EX

JP7 Ascending

Ken

- Air HK Tatsu

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

MK

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

LK

JP0 - Stun - SKD
JP1 - Stun - SKD

Honda

- No Changes?

Ibuki

- Target combo ending in Crouch HK -> HK ends in JP2

- Raida no JP2

Makoto

ex Up Punch now hits standing

EX Oroshi has JP2

Dudley

F + HP now SKD on airborne hit

F + HK now has JP 1

Rose has JP1

Seth

Possible JP increase on U2, though probably just hit box lowered for last hits of it.

Gouken

No change?

Akuma

No Change?

Gen

No Change?

Dan

Ultra 2 = JPX

Sakura

No Change?

Oni

No Change?

Yun

No Change?

Juri

EX Shikusen (Dive kick combo)

JP0 - SKD - SKD
JP1+ - SKD - SKD
JP1+ - SKD - SKD
JP1+ - SKD - SKD

Chun Li

Up Kicks Cause Float

LK & HK SBK causes Knockdown

EX PRojectile causes Knockdowen on both hits

Sim

No Change?

Abel

No Change?

Viper

No Change?

Bison

No Change?

Sagat

Ultra 2 is JPX

Cammy

No Change?

Dee Jay

No Change

Cody

Knife Attacks JP3

Guy

No Change?

Hakan

No Change

Re: Finally Done: Juggle mechanics guide

Posted: Mon Aug 11, 2014 3:11 am
by Doopliss
Don't forget Dudley f.HP

Pretty sure people checked the files for Ryu's tatsu and it had JP7.

I thought only the last hit of Chun Tenshokyaku causes float or something like that?

I don't think jumping kinfe attacks with Cody have JP.

Guy EX Run HK doesn't reset on airhit anymore.

Don't forget to check Rufus' LK messiah + LK followup (I think they're both JP7 or something high Like that), EX messiah + LK followup (ascending from JP0 or JP1), and U2 (probably similar to how it was before).

Re: Finally Done: Juggle mechanics guide

Posted: Mon Aug 11, 2014 11:13 am
by Pokey86
Doopliss wrote:Don't forget Dudley f.HP

Pretty sure people checked the files for Ryu's tatsu and it had JP7.

I thought only the last hit of Chun Tenshokyaku causes float or something like that?

I don't think jumping kinfe attacks with Cody have JP.

Guy EX Run HK doesn't reset on airhit anymore.

Don't forget to check Rufus' LK messiah + LK followup (I think they're both JP7 or something high Like that), EX messiah + LK followup (ascending from JP0 or JP1), and U2 (probably similar to how it was before).
I think they all cause float... You get an extra hit on Kikosho with with it as a starter

Re: Finally Done: Juggle mechanics guide

Posted: Mon Aug 11, 2014 1:25 pm
by Doopliss
Then It's probably all float I guess. I think I got it confused with the fact that you only get the free juggle from the last hit, since it's the only one that hits, well, once.

Re: Finally Done: Juggle mechanics guide

Posted: Sat Aug 16, 2014 2:46 am
by Pokey86
Confirmed Ryu Air Tatsu is JP7 for first hit, well at least higher than JP5 but lower then JP9

Rufus

LK Messiah

I believe it's JP1, but haven't fully tested yet, wouldn't surprise me if it's JP4

Follow Up

at least JP2 (Probably same as EX follow up) wouldn't surprise me if it's JP5

EX

Ascending from JP0 to JP4

Follow up JP5

U2

Pretty much same as before JP0, with different AUTO if hit air or ground.

Re: Finally Done: Juggle mechanics guide

Posted: Sat Aug 16, 2014 11:08 am
by TomSinister
Pokey86 wrote:Confirmed Ryu Air Tatsu is JP7 for first hit, well at least higher than JP5 but lower then JP9

Rufus

LK Messiah

I believe it's JP1, but haven't fully tested yet, wouldn't surprise me if it's JP4

Follow Up

at least JP2 (Probably same as EX follow up) wouldn't surprise me if it's JP5
Im almost 100% sure that the followups are all the same for each strength of messiah kick, which is why rufus gains meter for the ex messiah enders.

Re: Finally Done: Juggle mechanics guide

Posted: Sat Aug 16, 2014 12:13 pm
by Doopliss
LK messiah is definitely more than JP1. Try "(EX Messiah xx LK follow up xx FADC)x2, LK Messiah xx LK follow-up" on Poison, if that works, it has at least JP6.

LK Followup might be the same move overall, that would mean that MK and HP has more JP than usual as well. No real way to tell though.

Re: Finally Done: Juggle mechanics guide

Posted: Sat Aug 16, 2014 3:23 pm
by Pokey86
just to clarify, MK & HK follow ups are JP0

LK follow up is probably the same irrespective of strength of move used before. (can't see why it would work any different from demon flip)

MK & HK starter are JP0 as well.

LK starter is at least JP6 & Follow up at least JP7

From what i can none of the hits of any of the moves maintain juggle, they all add to the counter.

His Ultra 2 hits as hard on the ground as it does airborne i believe... it just seem, dependant on character they can elevate there way out of the vortex it seems.

i'd wager it maintains float throughout to be fair... Can you fireball trade with this move?

Re: Finally Done: Juggle mechanics guide

Posted: Sat Aug 16, 2014 11:45 pm
by TomSinister
His Ultra 2 hits as hard on the ground as it does airborne i believe... it just seem, dependant on character they can elevate there way out of the vortex it seems.

i'd wager it maintains float throughout to be fair... Can you fireball trade with this move?
IIRC his u2 is almost completely fireball invincible

Re: Finally Done: Juggle mechanics guide

Posted: Sat Aug 16, 2014 11:56 pm
by Pokey86
TomSinister wrote:
His Ultra 2 hits as hard on the ground as it does airborne i believe... it just seem, dependant on character they can elevate there way out of the vortex it seems.

i'd wager it maintains float throughout to be fair... Can you fireball trade with this move?
IIRC his u2 is almost completely fireball invincible

I expected as much, otherwise i'd've seen it in a CV by now, to conveniantly easy

Things woulda been great if they gave Rolento his damn knife drop thing as a super.

Re: Finally Done: Juggle mechanics guide

Posted: Sun Aug 17, 2014 4:19 am
by Pokey86
Evil Ryu

No Change

Guile

+1 JP to all hits of his U2

Blanka

LP / MP Horizontal ball is Stun at all times

U2 AA no longer hits ground

Gief

No change? I thought they did something to Green hand, but i guess not.

Fuerte

No change? i thought they did soemthing to his Quasi bomb?

Vega

Hit added to super, JP0 - Float - Float

Can't confirm if the throw is now JP1, i just cant get the dame trade to work!!!

Balrog

Punch ending of Ultra is

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

Could be JP1, 2, 3 though, hard to test

Fei Long

No Change?

Hawk

No Change

Adon

normal Air JAguar now JP 1

Rose

Soul Spiral

JP1

Yang

No Change?

---

That covers everyone i think.

Oh

Guy

HK Tatsu correction

All hits cannot hit grounded,

HK & EX correction

JP0-1-2-3

EX running overhead now causes SKD instead of Reset