Re: In Depth Juggle Mechanics Analysis: ALL CHARACTERS COMPL
Posted: Tue Jul 27, 2010 7:54 pm
Ok, well, happy to help anyways
Doopliss wrote:I'll just mention all the errors I can find:
Zangief:
If you get a 1-hit EX GH with Zangief the opponent isn't knocked down. Dunno if that means the first or the second hit doesn't cause knockdown on a standing opponent.
Yeah it's first hit, fixed
Vega:
Flying barcelona special has 4 hits.
Wow, that's hard as hell to actually hit added
T.Hawk:
There's some typos in T. Hawks Tomahawk Buster seciton, mainly that you wrote normal instead of EX.
Done
Seth:
Seth's Tenmakujinkyaku causes reset, not SKD.
Done, typo
Sakura:
Sakura's U1 causes AUTO if you connect with the 2nd hit, the third hit alone always cause SKD. Well, iirc.
Kinda iffy this, if you focus -> Back dash -> Ultra, if it hits air it causes STAND & the second hit whiffs Evedrytime (Even if you hit, say during backdash it's not a hitbox thing)... I've figured it though. Alot of moves with the Maintain juggle characteristic still cause SKD, i'm guessing these cause SKD but the auto combo comes after the spins... I'm curious what would appen if someone figured a trade situation for these. So basically they're standing, but they're in JP1
Rufus:
Space opera symphony causes SKD on all hits even on standing.
I knew that, god knows what i was thinking.
Forgot to write "EX" on EX GT.
Done
Rufus s.LK causes reset, not SKD.
Done
Makoto:
Abare Tosanami*
What about it?
M.Bison:
All hits of Super have JPX. I actually managed to juggle into the slide part once. I hit the two first hits on Dhalsim, the second SK whiffed, then the slide connected.
I'll take your word for it, i can't replicate it but i don't doubt you.
You can do EX SK after air hit EX Somersault Skull Diver, indicating that it has JP2 or more.
Yeah that was an error, it's JP1 -> JP2, the hits just never hit together when one hits air, a hit box thing i'd guess.
Ken:
Are you sure that the 2nd hit of HP SRK causes float on AA hit?
Nope, you're right... Corrected, it seems many moves can maintain float, but don't create it.
Juri:
U2 has constanly rising JP. You can hit it after 2 high EX fireballs, meaning it has at least JP3 at some point.
You're right here, but all hits cause auto, so i can't really gauge how many hits, i'll do a work around, if you have a better idea of how to label it let me know
Last hit of EX pinwheel is SKD.
Error, fixed
EX Shikusen:
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - WALLBOUNCE - WALLBOUNCE
Well, I assume that's what happen if 4th hit hits a grounded opponent. Why do you write AUTO on omves like this?
Mentioned, this IS an auto combo if first hit is blocked the move doesn't come out, nor can you manually prevent them from coming out on hit. & it can't be that as you can follow this with a light pinwheel, or Ultra 1, or Jump HP etc
Ibuki:
I don't think the first hit of whiff Yoroitoshi causes reset on air hit. Can't you get 2 hits form that?
Corrected first hit has altered properties for near/far
You haven't written anything about U2 at all.
Did that earlier
Kazegiri has way more JP than that. EX has less than non-EX though.
Made a typo, it's JP1-2-3, though EX appears to have the same to me.
Gouken:
Denjin:
1: JP1 - Stun - Float
2: JP2 - Stun - Float
3: JP3 - Stun - Float
4: JP4 - Stun - Float
5: JP5 - Stun - Float
6: JP6 - Stun - Float
7: JP8 - Stun - Float
8: JP9 - WALLBOUNCE - WALLBOUNCE
Something like that. Dunno about the exact JP, but it was the stun on the ground I was trying to correct.
I have the correct JP, you have correct ground hits, though i typo'd if i really thought it was float on stun then half the stuff he can do would be impossible.
E.Honda:
Sumo splash has HKD, dunna exactly when, but I guess the 2nd hit has it on ground and in the air.
Fixed
Cody:
Didn't I mention that f.MP has JP as well?
Eh,my most recent additions wern't added (Ibuki's ultra 2, this) must have messed up the edit. Added
Blanka:
Shouldn't you at least mention his new ultras?
Whoops, though i have no way of testing JP
Adon:
You wrote hit 1-5 twice on 1000 jaguars.
Fixed
Doopliss wrote:I just meant that Makoto's U2 had a misspelled name Nitpickingzzz.
btw, I wouldn't call Dan's air EX danku an auto combo. 3rd hit always comes out and you can connect it alone.
Doopliss wrote:If you look at Maj's new video, EX Sumo Headbutt apparently have JP2.
There's no rush of course, realsitically it's not going to help anyone knowing that Super won't hit after one hit of hands -> EX Buttslam -> EX headbutt -> SuperMaj wrote:Nah i just got lucky. I was using EX Headbutt instead of ultra to find the earliest frame where he can follow up EX buttdrop because ultrafreeze takes goddamn forever. Then EX Headbutt connected. I mean i probably would've tested it eventually but you never know. Bottom line is i was surprised. My original intent was to follow up with ultra because you get that badass dust cloud during ultrafreeze after he lands from EX buttdrop.
Anyway i tried LP super instead and both hits connected, so super has at least 2+/3+ juggle potential. I also tried ultra and it whiffed, but so did MP super which has the same startup, so it was probably a startup issue.
The thing is, the spacing/timing to connect non-counterhit HP hands on Dhalsim's j.LP is ridiculously precise. I mean like pixel-perfect, one-frame bullshit. So i couldn't test everything i wanted and i was rushing to finish the damn video. If i trade instead (or maybe trade lvl1 Focus Attack) then it should allow me to connect MP super and test ultra. I'll also test EX headbutt xx super for you. But give me a couple of days please.
Mienaikage wrote:If you're still looking for an alternative name for hard knock down how about spike knock down (as in a volleyball spike)?
Doopliss wrote:You could call Untechable knockdown "sweep knockdown"... Oh, wait....
I don't think that's possible, because no character with a "removes all juggle potential" move has a JPX move.Maj wrote:Lastly, you say that it's possible to hit someone after Ryu's super/ultra if you use a move with infinite juggle potential. How did you test this?
I didn't realise that multiple games followed the same system of juggling, ignorance on my part. That said the only time i use the term "Juggle Potential" is in the case of complete removal (No potencial for juggle) JP ALWAYS means Juggle point.In terms of the info itself, i still have an objection to using "Juggle Point" and "Juggle Potential" as different terms with the same acronym. Everything that you have listed as listed as "Juggle Potential" seems fine, but the way you define "Juggle Point" still doesn't feel right to me. I can see why you took that approach but it seems unnecessarily complicated.
I cross out what doesn't hit. Idid this so that if someone wanted to pause after a combo to get a full grasp of the final outcome. they can. It's why i made all complete whiffs blue. Trying to make it assimple as possible (& failing by the sounds of it )The fact that you cross out all the information when an attack connects means you can't refer back to it either.
The final hits of Ryu's Super/Ultra do more damage than the initial hits, this is also true with many characters projectiles when only part of the projectile connects it always results in the final hit coming out. My overall confirmation with this is Goukens Denjin... Only the final hit causes wall bounce & you can wangle a combo out that results in an uncharged Denjin that causes one hit... & that one hit causes wall bounce.Also how did you figure out that the last hits of a super fireball have higher juggle potential than the first hits? To me it seems like the intuitive explanation would be that all hits have the same juggle potential, so once your juggle count surpasses that juggle potential, the remaining hits stop connecting. I mean it seems really bizarre to me when you say that the first 2 hits of Ryu's super FB are whiffing while the last 3 hits are connecting. The way i see it, the last 3 hits don't even exist until the first 2 hits connect.
Rose has one... (Aura Spark & Soul Sat) So does Sagat. (Tiger Canon/Super) I did intend to display Rose's directly after the final Ryu vid. However Ulead cocked up & i omitted it. The reason i tied this in with other moves (Cody's Zonk, Ryu's Super/Ultra) is because i didn't want to add random footnotes for 7 different attacks when they can all be collectively termed (Without mattering if it's wrong or not unless someone hacks the game to disprove that a JPX move won't hit after Ryu's grounded ultra then it still stands true... Whether it is true or not is irrelevant, you'd have to break the game to disprove it)Doopliss wrote:I don't think that's possible, because no character with a "removes all juggle potential" move has a JPX move.Maj wrote:Lastly, you say that it's possible to hit someone after Ryu's super/ultra if you use a move with infinite juggle potential. How did you test this?
Trust me that won't be the only spelling error in the first post i can tell you, i'll get to the spelling when i sort it for SRK.Btw i don't think you ever mentioned Dhalsim in the video but his name is misspelled as "Dahlsim" in the first post.
I admit I rushed it and just ctrl+F'd for "remove" to see which ones had that ability, and then quickly checked if they had anything JPX XD But yeah, you need to show that kind of stuff. A good way would be to remove all but one hit from Sagats Ultra 2, then do EX low tiger shot or something, then you show it with the Super after a full Ultra.Pokey86 wrote:Rose has one... (Aura Spark & Soul Sat) So does Sagat. (Tiger Canon/Super) I did intend to display Rose's directly after the final Ryu vid. However Ulead cocked up & i omitted it.Doopliss wrote:I don't think that's possible, because no character with a "removes all juggle potential" move has a JPX move.Maj wrote:Lastly, you say that it's possible to hit someone after Ryu's super/ultra if you use a move with infinite juggle potential. How did you test this?
Which is a nice idea... but is it necessary to the video... i mean i was going to add Dudleys whole Dash upper enigma.
I admit I rushed it and just ctrl+F'd for "remove" to see which ones had that ability, and then quickly checked if they had anything JPX XD But yeah, you need to show that kind of stuff. A good way would be to remove all but one hit from Sagats Ultra 2, then do EX low tiger shot or something, then you show it with the Super after a full Ultra.
Oh okay. In that case it's better to avoid using "Juggle Potential" at all, because it's currently in a few places in the video (5:12, 7:09, etc.)Pokey86 wrote:I didn't realise that multiple games followed the same system of juggling, ignorance on my part. That said the only time i use the term "Juggle Potential" is in the case of complete removal (No potencial for juggle) JP ALWAYS means Juggle point.
It's confusing because in CvS, we say if the juggle count is at 3, you need something with a juggle potential of 4 or more to connect. So if i have a CvS2 juggle combo followed by an SSF4 juggle combo in a video, i'm going to have a problem trying to figure out how to explain them without confusing the hell out of people. So if you see me sticking to my system, it's not that i don't like your system - it's that i have to maintain consistency.So long as the number is the same - or above - it will hit, i don't get how that's confusing... But then... I wouldn't seeing as i get it :P
I meant replacing all the info with X's when a hit connects. It's very confusing. If you don't think we need that info, you should probably write that somewhere in the beginning. Something like: "Throughout this video, i'll cross out irrelevant information on a hit-by-hit basis as each combo unfolds. In the end, only the data which applies to that specific combo will remain. Trust me."I cross out what doesn't hit.
I'm with Doopliss on this one. Juggling after those projectile supers/ultras is a big enough question that it needs to be shown in the video, especially since it would only take 10 seconds to demonstrate. The Dudley thing is nowhere near as glaring.Pokey86 wrote:Which is a nice idea... but is it necessary to the video...
Why would you need the info... it didn't hit, i originally wanted to alter the colour of only the sections that hit, however doing it in this way was going to cause me double the work (& the work was already pretty time consuming) so i opted for an easier option. My main intention for crossing it off is because i think it's important people understand when something is hitting air rather than leaving it ambiguous, for example the transition in the final Ryu combo it is important that people understand that only because the Tatsu turned the combo in to air hits that the Shinku was capable of hitting.I meant replacing all the info with X's when a hit connects. It's very confusing. If you don't think we need that info,
I did three specific sections in the opening video (Cammy VS Dan, the three clips before that where some intro clips) in which i faded out 2 of the 3 sections & defined the section that wasn't faded out. I thought this looked pretty solid... But in truth, it's so had to make a proper judgement of your own work. Well i find that anywayAlso it wouldn't hurt to have a small diagram at the very beginning which explains each of your three parts. Like when you freeze on "JP0 - Stun - RESET" at 1:28, you should have an arrow pointing to "JP0" that says "juggle data" and an arrow that points to "Stun" that says "ground hit result" or whatever and an arrow that points to "RESET" that says "air hit result" or whatever.
Well you haven't got a prayer of me changing that But for future reference, whats a better word for stun? Keep in mind the majority of this all is notation, so i don't really want 7 characters defining something that could be defined in 3... Float to me was long enough.Btw i hate the word "Stun" too but that's hella not your fault.
I have a decent set up for Rose that i'll use, i'll add it to the video.I'm with Doopliss on this one. Juggling after those projectile supers/ultras is a big enough question that it needs to be shown in the video, especially since it would only take 10 seconds to demonstrate. The Dudley thing is nowhere near as glaring.
That's the thing, it took me nearly 5 minutes to figure out that i didn't need the info you were crossing out. By then half the video had gone by. It sounds dumb, but saying "Trust me, i'm only crossing out the info that doesn't apply to each combo" helps a lot.Pokey86 wrote:Why would you need the info...
I'm not saying take that out. That stuff is fine. But the whole rest of the video hinges on people having a clear understanding of what those triplets mean, so it really wouldn't hurt to repeat that info all at once with as few words as possible. And arrows.I did three specific sections in the opening video (Cammy VS Dan, the three clips before that where some intro clips) in which i faded out 2 of the 3 sections & defined the section that wasn't faded out. I thought this looked pretty solid... But in truth, it's so had to make a proper judgement of your own work. Well i find that anyway
Hm, hitstun is the only thing i can think of right now. Or at least the shortest thing that would be a significant improvement. I mean there's always stuff like "ground hit" but that's even longer. Anyway people will get used to "Stun" if you make it clear enough in the key, even though it might look ambiguous at first sight. Anyway like i said, it's Capcom's fault. Guess we just have to deal with it.But for future reference, whats a better word for stun?
Maj wrote:Man, i don't know what to say. That's one intense gamble is what that is. I mean if someone bothers to read all that, you're in pretty good shape for the rest of the video. They'll know what to watch for and probably won't get overwhelmed.
But i have a feeling a LOT of people are going to skim past that wall of text or even fast forwarding to gameplay. Those guys are goners. They'll be absolutely lost and confused, so then your only hope is that they'll rewind to the beginning instead of closing the window.
Probably the only alternative is to double the length of the video and spread out the info so it shows up in tiny bits. But at this point, you're basically done with this video so you may as well just put the finishing touches on it and see what happens. If everyone likes it, then you're set. If everyone hates it, then you'll have motivation to work on the kindergarden remake. Either way, good luck.