SFV Juggle Mechanics Thread
Posted: Fri Feb 19, 2016 6:44 am
Ground -
Air -
Birdie
Crush Counter Attacks
Juggle Potential
---
Cammy
Crush Counter Attacks
Juggle Potential
---
Chun Li
Crush Counter Attacks
Juggle Potential
---
Dhalsim
Crush Counter Attacks
Juggle Potential
---
F.A.N.G
Crush Counter Attacks
Juggle Potential
---
Karin
Crush Counter Attacks
Juggle Potential
---
Ken
Crush Counter Attacks
Stand HP
Ground - Increased Hitstun
Air - Short Launcher
Stand HK
Ground - Short Launcher
Air - Short Launcher
Crouch HP
Ground - High Launcher
Air - High Launcher (Late frames cause Reset)
Juggle Potential
Thunder Kick (F+HK)
JP0 – Stun – HKD
Inazuma Kick (B+MK)
JP0 – Stun – HKD
Chin Buster 2nd (B+MP -> HP)
JP0 – Stun – RESET
JP0 – SKD – SKD
Lion Breaker (MK -> HK)
JP0 – Stun – Reset
JP0 – SKD - SKD
Tatsu: LK
JP1 – SKD – SKD
JP1 – SKD – SKD
Tatsu: MK
JP1 – SKD – SKD
JP1 – SKD – SKD
JP2 – SKD - SKD
Tatsu: HK
JP1 – SKD – SKD
JP2 – Stun – SKD
JP3 – Stun – SKD
JP4 – Stun – HKD
Air Tatsu: Normal
JP0 – Stun – SKD*
JP0 – Stun – SKD*
*Remove Juggle Potential at all times
Air Tatsu: EX
JP0 – FLOAT – FLOAT
JP0 – FLOAT – FLOAT
LP SRK
JP1 – SKD* – SKD*
Late Frames (Airborne part of move) – Removes all JP at all times
Early Frames – Adds 3 JP, on juggled opponent adds 1
LP SRK (V-Trigger)
JP1 – SKD* – SKD*
Late Frame (Airborne part of move) – adds 4 JP at all times.
Early Frames – Adds 2 JP at all times
MP SRK
JP1 – SKD – SKD
JP2 – SKD - SKD
MP SRK (V-Trigger)
JP2 – SKD – SKD
JP3 – SKD - SKD
HP SRK
JP1 – Stun – SKD
JP3 – SKD* – SKD*
JP3 – SKD – SKD**
*Adds 2 to JP, on juggled opponent adds 1
**Adds 2 JP, removes all JP on juggled opponent.
HP SRK (V-Trigger)
JP2 – SKD - SKD
JP3 – SKD - SKD
JP4 – SKD - SKD
JP5 – SKD - SKD
JP6 – SKD – SKD*
Adds 3 JP, removes all JP on a juggle opponent.
Quick Step (V-Attack)
JP2 – SKD* – SKD*
Adds 2 to JP at all times
---
Laura
Crush Counter Attacks
Stand HK
Ground - Increases Hitstun
Air -Low Launcher
Stand HP
Ground - Increased Hitstun
Air - Low Launcher
Volty Line (V-Attack)
Ground - Mid Launcher
Air - Mid Launcher
Juggle Potential
All Ground & Air Normals
JP1 – Stun – RESET
Sweep is also JP1
Twist Barrage (F+HP -> HP)
JP1 – Stun – RESET
JP1 – SKD - SKD
Thunder Clap (Projectile) All Normal Uncharged
JP0 – Stun – SKD
Thunder Clap Lvl 2
JP0+ - Stun – SKD
JP0 – Stun – SKD
Thunder Clap Lvl 3
JP0+ - Stun – SKD
JP0+ - Stun – SKD
JP0 – Stun – SKD
Thunder Clap EX
JP0+ – Stun – SKD
JP0 – SKD – SKD
Thunder Clap EX (V-Trigger)
JP0+ - Stun – SKD
JP0+ - Stun – SKD
JP0 – SKD – SKD
Bolt Charge (LP Elbow)
JP1 – Stun – SKD*
*Increases Juggle potential by 2, removes juggle potential when hitting a juggled opponent.
Bolt Charge MP
JP0 – Stun* - SKD
Can extend with follow-up throw
Bolt Charge HP
JP2 – N/A – AUTO
Bolt Charge EX
JP0 – Stun* – SKD
Can extend with follow-up throw
Volty Line (V-Attack)
JP1 – Stun – SKD
If done directly after V-Dashes (Avante, Esquiva or Finta) becomes JP0
Inazuma Spin Hold
JP0 – THROW* – N/A
Can hit during hitstun.
---
M Bison
Crush Counter Attacks
Juggle Potential
---
Nash
Crush Counter Attacks
Juggle Potential
---
Necalli
Crush Counter Attacks
Stand HK
Ground - Increases Hitstun
Air -Low Launcher
Stand HP
Ground - Low Launcher
Air - Low Launcher
Crouch HP
Ground - Low Launcher
Air - Low Launcher
Opening Dagger (Down Forward + HP)
Ground - Increases Hitstun
Air -Low Launcher
Juggle Potential
Jump MP
JP0 – Stun – Float
Sacrificial Alter (MK -> HK -> V-Attack)
JP0 – Stun – RESET
JP0 – Float – Float
JP0+ - Float – Float
The Disc’s Guidance (Charging Slash) All Normal
JP0 – SKD – SKD
V-Trigger
JP0 – SKD – SKD
JP1 – SKD – SKD
The Disc’s Guidance EX
JP0 – Stun – SKD
JP1 – Stun – SKD
JP2 – SKD – SKD
V-Trigger
JP0 – Stun – SKD
JP1 – Stun – SKD
JP2 – SKD – SKD
JP3 – SKD - SKD
Raging Light LP (Dragon Punch)
JP0 – SKD* – SKD*
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
Adds 2 to JP
Raging Light MP
JP1 – SKD* – SKD*
JP3 – SKD – SKD
V-Trigger
JP2 – SKD* – SKD*
JP4 – SKD – SKD
JP5 – SKD - SKD
*Adds 2 to JP
V-Trigger
Raging Light HP
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD - SKD
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
*Adds 2 to JP
Raging Light EX
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
JP5 – SKD – SKD
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
JP5 – SKD – SKD
JP6 - SKD - SKD
*Adds 2 JP
Mask of Tlalli EX (Command Throw)
JP0 – THROW* – N/A
Leaves opponent in Float State
Valiant Rebellion LP & MP (Stomp)
JP2 – Stun – SKD
Valiant Rebellion HP
JP2 – SKD – HKD
Valiant Rebellion EX
JP2 – Stun – SKD
JP3 – Stun – HKD
Culminated Power (V-Attack)
JP0 – N/A - HKD
Ceremony of Honour/Soul Offering (Critical Arts)
JP3 – AUTO - AUTO
---
Rashid
Crush Counter Attacks
Juggle Potential
---
R Mika
Crush Counter Attacks
Stand HK
Ground - Short Launch
Air - Short Launch
Stand HK (Charged)
Ground - Increased Hitstun
Air - Short Launch
Lady Mika (F+HP)
Ground - High Launcher
Air - High Launcher
Juggle Potential
Jump HP
JP3 - Stun – Reset
Crouch MP
JP2 – Stun - RESET
Stand HK (Charged)
JP3 - Stun - SKD*
*Adds 2 Juggle Points on juggled opponent
Lady Mika (F + HP)
JP0 - SKD – SKD*
*Adds 2 Juggle Points on juggled opponent
Dive Bomb (Jump - Down + MP)
JP3 - SKD - SKD
Passion Rope Throw (F or B + MP after Passion Press (F or B + MP)
JP0 - Throw* - N/A
* Hits during hit stun, leaves enemy in grounded airborne state & has corner carry properties.
Shooting Peach (Bum Launcher) Normal
JP0 – SKD (CH=Float) – SKD (CH=Float)
Shooting Peach (EX)
1: JP4 - Stun - SKD
2: JP5 - AUTO - AUTO
3: JP6 - FLOAT - FLOAT
Wingless Airplane (DP)
JP1 - N/A - THROW
Wingless Airplane (EX)
JP4 - N/A – THROW
Mike Toss (V-Attack)
JP0 – Stun – Float*
Adds 4 to JP when hitting juggled opponent
Nadeshiko Side Attack (V-Trigger)
JPX - FLOAT - FLOAT
Nadeshiko Vertical
JPX - Stun – FLOAT*
*Has OTG Properties
Peach Assault (Critical Art)
JP0 - THROW* - N/A
*Hits during hitstun.
---
Ryu
Crush Counter Attacks
Stand HK
Ground - Increased Hitstun
Air - Short Launch
Stand HP
Ground - FLOAT
Air - FLOAT
Juggle Potential
Jump MP
JP0+ – Stun – Float
JP0 – Stun – SKD
Axe Kick (B+HK)
JP0 – Stun – SKD
JP1 – Stun – HKD
Jodan Nirengeki (HP -> HK)
JP0 - Stun (CH=FLOAT) - Reset (CH=FLOAT)
JP0+ - Float - Float
Jodan Sanrengeki (MP -> HP -> HK)
JP0 - Stun - Reset
JP0 - Stun - Reset
JP0 - FLOAT - FLOAT
Hadouken (Normal)
JP0 – Stun – SKD*
*Adds 2 JP against airborne.
Hadouken (EX)
JP2+ – SKD – SKD
JP2 – SKD – SKD
Hadouken (V-Trigger)
Lvl 1
JP0 – SKD* - SKD*
* Adds 2 JP
Lvl 2
JP1 – SKD – SKD
JP2 – SKD – SKD
Lvl 3
JP1 – SKD - SKD
JP2 – SKD - SKD
JP3 – SKD – SKD
Hadouken EX (V-Trigger)
JP3+ – SKD - SKD
JP3+ – SKD - SKD
JP3 – SKD* - SKD*
Adds 3 to Juggle Counter
Tatsumaki (Hurricane Kick) LP
JP0 – SKD* – SKD*
Increases JP by 4 at all times.
Tatsumaki MK
JP0 – SKD* – SKD*
JP0 – SKD* - SKD*
*Increases JP by 3 at all times
Tatsumaki HK
JP0 – SKD* - SKD*
JP0 – SKD* – SKD*
JP0 – SKD* – SKD*
*Increases JP by 3 at all times
Tatsumaki (Air)
JP0 - SKD* - SKD*
*Removes all juggle potential
Tatsumaki (EX)
JP0 - Stun - SKD*
JP0 - stun - SKD*
JP1 - Stun - SKD*
JP2 - Stun - SKD*
JP3 - SKD - SKD*
* Opponent always ends in JP4
---Seriously who the fuck knows!!!!!----
Shoryuken (All Normal)
JP0 – SKD* - SKD*
*on early frames of attack increases Juggle potential by 3, on late frames removes Juggle potential entirely.
Shoryuken (EX)
JP4 – SKD* - SKD*
*Early Frames lead to Auto combo (Additional hit) late frames remove juggle potential.
Shinku Hadouken (Including V-Trigger)
All Hits hit if opponent is JP6 or less
---
Vega
Crush Counter Attacks
Juggle Potential
---
Zangief
Crush Counter Attacks
Juggle Potential
---
Air -
Birdie
Crush Counter Attacks
Juggle Potential
---
Cammy
Crush Counter Attacks
Juggle Potential
---
Chun Li
Crush Counter Attacks
Juggle Potential
---
Dhalsim
Crush Counter Attacks
Juggle Potential
---
F.A.N.G
Crush Counter Attacks
Juggle Potential
---
Karin
Crush Counter Attacks
Juggle Potential
---
Ken
Crush Counter Attacks
Stand HP
Ground - Increased Hitstun
Air - Short Launcher
Stand HK
Ground - Short Launcher
Air - Short Launcher
Crouch HP
Ground - High Launcher
Air - High Launcher (Late frames cause Reset)
Juggle Potential
Thunder Kick (F+HK)
JP0 – Stun – HKD
Inazuma Kick (B+MK)
JP0 – Stun – HKD
Chin Buster 2nd (B+MP -> HP)
JP0 – Stun – RESET
JP0 – SKD – SKD
Lion Breaker (MK -> HK)
JP0 – Stun – Reset
JP0 – SKD - SKD
Tatsu: LK
JP1 – SKD – SKD
JP1 – SKD – SKD
Tatsu: MK
JP1 – SKD – SKD
JP1 – SKD – SKD
JP2 – SKD - SKD
Tatsu: HK
JP1 – SKD – SKD
JP2 – Stun – SKD
JP3 – Stun – SKD
JP4 – Stun – HKD
Air Tatsu: Normal
JP0 – Stun – SKD*
JP0 – Stun – SKD*
*Remove Juggle Potential at all times
Air Tatsu: EX
JP0 – FLOAT – FLOAT
JP0 – FLOAT – FLOAT
LP SRK
JP1 – SKD* – SKD*
Late Frames (Airborne part of move) – Removes all JP at all times
Early Frames – Adds 3 JP, on juggled opponent adds 1
LP SRK (V-Trigger)
JP1 – SKD* – SKD*
Late Frame (Airborne part of move) – adds 4 JP at all times.
Early Frames – Adds 2 JP at all times
MP SRK
JP1 – SKD – SKD
JP2 – SKD - SKD
MP SRK (V-Trigger)
JP2 – SKD – SKD
JP3 – SKD - SKD
HP SRK
JP1 – Stun – SKD
JP3 – SKD* – SKD*
JP3 – SKD – SKD**
*Adds 2 to JP, on juggled opponent adds 1
**Adds 2 JP, removes all JP on juggled opponent.
HP SRK (V-Trigger)
JP2 – SKD - SKD
JP3 – SKD - SKD
JP4 – SKD - SKD
JP5 – SKD - SKD
JP6 – SKD – SKD*
Adds 3 JP, removes all JP on a juggle opponent.
Quick Step (V-Attack)
JP2 – SKD* – SKD*
Adds 2 to JP at all times
---
Laura
Crush Counter Attacks
Stand HK
Ground - Increases Hitstun
Air -Low Launcher
Stand HP
Ground - Increased Hitstun
Air - Low Launcher
Volty Line (V-Attack)
Ground - Mid Launcher
Air - Mid Launcher
Juggle Potential
All Ground & Air Normals
JP1 – Stun – RESET
Sweep is also JP1
Twist Barrage (F+HP -> HP)
JP1 – Stun – RESET
JP1 – SKD - SKD
Thunder Clap (Projectile) All Normal Uncharged
JP0 – Stun – SKD
Thunder Clap Lvl 2
JP0+ - Stun – SKD
JP0 – Stun – SKD
Thunder Clap Lvl 3
JP0+ - Stun – SKD
JP0+ - Stun – SKD
JP0 – Stun – SKD
Thunder Clap EX
JP0+ – Stun – SKD
JP0 – SKD – SKD
Thunder Clap EX (V-Trigger)
JP0+ - Stun – SKD
JP0+ - Stun – SKD
JP0 – SKD – SKD
Bolt Charge (LP Elbow)
JP1 – Stun – SKD*
*Increases Juggle potential by 2, removes juggle potential when hitting a juggled opponent.
Bolt Charge MP
JP0 – Stun* - SKD
Can extend with follow-up throw
Bolt Charge HP
JP2 – N/A – AUTO
Bolt Charge EX
JP0 – Stun* – SKD
Can extend with follow-up throw
Volty Line (V-Attack)
JP1 – Stun – SKD
If done directly after V-Dashes (Avante, Esquiva or Finta) becomes JP0
Inazuma Spin Hold
JP0 – THROW* – N/A
Can hit during hitstun.
---
M Bison
Crush Counter Attacks
Juggle Potential
---
Nash
Crush Counter Attacks
Juggle Potential
---
Necalli
Crush Counter Attacks
Stand HK
Ground - Increases Hitstun
Air -Low Launcher
Stand HP
Ground - Low Launcher
Air - Low Launcher
Crouch HP
Ground - Low Launcher
Air - Low Launcher
Opening Dagger (Down Forward + HP)
Ground - Increases Hitstun
Air -Low Launcher
Juggle Potential
Jump MP
JP0 – Stun – Float
Sacrificial Alter (MK -> HK -> V-Attack)
JP0 – Stun – RESET
JP0 – Float – Float
JP0+ - Float – Float
The Disc’s Guidance (Charging Slash) All Normal
JP0 – SKD – SKD
V-Trigger
JP0 – SKD – SKD
JP1 – SKD – SKD
The Disc’s Guidance EX
JP0 – Stun – SKD
JP1 – Stun – SKD
JP2 – SKD – SKD
V-Trigger
JP0 – Stun – SKD
JP1 – Stun – SKD
JP2 – SKD – SKD
JP3 – SKD - SKD
Raging Light LP (Dragon Punch)
JP0 – SKD* – SKD*
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
Adds 2 to JP
Raging Light MP
JP1 – SKD* – SKD*
JP3 – SKD – SKD
V-Trigger
JP2 – SKD* – SKD*
JP4 – SKD – SKD
JP5 – SKD - SKD
*Adds 2 to JP
V-Trigger
Raging Light HP
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD - SKD
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
*Adds 2 to JP
Raging Light EX
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
JP5 – SKD – SKD
V-Trigger
JP0 – SKD* – SKD*
JP2 – SKD – SKD
JP3 – SKD – SKD
JP4 – SKD – SKD
JP5 – SKD – SKD
JP6 - SKD - SKD
*Adds 2 JP
Mask of Tlalli EX (Command Throw)
JP0 – THROW* – N/A
Leaves opponent in Float State
Valiant Rebellion LP & MP (Stomp)
JP2 – Stun – SKD
Valiant Rebellion HP
JP2 – SKD – HKD
Valiant Rebellion EX
JP2 – Stun – SKD
JP3 – Stun – HKD
Culminated Power (V-Attack)
JP0 – N/A - HKD
Ceremony of Honour/Soul Offering (Critical Arts)
JP3 – AUTO - AUTO
---
Rashid
Crush Counter Attacks
Juggle Potential
---
R Mika
Crush Counter Attacks
Stand HK
Ground - Short Launch
Air - Short Launch
Stand HK (Charged)
Ground - Increased Hitstun
Air - Short Launch
Lady Mika (F+HP)
Ground - High Launcher
Air - High Launcher
Juggle Potential
Jump HP
JP3 - Stun – Reset
Crouch MP
JP2 – Stun - RESET
Stand HK (Charged)
JP3 - Stun - SKD*
*Adds 2 Juggle Points on juggled opponent
Lady Mika (F + HP)
JP0 - SKD – SKD*
*Adds 2 Juggle Points on juggled opponent
Dive Bomb (Jump - Down + MP)
JP3 - SKD - SKD
Passion Rope Throw (F or B + MP after Passion Press (F or B + MP)
JP0 - Throw* - N/A
* Hits during hit stun, leaves enemy in grounded airborne state & has corner carry properties.
Shooting Peach (Bum Launcher) Normal
JP0 – SKD (CH=Float) – SKD (CH=Float)
Shooting Peach (EX)
1: JP4 - Stun - SKD
2: JP5 - AUTO - AUTO
3: JP6 - FLOAT - FLOAT
Wingless Airplane (DP)
JP1 - N/A - THROW
Wingless Airplane (EX)
JP4 - N/A – THROW
Mike Toss (V-Attack)
JP0 – Stun – Float*
Adds 4 to JP when hitting juggled opponent
Nadeshiko Side Attack (V-Trigger)
JPX - FLOAT - FLOAT
Nadeshiko Vertical
JPX - Stun – FLOAT*
*Has OTG Properties
Peach Assault (Critical Art)
JP0 - THROW* - N/A
*Hits during hitstun.
---
Ryu
Crush Counter Attacks
Stand HK
Ground - Increased Hitstun
Air - Short Launch
Stand HP
Ground - FLOAT
Air - FLOAT
Juggle Potential
Jump MP
JP0+ – Stun – Float
JP0 – Stun – SKD
Axe Kick (B+HK)
JP0 – Stun – SKD
JP1 – Stun – HKD
Jodan Nirengeki (HP -> HK)
JP0 - Stun (CH=FLOAT) - Reset (CH=FLOAT)
JP0+ - Float - Float
Jodan Sanrengeki (MP -> HP -> HK)
JP0 - Stun - Reset
JP0 - Stun - Reset
JP0 - FLOAT - FLOAT
Hadouken (Normal)
JP0 – Stun – SKD*
*Adds 2 JP against airborne.
Hadouken (EX)
JP2+ – SKD – SKD
JP2 – SKD – SKD
Hadouken (V-Trigger)
Lvl 1
JP0 – SKD* - SKD*
* Adds 2 JP
Lvl 2
JP1 – SKD – SKD
JP2 – SKD – SKD
Lvl 3
JP1 – SKD - SKD
JP2 – SKD - SKD
JP3 – SKD – SKD
Hadouken EX (V-Trigger)
JP3+ – SKD - SKD
JP3+ – SKD - SKD
JP3 – SKD* - SKD*
Adds 3 to Juggle Counter
Tatsumaki (Hurricane Kick) LP
JP0 – SKD* – SKD*
Increases JP by 4 at all times.
Tatsumaki MK
JP0 – SKD* – SKD*
JP0 – SKD* - SKD*
*Increases JP by 3 at all times
Tatsumaki HK
JP0 – SKD* - SKD*
JP0 – SKD* – SKD*
JP0 – SKD* – SKD*
*Increases JP by 3 at all times
Tatsumaki (Air)
JP0 - SKD* - SKD*
*Removes all juggle potential
Tatsumaki (EX)
JP0 - Stun - SKD*
JP0 - stun - SKD*
JP1 - Stun - SKD*
JP2 - Stun - SKD*
JP3 - SKD - SKD*
* Opponent always ends in JP4
---Seriously who the fuck knows!!!!!----
Shoryuken (All Normal)
JP0 – SKD* - SKD*
*on early frames of attack increases Juggle potential by 3, on late frames removes Juggle potential entirely.
Shoryuken (EX)
JP4 – SKD* - SKD*
*Early Frames lead to Auto combo (Additional hit) late frames remove juggle potential.
Shinku Hadouken (Including V-Trigger)
All Hits hit if opponent is JP6 or less
---
Vega
Crush Counter Attacks
Juggle Potential
---
Zangief
Crush Counter Attacks
Juggle Potential
---