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Tasteless
05-24-2003, 09:53 PM
what is the move to power juggernot up? and if i power him up and then call out another character, he remins powered up no?

j1lLFaN
05-25-2003, 02:24 PM
dp+pp . . . and yeah, he stays powered up, so you never have to do it again. 1 lp, lp, headcrush should kill, except for ppl like sent.

Tasteless
06-03-2003, 11:09 PM
ok he dosn't 'look' powered up when u tag him out and use him as an assist, does this matter? he's still powered up no?
thx

j1lLFaN
06-04-2003, 07:33 PM
he's still powered up, and very much so. When you power him up, and switch out, you glitch him. good for you, bad for enemy. . . .:cool:

Zelgadis
06-16-2003, 07:40 AM
Once you do this people start to go into "CAUTION" mode, and try to get Juggy off guard. Juggernaut is a good faker so do a Standing HP. Once the opposing character dashes in to set up Juggy you can then cancel to a HeadCrush. This does major damage specially on pop-up assist. Anyway, Juggy is also a throw dominator. Use throws as an advantage and try conecting the HP throw to a Juggernaut Punch xx HeadCrush.

A Glitch Juggy would instantly Kill any opponent beside Sentinel and another Juggernaut.

Zel.

Philth
07-01-2003, 11:05 PM
BTW you have to do NO other moves before you switch.
And if Jug comes back out on point, you lose the power up if you do it again.

Sir-Jabs-Alot
07-10-2003, 08:10 AM
Originally posted by j1lLFaN
dp+pp . . . and yeah, he stays powered up, so you never have to do it again. 1 lp, lp, headcrush should kill, except for ppl like sent.

I tried that and it does not kill. But this does: Glitch juggs, s.LP or c.LP, s.FP, FP earthquake, headcrusher =death :D

edit: Also if they don't flip out in time for forget to you can do a RH jugg punch..

Bootknocka
07-11-2003, 02:59 PM
if you want to get crazy with power,glitch juggernaut, then hit the assist with ruby heart i forgot whats its called. the ruby heart assist powers juggernaut even more.

Sir-Jabs-Alot
07-11-2003, 08:41 PM
Originally posted by Bootknocka
if you want to get crazy with power,glitch juggernaut, then hit the assist with ruby heart i forgot whats its called. the ruby heart assist powers juggernaut even more.

hmmm I just tried it to play around with it and see how much more power he would get.. and if you glitch him, then use rubys enhance assist it dose not add any more power... also if you do not power him up and use rubys assist it still does not give him as much power if you glitch him.

KING
10-19-2003, 05:12 PM
sup guys.

can you keep the Juggy glitch if you alpha-countered out?

say...I block with Juggy, my opp. tried to hit me with blocked string, I alpha-counter out/tag in XXX ...

Do I KEEP the glitched Juggy?

Sorry, I don't have a partner to test it on my DC...:(

Buck Jones
10-20-2003, 11:02 AM
Originally posted by KINGDOM
sup guys.

can you keep the Juggy glitch if you alpha-countered out?

say...I block with Juggy, my opp. tried to hit me with blocked string, I alpha-counter out/tag in XXX ...

Do I KEEP the glitched Juggy?



Yes.

Also, after you power up you may Headcrush and then immediately DHC into something else and retain the glitch as well. I don't have an exact number of frames to provide or anything, but the window is very small (< .5 seconds).

KING
10-20-2003, 08:55 PM
Originally posted by Buck Jones


Yes.

Also, after you power up you may Headcrush and then immediately DHC into something else and retain the glitch as well. I don't have an exact number of frames to provide or anything, but the window is very small (< .5 seconds).

cool lil' tidbits...thanks a bunch!:D

and i didn't know about the DHC retaining the glitch...:cool:

Buck Jones
10-21-2003, 06:56 AM
no prob, spongebob.....

Any other questions, feel free to ask, I still have my goblin and a DC so I can still test things.

JALbert
12-07-2003, 01:09 PM
If you power up juggs, swap him out, then DHC into headcrush, he still permapowered?

Buck Jones
12-08-2003, 12:42 PM
Originally posted by JALbert
If you power up juggs, swap him out, then DHC into headcrush, he still permapowered?

Yes.

Once you glitch up, the only way you lose it is if you do another dp+pp.

You can get it back, you'll just have to repeat the glitch process all over again.

JALbert
12-08-2003, 03:17 PM
Thanks man.

Gammadynamite
12-19-2003, 01:23 PM
OK This will be the end-all be all post of the Power-up glitch.

Glitch Juggy - dp-PP (for those who don't understand.......forward,down,down-forwad + both Punches)

conditions for glitch:

Do no moves after you power up except tag-out(not reccomended), alpha counter, call your assist, or DHC immediately after a headcrush. Any other attack and Juggy loses the glitch.

Also..if you are snapped out while powered up, the glitch is in effect.

Thats it...nothing else....you never lose the power up...even if you are brought back in on point.

The only way to lose the glitch is to power up again and not switch out in some way. (i.e. an already glitched Juggs is on point and powers up....he needs to exit the screen while powered up (a 2nd time) ...or he loses the glitch. Any actions after powering up (while powered up)..will make all your previous hard work pointless.

Anyone needing strats or tactics on how to safely power up juggs...and effectively use him as an assist or a point character just ask me or Buck....or Ed if he's ever around

Peace
-D-

Renegade
03-21-2004, 11:47 PM
Best tactic ever for 'safe' power ups is Sentinel. Not only does his Y assist provide safe cover for powering up, his floating tag in is the best tag in the game. He's not vulnerable for long, can't be hit on the ground, and can take a beating.

Gammadynamite
03-22-2004, 08:38 AM
Originally posted by Renegade
Best tactic ever for 'safe' power ups is Sentinel. Not only does his Y assist provide safe cover for powering up, his floating tag in is the best tag in the game. He's not vulnerable for long, can't be hit on the ground, and can take a beating.

This is true, however.........if your saying to power up and tag Sentinel in....I'd have to disagree. It works on mall scrubs, and even some intermediate level players, but when you take it to someone who knows better, they'll just launch. Launching may not seem sooo bad until you factor in the fact that Magnetos infinates come out off of a launch....Cable can just do RH , AHVB...stuff like that.

Peace
-D-

Buck Jones
03-22-2004, 10:40 AM
Properly executed, this "tag with drone cover" deal can work; it should be safe against Mag or Sent (2 landed drones will stop HSF), not so much so vs. Cable or Storm (drones angle downwards, so if one doesn't hit her in the foot you're both probably eating ice).

Should be good to go against anybody else.

_________________________

All that said.... get in the habit of countering/DHCing out. It's a better overall solution; it's hard to win when you give away ~50% of a teammate trying to glitch (which is what will happen if you don't get that clean tag).

Renegade
03-22-2004, 12:51 PM
The drone cover works fairly well, even against cable and storm. If done at the start of the match, I wait for drones to get close to power up, so i'll be sure to be safe. If cable zaps sentinel, big deal, now he has no meter, so power up and tag in the 3rd character.

I figure if a magneto player can infinite me all day, I'd prolly lose anyway. 1 AHVB isn't too bad a price to pay for a glitched juggs. Especially on sentinel.

The smart players just launch, true... But I've seen good players mess that up all the time and do low short, it's just habit.

DHCing is rough, cuz you have to build that 2nd meter.... and that takes awhile for juggy, especially if magneto won't get off you, or something. Definitely a last resort for me.

Countering is good. But Most counters aren't safe when blocked, and you'll need 2 meters to cancel into a safe super (assuming they have one).

I make it a point to get juggs out before the opponent has 2 meters. And since most characters will build that meter before juggs will... that leaves some options out.

I'm also kinda keen on tagging. I wait for a jump or something. If they just sit there.... I better go for that level 2. Otherwise I'm screwed.

Mike_Z
03-23-2004, 02:44 AM
Actually, contrary to the end-all-be-all post up there, the conditions for the glitch are as follows.
Once you powerup (DP+2P), you will stay flashing until you:
1 - Hit the opponent or throw them. Hitting with assists is okay, since they aren't Juggernaut. Also, you can hit with the wave from an Earthquake and still be flashing, although when you finish the EQ you will go back to normal because of #2.
2 - FINISH doing a move, for example if you do a whiffed Fierce you are still flashing until he completes the move.
The exception to this: You can do a snapback and hit the opponent (or finish the move) and you will still be flashing.
This means the following things are legal to do after powerup and still get the glitch:
Tag (obviously).
Get snapped out (obviously).
Alpha counter (obviously).
Headcrush and not hit anyone, then DHC before you do hit someone.
Do a snapback. Note that if you whiff a move and cancel to the snapback and hit, you will NOT be powered up afterward.
Do a whiffed normal move (standing Fierce or RH are good baits) and cancel it into a tag when they attack. This one is very useful, and is the usual way I get Jugs out.

So, the longest string of things you can do and still get the glitch is something along the lines of whiff Fierce, cancel to whiff Juggernaut Punch cancel to whiff Headcrush and DHC before you hit anything. Not useful, but it works.

Mike Z

Buck Jones
03-23-2004, 04:15 AM
^ all true. Whiffed hard normal XX tag actually works pretty decent, oftentimes fooling opponents jumping in swinging.


Thanks for pointing out some of the obscurities & finer points of the Jugg glitch.

R.P.D rookie
04-04-2004, 04:02 PM
After you Power Up, if you want to throw a punch without losing the power, do the same motion for the power up and then fierce punch. Juggernaut will go into the ducking animation and swing upwards same as if you just crouched and pressed fierce. It's about as effective as a making a boat out of a rock though.:D I stumbled on it while trying to find a way to keep the power up on constantly without having to switch. Unfortunately, I did not. A good way to power up at the very beginning of the match is to approach the opponent before the match even begins. Chances are knowing what people suspect of the Juggernaut (and they damn well should), he'll get the upper hand in the first punches thrown, therefore they block first. As soon as the match begins press forward and fierce punch and Juggeraunt will do the move where he throws out his arms and it looks like he's flexing. Instead of letting the animation go all the way through, cancel out of it after the block into the Power Up. Good way to get the power up early in the match. Do at your own risk though, and watch it against a person with a quick character a.k.a Mags or Storm.