Juggle Property Guide: All characters w/ video!

Pokey86Pokey86 Persistent GitJoined: Posts: 551
Juggle Mechanics Video (100MB - 14 Mins)

Youtube Link

Update Notes:

1: Character names with stars (*) in them have been adjusted for AE, any character without one has no changed juggle properties.

2: With the altered characters, the moves underlined are the altered moves. I would've loved to have made it more obvious but i can't seem to change colour of text anymore.

3: Evil Ryu, Oni, Yun & Yang have been added.

4: If you notice anything wrong with the info in this guide, please let me know & i'll look in to it.
What is a Juggle-

A juggle is when an opponent is airborne, reeling from some kind of an attack, they are incapable of controlling the character in any way. Most special attacks cause this, Shoryuken, Canon Spike, Fireballs when they hit an airborne character. However when airborne, only moves that have been "allowed" to hit in a juggle state will hit. This guide is intended to show you which moves can & can't hit someone in a juggle; among other information.

About Juggle Points:

Juggling in this guide is defined by a points system. Every hit of every move has its own Juggle Point. For example almost all normals attacks have no capability of hitting a juggled opponent, (JP0) however certain special attacks, Supers & Ultras can hit juggled opponents.
When an enemy is hit by an attack that causes a Standard Knockdown a Juggle is started, the enemy is now in a state known as JP1 (Juggle Point) for an attack to be able to hit this person it must have the same JP or above as the opponent. After an opponent has been put in a juggle, for each single hit that makes contact from here on a juggle point must be added; so if you cause SKD (JP1) & hit the opponent again, they will now be in JP2, hit them again & they are in JP3 etc.

Here-s an example:
AKUMA:

LP SRK:

JP0 - SKD - SKD

Akumas LP SRK Causes Standard knockdown: (SKD) when in SKD the enemy is in Juggle Point 1 (JP1) this means only moves with the same or above juggle point will hit.

FADC

MP SRK:

1st: JP0 - Stun - SRK (WHIFFS)
2nd: JP1 - SKD - SKD

Akumas MP SRK has two hits, only the second hit has a JP high enough to hit. (JP1) Because this is the second time the enemy has been hit in this juggle, a point is added & now the enemy is in JP2, meaning only hits with JP2 or higher can hit.

FADC

HP SRK:

1st: JP0 - Stun - SRK (Whiffs)
2nd: JP1 - SKD - SKD (Whiffs)
3rd: JP2 - SKD - SKD

Akumas HP SRK has 3 hits, however only the 3rd hit has a high enough JP to hit. (JP2) As this is the third time the enemy has been hit, another point is added to the juggled character increasing him to JP3

For Akuma to hit again he would need to use an attack that has a Juggle point of 3 or above. (For example his EX Tatsu)
If an enemy is in SKD (JP1) it doesn-t matter if you hit them with a move with a Juggle point of 1 or JP25. It will only ever add 1 point to for each single hit. Any move which does not follow this rule will be noted.

Seperating the two kinds of juggle points

There are two kinds of Juggle Point, the state of the juggle character, & the Juggle point assigned to each hit. The important rule to note is a juggled characters JP will go up one point for each hit that he takes during a juggle The juggle points of moves however NEVER change, if a move has one Juggle Point it will ALWAYS have one juggle point.

TERMINOLOGY

Stun - Hit Stun = In this state the opponent flinches for a short period of time & during this time is completely vulnerable. Barring sweeps; nearly all normals cause this, however specials can also cause this, in particularly fireballs. Aerial opponents cannot be put in this state. (Do not confuse this with "Dizzy")

Note - Some moves that cause Hitstun force the opponent to stand up if they are crouching, this is not defined in this guide.

Reset - Any move hitting an airborne target that causes them to do a small back flip & land on their feet. Resets cannot be performed on grounded opponents.

JP# - Juggle Point = JP followed by a number the number states how high the enemies Juggle Point can be until the move is unable to hit. For a move to hit it must have THE SAME (or above) Juggle Point as the state the character is in. If the character is at a higher Juggle Point the move will whiff. JPX signifies that a move has no limit to its juggle capabilities & will ALWAYS hit.

JP#+ - Juggle Point Plus = Moves with this property maintain the current juggle point the opponent is in. Therefore if the enemy is in the Float state. (JP0) After this hits they will remain in Float state, (If they are in SKD/JP1 they stay in JP1) it is important to know however, that these moves do not necessarily cause float against an airborne target, a move with:

JP1+ - Stun - SKD

For example will still cause SKD against an airborne target (Taking them to JP1) where-as if the opponent is in Float, (JP0) & this move is executes the enemy will stay in Float (JP0)

SKD - Standard Knockdown = Standard Knockdown is the typical attribute given to most moves that start a juggle (EX: Shoryuken, Canon Spike) when this hits the opponents the juggle point increases to JP1. When in this state only hits with JP1 or higher are able to hit. (For example, the second hit of Ryu-s MP/HP SRK)

HKD - Hard Knockdown = This is not to be confused with an untechable knockdown, this is any move that will cause the opponent to fly towards the floor, majority of the time this will abruptly end a combo, that said there are always exceptions.

HKD+ - Untechable Hard Knock Down = as above, only this is untechable. (No fast recovery) Sweeps have this attribute & are not listed in the character guide, however there are a few specials that also have this.

AUTO - Throws do not play a part in this guide, true throws CANNOT be combod in to besides Focus Attack or Dizzy. AUTO here indicates any move (Or hit within a move) in which an autocombo will ensue from it hitting. (& if blocked will not complete) Examples of this are Kens Full Shinryuken, Ryu's Metsu Shoryu, Vipers Burning Dance, the final hits of Abels Rekka his Falling Sky, his Ultra etc. Though you may think some moves in this game are throws they're not.

FLOAT - Float Knockdown = in this state, enemies are in a juggled state (looks exactly like Standard Knockdown) however this puts them in JP0 (Rather than JP1 that SKD causes) with this it means the opponent is almost fully comboable, the advantages of Float Knockdown are:

- The enemy can be hit by almost any move, as they are in JP0, any move with JP0 (Or higher) will hit

- The enemy is in a juggle state, but not yet in at Juggle Point 1, this means that if the next move causes SKD, the enemy progresses to JP1 allowing you a longer, & perhaps stronger juggle combo.

Examples of moves that causes this state are Sakuras EX Tatsu, Akumas LK Tatsu, Dahlsims Ultra, Gens Super, Gens Crouching LK

Note - Moves with the float attribute still add a juggle point; remember a juggle starts after the enemy is hit, in which causes them to reel in the air unable to perform any action. An airborne/Jumping character is not yet in a juggle state. Therefore if you start a juggle with FLOAT the enemy will start on JP0, however another float attack will still increase the juggle Point by 1. (turning them to JP1/SKD)

WALL - Causes the opponent to slam in to the side of the screen & bounce back, in most cases you can progress the combo after.

STAND - A rare attribute in which an airborne enemy will be placed in a standing state, examples are Gens Super, Bisons Ultra 1.

SUCK - This is any hit which causes a suction effect, such as the Tanden Engine or Rufus's EX Tornado.

CRUMPLE - Any move which causes the enemy to drop to there knees, such as Focus Attack Level 2 or Vipers EX Thunder Knuckle

Attack Breakdown:

Attacks are labelled like this
JP# - Stun - SKD
Juggle Point - Ground Hit - Air Hit

So, the first section (JP# -) indicates the juggle point of the attack, the number in this section indicates how many times the opponent can be juggled before the move will no longer hit.

The second section (- Stun -) displays the effect the move will have on a grounded opponent, in this case it will cause Stun

The third section (- SKD) displays what the move will cause on an airborne target (As in, jumping) in this case the move will cause Standard Knockdown. In nearly all cases if a move causes SKD to an airborne target it will cause the same effect to a juggled target, however this isn-t always the case.

(CH=SKD) - Occasionally you-ll find this notation among a hits description; for example:

JP0 - Stun (CH-SKD) - SKD

This means that on Counterhit, the hits property is altered. Moves with altered properties are listed with the attacks.

Sweep - a Sweep is more often than not a heavy attack initiated by Crouching & performing a Roundhouse (HK) these are not listed with the characters, every character has one of these & they all follow the same rule.

JP0 - HKD+ - HKD+

This means that it causes untechable knockdowns against airborne & Grounded targets. If a sweep is not initiated by Crouch HK, then it will be listed (such as Dee Jays Crouch MK)

Supers & Ultras - If a hit of a Super or Ultra causes SKD it will be untechable, when a special causes SKD it is techable. Any exceptions are noted with the move.

Focus Attack:

Focus attacks have two stages against the opponent, while they are standing they are classed as grounded, however when they drop to their knees they are classed as airborne, this means that take to long to hit, & the Close strong you did will cause a reset & likely mess up the combo you were planning.

Here is a breakdown of the effects Focus attacks cause to the opponent.

Focus Attack Level 1

JP0 - Stun (CH=Crumple) - SKD

Focus Attack Level 2

JP0 - Crumple - Float (CH=Float*)

*Spinning Animation

Focus Attack Level 3

JP0 - Crumple - Float

FAQ

That video has ALOT of writing in it, i needed to pause it to understand it you should have XYZABC why didn't you-

Yes i confess the video itself starts with 2 minutes of text, but you need to understand what's going on in it to follow it. with so much information on screen it's difficult to keep track of everything. The video was intended with the watcher pausing & possible re-watching. If you have any suggestions to make it easier to understand let me know.

Regarding the video: Why is it after the combos some writing pops up for like half a second then disappears-

I added these on request of a viewer, it sounds like a nice idea & hopefully will stop people re-watching a combo & memorizing what happened.

After the final hit of a combo sequence all the moves performed will flash up for a short time, this means if you want to see the outcome of a combo you can pause at this point so you can see exactly what happened. I did this for 2 reasons:

1: If i added more pauses the video will be upwards of 20 minutes.
2: if i added them with the combo the screen would be obscured further, & i intended for people to be able to see the combos behind the text :P

Dude you've messed up somewhere, your juggle system is all wrong, when you hit SKD they go to JP0 NOT JP1, i already know a fair bit about Juggle mechanics, what-s up with this-

Kich devised his system a while ago & i hated it, juggles starting at JP0 caused confusion for me. I felt it overcomplicated things, for one Float either had no juggle point or it was JP-1, for a move to hit it had to be 1 more than the Juggle state the character was in.

That said, EXCELLENT if you have Kich's system (he may not have invented it, but he's where i heard it from) it doesn't matter, skip all the videos & descriptions here & go straight to the stats, because they add up correctly in both systems i promise you.

I'm new to street fighter & i just can't get to grips with all this-

This guide is designed for medium to high levels of player, if you're new you're in the wrong place, no point trying to run before you can crawl. Play around with the game first, try some of the trials, looks around for some beginner-s guides or post up on this board. if you don't know your SRK's from your SBK's then adding SKD's & HKD's to that isn't gonna make things easier to understand.

Do you know what happens to the Juggle Mechanics when you kill your opponent-

Indeed i do, what a pointless question:

Jabs = cause crumple stun on ground & SKD on airborne

Medium or Hard attacks = cause Float on ground & SKD on air

If a special causes stun, then it will cause Float on ground hit & SKD on air hit, a few specials will cause Crumple but not many.

Comments

  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    CHARACTER LIST

    Abel

    Crouch Fierce: Down + HP

    1st: JP0 - Stun - Reset
    2nd: JP0 - Float - Float

    Rekka: All Variations

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - Auto - Auto

    Wheel Kick Normal

    JP0 - Stun - HKD

    Wheel Kick: EX

    1st: JP0 - Stun - HKD
    2nd: JP1 - Stun - HKD

    Falling Sky

    JP0 - N/A - Auto

    EX Falling Sky

    JP1 - N/A - Auto

    Super - Heartless

    JP0 - Auto - Auto

    Ultra 1 - Soulless

    JP1 - Auto - Auto

    Adon

    Close HK: Roundhouse

    JP1 - Stun - Reset

    Far HK: Roundhouse

    1st: JP0 - Stun - Reset
    2nd: JP1 - Stun - Reset

    Jaguar Kick: LK MK HK (Ground & Air)

    JP0 - Stun – Reset

    EX Jaguar Kick: EX

    1st: JP1 - Stun - SKD
    2nd: JP2 - HKD+ - SKD

    EX Jaguar Kick: EX Air

    1st: JP1 - Stun - SKD
    2nd: JP2 - HKD+ - HKD

    Rising Jaguar: LK & MK

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

    Rising Jaguar: HK

    1st: JP0 - SKD - SKD
    2nd: JP 2 - SKD - SKD

    Rising Jaguar Kick: EX

    1st: JP1 - SKD - SKD
    2nd: JP2 - SKD - SKD
    3rd: JP3 - SKD - SKD

    Jaguar Tooth: LK MK HK

    JP0 - Stun - SKD

    Jaguar Tooth: EX

    JP1 - SKD - SKD

    Super - Jaguar Varied Assault: Standard

    1st - 4th: JP1+ - Stun - SKD
    5th: JP1+ - SKD - SKD
    6th: JP1 - Crumple - Wall

    Super - Jaguar Varied Assault: Thousand Jaguars

    1st - 17th: JP1+ - Stun - SKD
    18th: JP1 - SKD - SKD

    *Mash LP/MP/HP for max hits

    Super - Jaguar Varied Assault: Jaguar Assassin

    1st - 4th: JP1+ - Stun - SKD
    5th: JP1+ - SKD - SKD
    6th: JP1 - SKD - SKD
    7th: JP2 - SKD - SKD
    8th: JP3 - SKD - SKD

    Ultra1 - Jaguar Revolver:

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Auto - HKD+

    Ultra 2 Jaguar Avalanche:

    1st: JP1 - SKD - SKD
    2nd: JP2 - SKD - SKD
    3rd: JP3 - N/A - Auto

    Akuma

    Gohadouken: Normal

    JP0 - Stun - SKD

    Gohadouken: EX

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

    Shaku: LP

    JP2 - SKD - SKD

    Shaku: MP

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

    Shaku: HP & EX

    1st: JP1 - SKD - SKD
    2nd: JP2+ - SKD - SKD
    3rd: JP3 - SKD - SKD

    Zanku Hadouken: All

    JP0 - Stun - SKD

    Goshoryuken: LP

    JP0 - SKD - SKD

    Goshoryuken: MP

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

    Goshoryuken: HP

    1st: JP0 - Stun - SKD
    2nd: JP1 - SKD - SKD
    3rd JP2 - SKD - SKD

    Goshoryuken: EX

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd JP2 - SKD - SKD

    Demon Flip: Palm

    JP0 - HKD+ - HKD+

    Demon Flip: Dive Kick

    JP0 - Stun - Reset

    Demon Flip: Sweep

    JP0 - HKD+ - HKD+

    Tatsu: LK

    JP0 - Float - Float

    Tatsu: MK

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

    Tatsu: HK

    1st: JP0 - Stun -SKD
    2nd: JP1 - SKD - SKD
    3rd: - JP1 - SKD - SKD

    Tatsu: EX

    1st: JP5 - Stun - SKD
    2nd: JP5 - Stun - SKD
    3rd: JP5 - Stun - SKD
    4th: JP5 - Stun - SKD
    5th: JP5 - SKD - SKD

    Tatsu: All Air

    1st: JP0 - Float - Float
    2nd: JP0 - Float - Float

    Tatsu: EX Air

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD

    Ultra - Demon Armageddon:

    JP0 - Auto - Auto

    Balrog

    Buffalo Head: All

    JP0 - SKD - SKD

    Dash Straight: All

    JP0 - Stun - SKD

    Dash Low Straight: All

    JP0 - HKD+ - HKD+

    Dash Upper: All

    JP0 - Stun - SKD

    Dash Swing Blow: All

    JP0 - Stun - SKD

    Dash Low Smash:

    JP0 - SKD - SKD

    Super - Crazy Buffalo*: Kick version only

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4 - Stun - SKD
    5th: JP5 - Stun – SKD
    *Punch Version is JP0

    Ultra - violent Buffalo: Punch Version

    1st hit: JP1 - Stun - SKD
    2nd - 8th: JP0 - Stun- SKD
    9th: JP5 - SKD - SKD
    10th: JP6+ - SKD - SKD
    11th: JP5 - SKD - SKD

    Ultra - violent Buffalo: Kick Version

    1st: JP1+ - Stun - SKD
    2nd: JP1 - Stun - SKD
    3rd: JP2+ - Stun - SKD
    4th: JP2 - Stun - SKD
    5th: JP3+ - Stun - SKD
    6th: JP3 - Stun - SKD
    7th: JP4+ - Stun - SKD
    8th: JP4 - Stun - SKD
    9th: JP5 - SKD - SKD
    10th: JP6+ - SKD - SKD
    11th: JP5 - SKD - SKD

    Blanka

    Electric Thunder: All

    JP0 – SKD - SKD

    Horizontal Ball: LP/MP

    JP0 – Stun - SKD

    Horizontal Ball**: HP

    JP0 – SKD* - SKD

    *If hitting far away, causes Stun

    Horizontal Ball**: EX

    JP0 – FLOAT* - FLOAT**

    *If hitting far away causes Stun
    ** If hitting far away causes SKD

    Vertical Ball: All Normal

    JP0 – Stun - SKD

    Vertical Ball**: EX

    JP0 – SKD - SKD

    Rainbow Ball: All

    JP0 – SKD - SKD

    Super - Ground Shave Roll:

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD

    Ultra - Electric Cannonball:

    1st: JP0 - Stun - N/A
    2nd: JP0 - SKD - SKD
    3rd: JP1 - SKD - SKD
    4th: JP2 - SKD - SKD
    5th: JP3 - SKD - SKD

    Ultra 2 - Shout of Earth: Ground

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

    Ultra 2 - Shout of Earth: Air

    JP0 - AUTO* - AUTO

    *Possible counterhit properties.

    C Viper

    Far Roundhouse: HK

    JP1 - Stun - HKD

    Thunder Knuckle:LP/MP

    JP0 - Stun - SKD

    Thunder Knuckle: HP

    JP1 - SKD - SKD

    Thunder Knuckle: EX

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

    Seismic Hammer: All

    JP0 - Float - N/A

    Burning Kick: Normal

    JP0 - SKD - SKD

    Burning Kick: Normal Air

    JP1 - SKD - SKD

    Burning Kick: EX

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD

    Burning Kick**: EX Air

    1st: JP1+ - SKD - SKD
    2nd: JP2+ - SKD - SKD
    3rd: JP3+ - SKD - SKD
    4th: JP4 - SKD - SKD

    Super - Emergency Combination:

    1st: JPX - Stun - SKD
    2nd: JPX - Stun - SKD
    3rd: JPX – SKD - SKD

    Ultra - Burst Time:

    1st: JP1 - SKD - SKD
    2nd: JP2 - SKD - SKD
    3rd: JP3 - SKD - SKD
    4th: JP4 - SKD - SKD
    5th: JP5 - SKD - SKD

    Ultra - Burning Dance:

    JP0 - Auto - Auto

    Cammy

    Spiral Arrow: LK MK

    JP0 - SKD - SKD

    Spiral Arrow: HK EX

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

    Canon Spike:* Normal

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

    Canon Spike: EX

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

    Spin Knuckle: All

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

    Canon Strike: All

    JP0 - Stun - Reset

    Hooligan Combination: Sweep

    JP0 - SKD - SKD

    Super - Spin Drive Smasher:

    1st: JP1+ - Stun - SKD
    2nd: JP1 - Stun - SKD
    3rd: JP1 - Stun - SKD
    4th: JPX - Stun - SKD
    5th: JPX - Stun - SKD
    6th: JPX - Stun - SKD
    7th: JPX - SKD - SKD

    Ultra - Gyro Drive Smasher:

    1st: JP1+ - Stun - SKD
    2nd: JP1 - Stun - SKD
    3rd: JPX - Stun - SKD
    4th: JPX - Stun - SKD
    5th: JP0 - AUTO - SKD
    6th: JPX - Stun - SKD
    7th: JPX - Stun - SKD
    8th: JPX- SKD - SKD

    Chun Li

    Rear Spin Kick: DF + LK

    JP0 - Stun (CH=SKD) - SKD

    Neutral Jump Fierce: Jump + HP

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

    Jump Target Combo: HP + HP

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

    Yosokyaku: Down + MK X 3

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

    Hyakaretsukyaku: Normal Lightning Legs

    All Hits: JP0 - Stun - SKD

    Hyakaretsukyaku: EX Legs

    1st: JP4 - SKD - SKD
    2nd: JP4 - SKD - SKD
    3rd: JP4 - SKD - SKD
    4th: JP4 - SKD - SKD

    Kikouken: Normal

    JP0 - Stun - SKD

    Kikouken: EX

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

    Spinning Bird Kick: Normal

    All hits: JP0 - Stun - SKD

    Spinning Bird Kick: EX

    1st: JP5 - SKD - SKD
    2nd: JP6 - SKD - SKD
    3rd: JP7 - SKD - SKD
    4th: JP8 - SKD - SKD
    5th: JP9 - SKD - SKD

    Hazanshu: Normal

    JP0 - Stun - HKD+

    Hazanshu: EX

    JP0 - HKD+ - HKD+

    Super - Senretsukyaku:

    1st - 8th: JPX - Stun - SKD
    9th: JPX - SKD - SKD

    Ultra 1 - Hosenka:

    1st - 8th: JPX - Stun - SKD
    9th: JPX - AUTO - AUTO

    Ultra 2 - Kikosho:

    1st to 19th: - JP20 - Stun - SKD
    20th: JP20 - SKD - SKD

    Cody

    Stomach Blow: F + MP

    JP1 - Stun - Reset

    Neutral Jump: HP

    JP1 - Stun - HKD

    Crack Kick: F + HK

    JP1 - SKD - SKD

    Zonk Knuckle: Normal

    JP1 - SKD* - SKD*

    *removes all potential for juggle when hitting a standing or airborne enemy, works normally during a juggled opponent.

    Zonk Knuckle: EX

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

    Criminal Uppercut: LP

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

    Criminal Uppercut: MP

    1st: JP0 - Stun - SKD
    2nd: JP0 - SKD- SKD
    3rd: JP1 - SKD- SKD
    4th: JP2 - SKD- SKD
    5th: JP3 - SKD- SKD

    Criminal Uppercut: HP

    1st: JP0 - Stun - SKD
    2nd: JP0 - SKD- SKD
    3rd: JP1 - SKD- SKD
    4th: JP2 - SKD- SKD
    5th: JP3 - SKD- SKD
    6th: JP4 - SKD- SKD

    Criminal Uppercut: EX

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

    Ruffian Kick: LK

    JP0 - HKD+ - SKD*

    *Untechable

    Ruffian Kick: MK

    JP1 - SKD - SKD

    Ruffian Kick: HK

    JP1 - SKD - SKD

    Ruffian Kick: EX

    JP1 - HKD+ - SKD*

    *Untechable

    Bad Stone: Normal

    JP0 - Stun - SKD

    Bad Stone: EX

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

    Knife Throw: All

    JP1 - SKD - SKD

    Super - Dead End Irony:

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

    *First hit causes Stun on LK or MK activation

    Ultra - Final Destruction:

    JP1 - AUTO - AUTO

    Ultra - Last Dread Dust:

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4 - Stun - SKD
    5th: JP5 - Stun - SKD
    6th: JP6 - Stun - SKD
    7th: JP7 - Stun - SKD
    8th: JP8 - Stun - SKD

    9th: JP1 - Stun - SKD
    10th: JP2 - Stun - SKD
    11th: JP3 - Stun - SKD
    12th: JP4 - Stun - SKD
    13th: JP5 - AUTO - AUTO

    Bad Spray:

    1st: JP0 - FLOAT - FLOAT
    2nd: JP0 - SKD- SKD

    Dan

    Neutral Jump Strong: MP

    JP1 - Stun - Reset

    Neutral Jump Fierce: HP

    JP1 - Stun - HKD

    Crouch Taunt:

    JP1 - Stun - Reset

    Aerial Taunt: Yahoo!

    JP1 - Stun - Reset

    Gadouken: Normal

    JP0 - Stun - SKD

    Gadouken: EX

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

    Koryuken: Normal

    JP0 - SKD - SKD

    Koryuken: EX

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

    Dankukyaku: LK & LK Air

    JP0 - SKD - SKD

    Dankukyaku: MK & MK Air

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

    Dankukyaku: HK & HK Air

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD

    Dankukyaku: EX

    JP0 - AUTO - AUTO

    Dankukyaku**: EX Air

    1st: JP1 - SKD - SKD
    2nd: JP2 - SKD - SKD
    3rd: JP3 - SKD - SKD

    Super - Hisho Buraiken:

    1st - 18th: Ascending* - Stun - SKD
    19th: JP18 - SKD - SKD

    *Starting from JP0 for first hit add one JP for each subsequent hit

    Ultra - Shisso Buraiken:

    JP0 - AUTO - AUTO

    Ultra - Hoah Gadouken:

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD
    6th: JP5 - SKD - SKD


    Dee Jay

    Crouch MK:

    JP0 - HKD+ - HKD+

    Crouch HK:

    JP0 - HKD+ - Reset*

    *Move has two hit boxes, leg off ground causes SKD (In Air)

    Close Roundhouse: HK

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

    Far HP:

    JP0 - Stun (CH = Float*) - Reset

    *Counter Hit causes Stun on crouching opponents

    Air Slasher: Normal

    JP1 - Stun - SKD

    Air Slasher: EX

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

    Double Rolling Sobat: LK

    JP0 - SKD - SKD

    Double Rolling Sobat: MK HK

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

    Double Rolling Sobat: EX

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

    Jacknife Maximum: LK

    JP0 - SKD - SKD

    Jacknife Maximum: MK

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

    Jacknife Maximum: HK

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

    Jacknife Maximum: EX

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD
    6th: JP5 - SKD - SKD

    Machine Gun Upper: Normals - Extended

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - Stun - SKD
    4th: JP0 - Stun - SKD
    5th: JP0 - Stun - SKD
    6th: JP0 - Stun - SKD
    Final*: JP0 - SKD - SKD

    *Removes all juggle potential

    Machine Gun Upper: EX

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - Stun - SKD
    4th: JP0 - Stun - SKD
    5th: JP0 - Stun - SKD
    6th: JP0 - Stun - SKD
    7th: JP0 - SKD - SKD

    Super - Sobat Carnival:

    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 - HKD+ - HKD+

    Ultra 1 - Sobat Festival: Raw

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP1 - SKD - SKD
    5th: JP2 - SKD - SKD
    6th: JP3 - SKD - SKD

    Ultra 1 - Sobat Festival: During Super

    1st: JPX - Stun - SKD
    2nd: JPX - Stun - SKD
    3rd: JPX - Stun - SKD
    4th: JPX - SKD - SKD
    5th: JPX - SKD - SKD
    6th: JPX - SKD - SKD


    Ultra 2 - Climax Beat:

    1st: JP1 - AUTO - AUTO
    2nd: JP1- AUTO - AUTO
    3rd: JP1 - AUTO - AUTO
    4th: JP1+ - Stun - SKD
    5th: JP1+ - Stun - SKD
    6th: JP1+ - Stun - SKD
    7th: JP1+ - Stun - SKD
    8th: JP1+ - Stun - SKD
    9th: JP1+ - Stun - SKD
    10th: JP1+ - Stun - SKD
    11th: JP1 - SKD - SKD

    Dahlsim

    Yoga Mummy:

    JP1 - Stun - SKD

    Yoga Fire: LP

    JP0 - Stun - SKD

    Yoga Fire:MP HP

    JP0 - SKD - SKD

    Yoga Fire: EX

    JP0 - Stun - SKD (CH = Float)
    JP1 - Stun - SKD

    Yoga Flame: Normal

    JP0 - SKD - SKD

    Yoga Flame: EX

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

    Yoga Blast**: LK/MK

    JP0 - N/A - SKD*

    * Untechable

    Yoga Blast**: HK

    JP0 - N/A - FLOAT*

    * Untechable

    Yoga Blast**: EX

    JP0 - N/A - Float*
    JP1 - N/A - SKD*

    * Untechable

    Yoga Inferno:

    1st: JPX* - SKD - SKD
    2nd: JPX* - SKD - SKD
    3rd: JPX* - SKD - SKD
    4th: JPX* - SKD - SKD
    5th: JPX* - SKD - SKD

    *Resets Juggle Counter to JP0 (Float)

    Yoga Catastrophe:

    1st: JPX - Stun - Float
    2nd: JPX+ - Stun - Float
    3rd: JPX - Stun - Float
    4th: JPX+ - Stun - Float
    5th: JPX - Float – Float

    Dudley

    Roundhouse Overhead: Forward + HK

    JP0 - Stun - HKD+

    Crouch MK:

    JP0 - HKD+ - SKD

    Crouch HK:

    JP2 - SKD - SKD

    Side Jump Roundhouse: HK

    JP0 - Stun - HKD

    Jet Upper: LP MP

    JP0 - SKD - SKD

    Jet Upper: HP EX

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

    Cross Counter: Normal

    JP0* - SKD - SKD

    *Removes all juggle potential

    Cross Counter: EX

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: - JP2 - SKD - SKD

    Short Swing Blow: Normal

    JP0 - Stun (CH = SKD) - SKD

    Short Swing Blow: EX

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - Float - Float

    Ducking Straight: All

    JP1+ - Stun - SKD

    Ducking Upper: All

    1st: JP1+ - Stun - SKD
    2nd: JP2* - Stun - SKD

    Second hit adds two juggle points on hit.

    Thunder Bolt**: Normal

    1st: JP0 - HKD+ - HKD+
    2nd: JP1 - HKD+ - HKD+

    Thunderbolt**: EX

    1st: JP0 - Stun - HKD+
    2nd: JP1 - Stun - HKD+
    3rd: JP2 - Stun - HKD+
    4th: JP3 - Stun - HKD+
    5th: JP4 - HKD+ - HKD+

    Machine Gun Blow: LP

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD

    Machine Gun Blow: MP

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4 - Stun - SKD

    Machine Gun Blow: HP

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

    Machine Gun Blow: EX

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

    Super - Rocket Upper**:

    1st: JP5 - SKD - SKD
    2-16th: JP5* - SKD - SKD

    *Ascending JP

    Ultra 1 - Rolling Thunder**:

    1st: JP0 - Stun - N/A
    2nd: JP1 - Stun - SKD
    3rd: JP2 - Stun - SKD
    4th: JP3 - Stun -SKD
    5th: JP4 - AUTO - SKD
    6th: JP5 - Stun - SKD
    7th: JP5 - Stun - SKD

    Ultra 2 - Corkscrew Cross:

    1st: JP0 - AUTO - AUTO
    2nd: JP1 - AUTO - SKD
    3rd: JP2 - AUTO - SKD
    4th: JP3 - AUTO - SKD
    5th: JP4 - AUTO - SKD
    6th: JP5 - AUTO - SKD
    7th JP6 - AUTO - SKD

    E Honda

    Shikofumi: Overhead

    JP0 - HKD+ - Reset

    Hundred Hand Slap: All

    All Hits: JP0 - Stun - SKD

    Sumo Splash: Normal

    1st: JP0 - SKD - SKD
    2nd: JP0 - HKD+ - SKD

    Sumo Splash: EX

    1st: JP1 - SKD - SKD
    2nd: JP1 - HKD+ - HKD

    Sumo Headbutt: Normal

    JP0 - SKD -SKD

    Sumo Headbutt: EX

    JP2 - SKD - SKD

    Super - Super Killer Head Ram:

    1st: JPX - Stun - SKD
    2nd: JPX - Stun - SKD

    Ultra - Ultra Killer Head Ram:

    JP1 - AUTO - AUTO
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551

    El Fuerte

    Close Standing HK:

    JP0 - SKD - SKD

    Far Standing HK:

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

    Tostada Press: Run + MP

    JP1 - HKD+ - SKD

    Gordita Sobat: Run + MK

    JP0 - Stun - SKD

    Calamari Slide: Run + HK

    JP0 - HKD+ - N/A

    Quesadilla Bomb: Level 1

    JP0 - Stun - SKD

    Quasdiall Bomb: All Except Level 1

    JP0 - SKD - SKD

    Quasdiall Bomb: All Except Level 1

    JP0 - SKD (CH = FLOAT*) - SKD (CH = FLOAT*)

    * Wall Bounce

    Guacamole Leg Throw: All

    JP1- N/A - AUTO

    Propeller Tortilla: Run Back + HP

    JP0 - THROW* - N/A

    *Can combo after in corner with LK. Character Specific

    Super - El Fuerte Dynamite:

    1st: JPX - Stun - SKD
    2nd: JPX - Stun - SKD
    3rd: JPX - Stun - SKD
    4th: JPX - AUTO - AUTO

    Evil Ryu

    Close Roundhouse: HK

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

    Tenmakujinkyaku: Dive Kick

    JP1 - Stun - Reset

    Diagonal Jump Strong: Jump + MP

    1st: JP0+ - Stun - Float
    2nd: JP1 - Stun - SKD

    Hop Kick: Forward + MK

    JP2 - Stun - Reset

    Hadouken: Normal

    JP0 - Stun - SKD

    Hadouken: EX

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

    Tatsumaki Senpukyaku: LK

    JP0 - Float - Float

    Tatsumaki Senpukyaku: MK

    1st: JP0 - Stun - SKD
    2nd: JP0 - SKD - SKD
    3rd: JP0 - SKD - SKD

    Tatsumaki Senpukyaku: HK

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

    Tatsumaki Senpukyaku: EX

    1st: JP5 - Stun - SKD
    2nd: JP5 - Stun - SKD
    3rd: JP5 - Stun - SKD
    4th: JP5 - Stun- SKD
    5th: JP5 - SKD - SKD

    Tatsumaki Senpukyaku: LK Air

    JP0 - SKD - SKD (CH=Float)

    Tatsumaki Senpukyaku: MK Air

    1st: JP0 - SKD (CH=SKD*) - SKD
    2nd: JP0 - SKD (CH=SKD*) - SKD

    * Knockdown is considerably closer, can follow up mid screen.

    Tatsumaki Senpukyaku: HK Air

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

    Tatsumaki Senpukyaku: EX Air

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD- SKD
    5th: JP4 - SKD - SKD

    Shoryuken: LP

    JP0 - SKD - SKD

    Shoryuken: MP HP

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

    Shoryuken: EX

    1st: JP0 - Stun - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD

    Shakanetsu Hadouken: LP

    JP1 - SKD - SKD

    Shakanetsu Hadouken: MP

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

    Shakanetsu Hadouken: HP & EX

    1st: JP1 - SKD - SKD
    2nd: JP2+ - SKD - SKD
    3rd: JP3 - SKD - SKD

    Axe Kick: LK

    JP0 - Stun - HKD+

    Axe Kick: MK

    JP6 - Stun - HKD+

    Axe Kick: HK

    JP1 - HKD+ - HKD+

    Axe Kick: EX

    JP2 - HKD+ - HKD+

    Ultra - Metsu Hadouken:

    1st: JP1 - Stun* - SKD*
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4- Stun - SKD
    5th: JP5 - Stun - SKD
    6th: JP6 - Stun - SKD
    7th: JP7 - Stun - SKD
    8th: JP8 - SKD - SKD

    * Auto if fully charged & close

    Ultra 2 - Messatsu Goshoryu

    1st: JP0 - AUTO* - AUTO*
    2nd: JP1 - Stun - SKD

    3rd: JP2 - Stun - SKD
    4th: JP3- Stun - SKD
    5th: JP4 - Stun - SKD

    6th: JP5 - SKD* - SKD*
    7th: JP6 - SKD - SKD
    8th: JP7 - SKD - SKD
    9th: JP8 - SKD - SKD
    10th: JP9 - SKD - SKD

    *Both 1st & 6th hit must make contact for Ultra cinematic to occur, if first hit is blocked & 6th strike hits. then cinematic will still ensue.

    Fei Long

    Rekka: All

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - SKD - SKD

    Flame Kick: LK/MK

    JP0 - SKD - SKD

    Flame Kick: HK

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

    Flame Kick: EX

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD

    Chicken Wing: All

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD

    Super - Rekkashinken:

    1st: JPX- Stun - SKD*
    2nd: JPX - Stun - SKD
    3rd: JPX - Stun - SKD
    4th: JPX - Stun - SKD
    5th: JPX - SKD - SKD

    * Resets Juggle counter to FLOAT when hitting a juggle opponent (Like Dahlsims Super)

    Ultra - Rekkashingeki:

    1st: JPX- Stun - SKD
    2nd: JP0 - AUTO - N/A
    3rd: JPX - Stun - SKD
    4th: JP0 - AUTO - N/A
    5th: JPX - SKD - SKD

    Gen

    Crouch LK: Crane

    JP0 - Float - Float

    Jump Target: Shakudan (Crane)

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

    Standing HK: Crane

    1st: JP0 - Stun - SKD
    2nd: JP1 - Stun - Reset

    Crouch HP: Crane

    JP0 - Stun (CH = SKD) - Reset (CH = SKD)

    Hyakurenko: All (Hands)

    All Hits: JP0 - Stun - SKD

    Gekiro: All

    1st: JP0 - SKD - SKD
    Continued: JPX - SKD - SKD
    Final: JPX - HKD - HKD

    Jyasen: All (Roll)

    All Hits: JP0 - Stun - SKD

    Oga: All (Wall Strike)

    JP0 - Float - Float

    Mantis Super - Zen'ei:

    JP0 - Auto - Auto

    Crane Super - Jyakoha:

    JPX - N/A - AUTO

    Mantis Ultra 1 - Zetsui

    JP0 - Auto - Auto

    Mantis Ultra 2 - Shitenketsu:

    1st: JP0 - AUTO - AUTO
    Remaining: JP0 - AUTO - SKD

    Crane Ultra 1 - Ryukoha:

    JPX - N/A - AUTO

    Crane Ultra 2 - Teiga:

    JP0 - AUTO - AUTO

    Gouken

    Amaoroshi: Back Throw

    Causes Airborne, not Float

    Side Jump: Jump + MP

    1st: JP0+ - Stun - Float
    2nd: JP1 - Stun - SKD

    Nuetral Jump Fierce: HP

    JP1 - Stun - HKD

    Side Jump Roundhouse: HK

    JP1 - Stun - HKD

    Gohadouken: Normal

    JP0+ - Stun - Float

    Gohadouken: Normal Charged

    1st: JP0+ - Stun - Float
    2nd: JP0+ - Stun - Float

    Gohadouken: EX Uncharged

    1st: JP0+ - Stun - Float
    2nd: JP0+ - Stun - Float

    Gohadouken: EX Charged

    1st: JP0+ - Stun - Float
    2nd: JP0+ - Stun - Float
    3rd: JP0+ - Float - Float
    4th: JP0+ - Float - Float

    Senkugoshoha: Normal (Palm)

    JP0 - SKD - SKD

    Senkugoshoha: EX (Palm)

    1st: JP0 - Stun - Float
    2nd: JP0 - Float - Float

    Tatsumaki Gorasen: LK

    1st: JP0 - Float - Float
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD

    Tatsumaki Gorasen: MK

    1st: JP0 - Float - Float
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD

    Tatsumaki Gorasen: HK

    1st: JP0 - Float - Float
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD

    Tatsumaki Gorasen: EX

    1st: JP0 - Float - Float
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD
    6th: JP5 - SKD - SKD
    7th: JP6 - SKD - SKD
    8th: JP7 - SKD - SKD

    Kongoshin: All (Counter)

    JP0 - Float - Float

    Hyakkishu: Sweep

    JP0 - HKD+ - HKD+

    Hyakkishu: Dive Kick

    JP0 - Stun - Reset

    Super - Forbidden Shoryuken:

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD
    6th: JP5 - SKD - SKD
    7th: JP6 - SKD - SKD

    Ultra 1 - Shin Shoryuken:

    1st: JP0 - AUTO - AUTO
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD
    6th: JP5 - SKD - SKD
    7th: JP6 - SKD - SKD

    Ultra 2 - Denjin Hadouken:

    1st: JP2 - Stun - Float
    2nd: JP3 - Stun - Float
    3rd: JP4 - Stun - Float
    Final: JP5 - Float - Float

    Fully Charged has continued ascending Juggle Points up to JP9 (8 hits starting at JP2)

    Guile

    Guile High Kick: Down + Forward + Roundhouse

    JP0 - Float - Float

    Sonic Boom: Normal

    JP0 - Stun - SKD

    Sonic Boom: EX

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

    Flash Kick: Normal

    JP0 - SKD - SKD

    Flash Kick: EX

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

    Super - Double Flash:

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

    Ultra 1 - Flash Explosion:

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

    Ultra 2 - Sonic Hurricane:

    1st: JP0 - FLOAT - FLOAT
    2nd: JP1 - FLOAT - FLOAT
    3rd: JP2 - FLOAT - FLOAT
    4th: JP3 - FLOAT - FLOAT
    5th: JP4 - FLOAT - FLOAT
    6th: JP5 - FLOAT - FLOAT

    Guy

    Crouch HK: Slide

    JP0 - HKD+* - HKD+*

    Note - At long distance causes JP0 - Stun - Reset

    Nuetral Jump: HK

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

    Elbow Drop: Jump + Down + MP

    JP1 - Stun - Reset

    Ninja Sickle: Down Forward HK

    1st: JP0 - Stun - Reset
    2nd: JP0 - Float - Float

    Bushin Gokusaken: Target Combo

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

    Bushin Gokusaken Throw: Target Combo Back Throw

    1st: JP0 - Stun - Reset
    2nd: JP0 - Stun - Reset
    3rd: JP0 - Stun - Reset
    4th: JP0 - Float - N/A

    Hozanto: Normal

    JP0 - SKD - SKD

    Hozanto: EX

    JP1 - SKD - SKD

    Shadow Kick: Running Slide

    JP0 - HKD+ - HKD+

    Neck Flip: Running Overhead

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

    Neck Flip: EX

    1st: JP0 - Stun - Reset
    2nd: JP0 - Stun - Reset

    Bushin Senpukyaku: LK MK

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD- SKD

    Bushin Senpukyaku: HK EX

    1st: JP1 - SKD - SKD
    2nd: JP2 - SKD - SKD
    3rd: JP3 - SKD - SKD
    4th: JP3 - SKD - SKD

    Super - Bushin Hasoken:

    JPX - Auto - Auto

    Note - If any single hit misses combo will end

    Ultra 1 - Bushin Goraisenpujin:

    1st: JP1 - SKD - SKD
    2nd: JP2 - SKD - SKD
    3rd: JP3 - SKD - SKD
    4th: JP4 - Auto - Auto

    Hakan

    Notes - Status in brackets indicates effects when oiled.

    Diagonal Jump: MP

    JP0 - Stun - SKD

    Step Knee: Forward + HK

    JP1 – Stun (HKD+) - Reset (HKD+)

    Oil Slide:

    JP1 - HKD+ - SKD

    Ultra 2 - Oil Combination Hold:

    JP1 - N/A - AUTO

    Ibuki

    Crouch Fierce: HP

    JP2 - Stun - Reset

    Sweep Combo: (All versions)

    1st: JP0 - HKD+ - HKD+
    2nd: JP1 - Stun - Reset

    Close Roundhouse: HK

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

    Diagonal Jump: HK

    JP2 - Stun - HKD

    Agemen: Back + MP

    1st: JP0 - Stun - SKD
    2nd: JP1 - Stun - Reset

    Hammer Kick: Forward + MK

    JP0 - Stun - HKD

    Kuna Throw: Normal

    JP0 - Stun - SKD

    Kunai Throw: EX

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

    Neck Breaker: All

    JP0 - AUTO - AUTO

    Raida: All (Explosion Grab)

    JP1 - AUTO - AUTO

    Kazegiri: All (Dragon Kick)

    1st: JP1 - SKD - SKD
    2nd: JP2- SKD - SKD
    3rd: JP3 - SKD - SKD

    Tsumuji: LK (Multi-Kicks)

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

    Tsumuji: MK HK (Multi-Kicks)

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - Stun* - SKD

    * Can Cause HKD+ if down is held

    Tsumuji: EX (Multi-Kicks)

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

    * Can Cause HKD if down is held

    Hien: All (Overhead Jump Stomps)

    JP0 - AUTO - AUTO

    Super - Kasumi Suzuka:

    All Hits: JPX - Stun - SKD

    Ultra 1 - Yoroitoshi**:

    1st: JP0 - THROW - THROW*
    2nd-8th: JPX - Stun - SKD

    * Cannot hit a juggled target

    Ultra 2 - Hashinsho**:

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

    Juri

    Diagonal Jump Strong: MP

    JP0+ - Stun - Float

    Diagonal Jump Fierce:HP

    JP1 - HKD - HKD

    Close Fierce: HP

    JP0 - SKD - SKD

    Fuhajin: Kick

    JP1 - SKD - SKD

    Fuhajin: Projectile

    JP2 - Stun - SKD

    Fuhajin: EX

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

    Shikusen: Normal Complete (Dive Kick Aerial Combo)

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD

    Shikusen: EX (dive Kick Aerial Combo)

    JP0 - AUTO - AUTO

    Note - Auto combo ends with Wall Bounce -> SKD (JP1)

    Senpusha: LK Pinwheel

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

    Senpusha: MK/HK Pinwheel

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - Stun - SKD
    4th: JP0 – SKD* - SKD*

    Note: Final hit removes all combo potential

    Senpusha: EX Pinwheel

    1st: JP0 - Stun - SKD
    2nd: JP1 - Stun - SKD
    3rd: JP2 - Stun - SKD
    4th: JP3 - Stun - SKD
    5th: JP4 - Stun - SKD
    6th: JP5 - SKD - SKD

    Super - Fuharenjin:

    All Hits: JP1+ - SKD - SKD
    Final Hit: JP1 – SKD* - SKD*

    Note: Final hit removes all juggle potential

    Ultra 1 - Feng Shui Engine:

    All become JP1:

    Close / Far HP
    Close / Far MP
    Close MK Second hit
    Far MK
    Close HK Second Hit
    Far HK

    Ultra - Kaisen Dankairaku

    Floor Spin: JP1 - AUTO - AUTO
    Middle Ascension: JP2 - AUTO - AUTO
    Peak: JP3 - AUTO - AUTO


    Ken

    Hadouken: Normal

    JP0 - Stun - SKD

    Hadouken: EX

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

    Tatsumaki Senpukyaku: LK

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

    * Add 2 Juggle Points if this hits an airborne target, only add one Juggle Point if it hits a juggled target.

    Tatsumaki Senpukyaku: MK

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD*
    3rd: JP1 - Stun - SKD*
    4th: JP1 - Stun - SKD*

    * Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it his a juggled target

    Tatsumaki Senpukyaku: HK

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

    * Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it hits a juggled target

    Tatsumaki Senpukyaku: EX

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

    Tatsumaki Senpukyaku: Air LK

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

    Tatsumaki Senpukyaku: Air MK


    1st: JP0 - Stun - SKD
    2nd: JP1 - Stun - SKD
    3rd: JP1 - Stun - SKD

    Tatsumaki Senpukyaku: Air HK


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

    Tatsumaki Senpukyaku: Air EX

    1st: JP4 - Stun - SKD
    2nd: JP4 - Stun - SKD
    3rd: JP4 - Stun - SKD
    4th: JP4 - Stun - SKD

    Shoryuken: LP

    JP0 - SKD - SKD

    Shoryuken: MP

    1st: JP0 - Stun (CH = SKD) - SKD
    2nd: JP1 - SKD - SKD

    Shoryuken: HP

    1st: JP0 - Stun (CH = Float) - Float
    2nd: JP0+ - SKD - SKD
    3rd: JP1 - SKD - SKD

    Shoryuken: EX

    1st: JP1 - SKD - SKD
    2nd: JP2 - SKD - SKD
    3rd: JP3 - SKD - SKD
    4th: JP3 - SKD - SKD

    Super - Shoryureppa:

    1st: JP0 - Stun - SKD
    2nd: JP1+ - Stun - SKD
    3rd: JP1+ - Stun - SKD
    4th: JP0 - SKD - SKD
    5th: JP1+ - SKD - SKD
    6th: JP1 - SKD – SKD

    Ultra - Shinryuken:

    1st: JP0 - AUTO - AUTO
    2nd: JPX - SKD - SKD
    3rd: JPX - SKD - SKD
    4th: JPX - SKD - SKD
    5th: JPX - SKD - SKD
    6th: JPX- SKD - SKD
    7th: JPX - SKD - SKD
    8th: JPX - SKD - SKD
    9th: JPX - SKD - SKD
    10th: JPX - SKD - SKD

    Ultra - Guren Senpukyaku:

    1st: JP0 - Stun - SKD
    2nd: JP1 - Stun - SKD
    3rd: JP2 - Stun - SKD
    4th: JP3 - Stun - SKD
    5th: JP4 - Stun - SKD
    6th: JP5- Stun - SKD
    7th: JP6 - Stun - SKD
    8th: JP7 - Stun - SKD
    9th: JP8 - Stun - SKD
    10th: JP9 - Stun - SKD
    11th: JP10 - AUTO - SKD

    M Bison

    Hell Attack: Diagonal Jump MP -> MP

    1st: JP0 - Stun - Float
    2nd: JP1 - Stun - SKD

    Psycho Crusher: Normal

    JP0 - SKD - SKD

    Psycho Crusher: EX

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

    Double Knee Press: Normal

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

    Double Knee Press: EX

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

    Head Press: Normal

    JP0 - Stun - SKD

    Head Press: EX

    JP0 – HKD+ - SKD

    Somersault Skull Diver: Normal

    JP0 - Stun - SKD

    Somersault Skull Diver: EX

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

    Devils Reverse: Normal

    JP0 - SKD - SKD

    Devils Reverse: EX

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

    Super - Knee Press Nightmare:

    1st: JPX - Stun - SKD
    2nd: JPX - Stun - SKD
    3rd: JPX - Stun - SKD
    4th: JPX - Stun - SKD
    5th: JPX – HKD+ - HKD+

    Ultra - Nightmare Booster:

    1st: JPX - STAND - SKD
    2nd: JPX - STAND - SKD
    3rd: JPX - STAND - SKD
    4th: JPX - STAND - SKD
    5th: JPX - AUTO - AUTO

    Ultra 2 - Psycho Punisher:

    JP1 - AUTO - AUTO

    Makoto

    All Jump Fierce: HP

    JP1 - Stun - Reset

    Forward Short: -> + LK

    JP1 - Stun - Reset

    Hayate: Normal (Dash Punch)

    JP1 - Stun* - SKD

    Fully charged (Level 4 & 5) causes SKD

    Hayate: EX (Dash Punch)

    JP2 - SKD - SKD

    Oroshi: LP MP (Overhead Chop)

    JP0 - Stun - HKD

    Oroshi: HP (Overhead Chop)

    JP0 – HKD+ - HKD+

    Oroshi: EX (Overhead Chop)

    JP1 – HKD+ - HKD+

    Fukiage: All (Up Punch)

    JP1 - N/A - SKD

    Tsurugi: LK MK (Axe Kick)

    JP1 - Stun - SKD

    Tsurugi: HK (Axe Kick)

    JP1 - HKD - HKD

    Tsurugi: EX (Axe Kick)

    1st: JP2 - HKD- HKD
    2nd: JP3 - HKD - HKD

    Ultra 1 - Seichusen Godanzuki:

    JP0 - AUTO - AUTO

    Ultra 2 - Abare Tosanami*:

    * First hit must hit to dash/jump cancel the final hit

    1st: JP1 - AUTO - Float*
    2nd: JP1+ - SKD - SKD
    3rd: JP1+ - SKD - SKD
    4th: JP1+ - SKD - SKD

    * If the LK or MK version of Abare Tosonami is used, causes SKD
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551

    Oni

    Roundhouse: HK

    1st: JP0 - Stun - Reset
    2nd: JP0 - Stun - HKD

    Back + MP: Stomach Blow

    JP1 - Stun - Reset

    Forward + Roundhouse: F + HK

    JP1 - Stun - SKD

    Forward + Fierce*: F + HP

    JP0 - Stun - Reset

    *Destroys Single Projectiles

    Neutral Jump Strong: Jump + MP

    JP1 - Stun - HKD

    Gohadouken: Normal

    JP0 - Stun - SKD

    Gohadouken: Normal Charged

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

    Gohadouken: EX

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

    Gorai Hadouken: LP (Electric Fireball)

    JP1 - SKD - SKD

    Gorai Hadouken: MP (Electric Fireball)

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

    Gorai Hadouken: HP & EX (Electric Fireball)

    1st: JP0 - SKD - SKD
    2nd: JP1+ - SKD - SKD
    3rd: JP2 - SKD - SKD

    Tatsumaki Senpukyaku: LK

    JP0 - SKD - Float

    Tatsumaki Senpukyaku: MK

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

    Tatsumaki Senpukyaku: HK

    1st: JP0 - Stun - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD

    Tatsumaki Senpukyaku: EX

    1st: JP5 - Stun - SKD
    2nd: JP5 - Stun - SKD
    3rd: JP5 - Stun - SKD
    4th: JP5 - Stun- SKD
    5th: JP5 - SKD - SKD

    Tatsumaki Senpu Kyaku: Normal Air

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

    Tatsumaki Senpukyaku: EX Air

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD- SKD
    5th: JP4 - SKD - SKD

    Tatsumaki Senpukyaku**: EX (After Air Dash)

    JP1 - SKD - SKD

    Goshoryuken: LP & HP

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

    Goshoryuken: MP

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

    Goshoryuken: EX

    1st: JP0 - Auto* - Auto*
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD

    * 1st hit of auto combo is untechable (in case the auto combo whiffs)

    Rakan Dantojin: LK Rush Slash
    JP0 - Stun - Float

    Rakan Dantojin: MK & HK Rush Slash

    JP0 - SKD* - SKD*

    *Removes all Juggle Potential, unless hitting a juggled opponent

    Rakan Dantojin: EX Rush Slash

    JP1 - SKD (CH=SKD*) - SKD (CH=SKD*)

    *High Elevation.

    Sekisei Jiraiken: LK Overhead Palm

    JP1 - HKD+ - HKD+

    Sekisei Jiraiken: MK Overhead Palm

    JP2 - HKD+ - HKD+

    Sekisei Jiraiken: HK Overhead Palm

    JP0 - HKD+ - HKD+

    Sekisei Jiraiken: EX Overhead Palm

    1st: JP1 - HKD+ - HKD+
    2nd: JP2 - HKD+ - HKD+

    Zanku Hadosho: all Air Dash

    JP1 - Stun - SKD

    Super - Raging Demon**: Air

    JP2 - N/A - AUTO

    Meido Gohadou: Ultra 1 (all variations)

    1st*: JP0 - Auto - Auto
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD
    6th: JP5 - SKD - SKD
    7th: JP6 - SKD - SKD
    8th: JP7 - SKD - SKD
    9th: JP8 - SKD - SKD

    *First hit is a close range hit, Ground PPP Activation only.

    Tenchi Sokaigen: Ultra 2

    1st*: JP0 - Auto - Auto
    2nd: JP5 - SKD - SKD
    3rd: JP6 - SKD - SKD
    4th: JP7 - SKD - SKD
    5th: JP8 - SKD - SKD
    6th: JP9 - SKD - SKD
    7th: JP10 - SKD - SKD
    8th: JP11 - SKD - SKD

    Rose

    Soul Piede: F + HK

    JP0 - Stun - SKD

    Soul Spark*: Normal

    Gains 4 damage for each prjectile absorbed (Max 7)

    JP0 - Stun - SKD

    Soul Spark*: EX

    * each hit Gains 3 damage for each projectile absorbed (Max 7) resets once any kind of projectile has been thrown

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

    Soul Spiral: All

    JP0 - SKD - SKD

    Soul Reflect: All

    JP0 - SKD - SKD

    Soul Throw: All

    JP1 - N/A - THROW

    Super - Aura Soul Spark*:

    * First 4 hits gain 3 damage for each projectile absorbed, final hit gains 5 totalling 17 extra damage per projectile absorbed (Max 7) resets once any kind of projectile has been thrown

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4 - Stun - SKD
    5th: JP5 - SKD* - SKD*

    *Removes all juggle capability

    Ultra 1 - Illusion Spark:

    JP0 - AUTO - AUTO

    Ultra 2 - Soul Satellite*:

    For each absorbed projectile one of the orbs will gain 4 damage (Max 7 absorbed projectiles) resets once any kind of projectile has been thrown

    Both Projectiles: JPX+ - Stun - SKD

    Rufus

    Far Roundhouse: HK

    JP0 - Float - SKD

    Diagonal Jump Roundhouse: HK

    1st: JP0+ - Stun - Float
    2nd: JP1 - Stun - SKD

    Fragrance Palm: ->+ HP

    JP0 - SKD - SKD

    Target Combo: LK -> HK

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

    Falcon Kick: Dive

    JP1 - Stun - Reset

    Galactic Tornado: LP

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

    Galactic Tornado: MP

    1st: JP1 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - SKD - SKD

    Galactic Tornado: HP

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

    Galactic Tornado: EX

    1st: JP0 - SUCK - N/A
    2nd: JP1 - SKD - SKD

    Messiah Kick: Normal

    JP0 - Stun - SKD

    Messiah Kick: EX

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

    LK Followup: Somersault

    JP1 - SKD - SKD

    MK Followup: Sweep

    JP0 - HKD - HKD

    HK Followup: Overhead

    JP0 - HKD - SKD

    Snake Strike: LP

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


    Snake Strike: MP

    1st: JP1 - Stun - SKD
    2nd: JP1 - Stun - SKD
    3rd: JP2 - Stun - SKD
    4th: JP3 - Stun - SKD
    5th: JP3 - Stun - SKD

    Snake Strike: HP

    1st: JP1 - Stun - SKD
    2nd: JP1 - Stun - SKD
    3rd: JP2 - Stun - SKD
    4th: JP3 - Stun - SKD
    5th: JP3 - Stun - SKD

    Snake Strike: EX

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

    Super - Spectacle Romance:

    1st JPX - Stun - STAND
    2nd: JPX - AUTO - AUTO

    Ultra 1 - Space Opera Symphony:

    1st - 8th: JPX - SKD - SKD
    9th: JPX - AUTO - AUTO

    Ultra 2 - Big Bang Typhoon:

    JP0 - AUTO - AUTO*

    * Different Auto combo, fewer hits.

    Ryu

    Diagonal Jump Strong**: Jump + MP

    1st: JP0 - Stun - Float
    2nd: JP1 - Stun - SKD

    Hadouken: Normal

    JP0 - Stun - SKD

    Hadouken**: EX

    1st: JP1 - SKD* (CH=FLOAT) - SKD* (CH=FLOAT)
    2nd: JP2+ - FLOAT - FLOAT

    Adds 2 points to Juggle Counter, except when hitting a juggle opponent.

    Tatsumaki Senpukyaku: Normal & Air Normal

    JP0 - SKD - SKD

    Tatsumaki Senpukyaku: EX

    1st: JP5 - Stun - SKD
    2nd: JP5 - Stun - SKD
    3rd: JP5 - Stun - SKD
    4th: JP5 - Stun- SKD
    5th: JP5 - SKD - SKD

    Tatsumaki Senpukyaku: EX Air

    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD- SKD
    5th: JP4 - SKD - SKD

    Shoryuken**: LP/HP

    JP0 - SKD - SKD

    Shoruken: MP & EX

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

    Super - Shinku Hadouken:

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4- Stun - SKD
    5th: JP5 - SKD* - SKD

    * Removes all juggle potential

    Ultra - Metsu Hadouken:

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4- Stun - SKD
    5th: JP5 - Stun - SKD
    6th: JP6 - Stun - SKD
    7th: JP7 - Stun - SKD
    8th: JP8 - SKD* - SKD

    * Removes all juggle potential

    Ultra 2 - Metsu Shoruken:

    1st: JP0 - AUTO - AUTO
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD
    6th: JP5 - SKD - SKD
    7th: JP6 - SKD - SKD

    Sagat

    Forward Step Kick: -> + HK

    JP1 - Stun - SKD

    Tiger Shot: Normal (High & Low)

    JP0 - Stun - SKD

    Tiger Shot: EX (High & Low)

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

    Tiger Knee: Normal

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

    Tiger Knee: EX

    1st: JP0 - Stun - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP1 - SKD - SKD

    Tiger Uppercut: Normal

    JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)

    * Causes spin animation on Counterhit

    Tiger Uppercut: EX

    1st: JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD

    * Causes spin animation on Counterhit

    Tiger Scar:

    +1 JP to all hits of Tiger Uppercut (All versions)
    Also adds Armour breaking properties

    Super - Tiger Genocide:

    1st: JPX - Stun - SKD
    2nd: JPX - Stun - SKD
    3rd: JPX - Stun - SKD
    4th: JPX - SKD - SKD
    5th: JPX - SKD - SKD
    6th: JPX - SKD - SKD
    7th: JPX - SKD - SKD

    Ultra 1 - Tiger Destruction:

    1st: JPX - Stun - SKD
    2nd: JPX - Stun - SKD
    3rd: JPX - Stun - SKD
    4th: JPX - Stun - SKD
    5th: JPX - SKD - SKD
    6th: JPX - SKD - SKD
    7th: JPX - AUTO - AUTO

    Ultra 2 - Tiger Cannon:

    1st: JP0+ - Stun - Float
    2nd: JP0 - Stun - SKD
    3rd: JP1 - Stun - SKD
    4th: JP4+ - Stun - SKD
    5th: JP4+ - Stun - SKD
    6th: JP4 - Stun - SKD
    7th: JP5 - Stun - SKD
    8th: JP6 - SKD* - SKD

    * Creates Uncomboable State

    Sakura

    Hadouken: Normal

    JP0 - Stun - SKD

    Hadouken: EX

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

    Tatsu: LK

    1st: JP0 - Stun - Reset

    Tatsu: MK

    1st: JP0 - Stun - Reset
    2nd: JP1 - Stun -Reset

    Tatsu: HK

    1st: JP0 - Stun - Reset
    2nd: JP1 - Stun - Reset
    3rd: JP2 - Stun - Reset

    Tatsu: EX

    1st: JP0 - Stun - Reset
    2nd: JP1 - Stun - Reset
    3rd: JP2 - Stun - Reset
    4th: JP0 - Float - Float

    Tatsu: Normal Air

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

    Tatsu: Air EX

    All Hits: JP2 - SKD - SKD

    Shouoken: LP

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

    Shouoken: MP

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

    Shouoken: HP

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - Stun - SKD
    4th: JP1 - SKD - SKD
    5th: JP2 - SKD - SKD
    6th: JP3 - SKD - SKD

    Shouoken: EX

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - Stun - SKD
    4th: JP0 - Stun - SKD
    5th: JP0 - Stun - SKD
    6th: JP1 - SKD - SKD
    7th: JP2 - SKD - SKD
    8th: JP3 - SKD - SKD

    Sakura Otoshi: All

    1st: JP1 - SKD - SKD
    2nd: JP2 -SKD - SKD
    3rd: JP3 - SKD - SKD

    Super - Haru Ichiban:

    1st: JP0 - Stun - Reset
    2nd: JP0 - Stun - Reset
    3rd: JP0 - Stun - Reset
    4th: JP0 - Stun - Reset
    5th: JP0 - Stun - Reset
    6th: JP0 - Stun - Reset
    7th: JP0 - SKD - SKD

    Ultra 1 - Haru Ranman:

    1st: JP0 - AUTO - AUTO*
    2nd: JP0 - AUTO - AUTO
    3rd: JP0 - SKD - SKD

    * If this hits airborne (Not float) second hit whiffs

    Ultra 2 - Shinku Hadouken: & Tengyo

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4 - Stun - SKD
    5th: JP5 – SKD* - SKD

    *Removes all Juggle capabilities


    Seth

    Diagonal Jump Strong: MP

    1st: JP0+ - Stun - Float
    2nd: JP1 - Stun - SKD

    Yosokyaku: Stomp

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

    Tenmakujinkyaku: Dive Kick

    JP4 - Stun - Reset

    Sonic Boom: All

    Each Boom: JP0 - Stun - SKD

    Hyakaretsu: All

    JP0 - AUTO - AUTO

    Shoryuken: Normal

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

    3rd: JP1 - SKD - SKD

    4th: JP2 - SKD - SKD

    Shoryuken: EX

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

    3rd: JP1 - SKD - SKD

    4th: JP2 - SKD - SKD
    5th: JP3 - SKD - SKD
    6th: JP4 - SKD - SKD
    7th: JP5 - SKD - SKD
    8th: JP6 - SKD - SKD

    Tanden Engine: Normal

    JP0 - SUCK - N/A

    Tanden Engine: EX

    JPX - SUCK - SUCK*

    *If hitting airborne, opponent ends up in a standing juggled state until combo finishes. Works normally when hitting a juggled opponent.

    Super - Tanden Storm:

    Suction: JP0 - SUCK - SUCK*
    1st - 22nd: JPX+ - Stun - SKD
    23rd: JPX - SKD - SKD

    *Puts enemy in a standing/jugglefloat state

    Ultra 1 - Tanden Stream:

    JP0 - AUTO - AUTO

    Ultra 2 - Tanden Typhoon:

    Suction: JP0 - SUCK - SUCK
    1st: JP0 - SKD - SKD
    2nd: JP1 - SKD - SKD
    3rd: JP2 - SKD - SKD
    4th: JP3 - SKD - SKD
    5th: JP4 - SKD - SKD
    6th: JP5 - SKD - SKD
    7th: JP6 - SKD - SKD
    8th: JP7 - SKD - SKD
    9th: JP8 - SKD - SKD
    10th: JP9 - SKD - SKD
    11th: JP10 - SKD - SKD
    12th: JP11 - SKD - SKD
    13th: JP12 - SKD - SKD
    14th*: JP13 - SKD - SKD

    * Enemy has to be quite high for final hit to hit.

    T Hawk

    Close Roundhouse**: HK

    JP0 - SKD - SKD

    Heavy Should: Side Jump + Down + MP

    JP0 - N/A - Reset

    Condor Dive: Normal

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

    Condor Dive: EX

    JP2 - SKD - SKD

    Condor Spire: Normal

    JP0 - SKD - SKD

    Condor Spire: EX

    JP0 - SKD - SKD

    Tomohawk Buster: Normal

    JP0 - SKD - SKD

    Tomohawk Buster: EX

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

    Vega

    Cosmic Heel: Down + Forward + HK

    JP0 - Float - Float

    Rolling Crystal Flash: All

    All Hits: JP0 - Stun - SKD

    Scarlet Terror: LK

    JP0 - SKD - SKD

    Scarlet Terror: MK + HK

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

    Scarlet Terror: EX

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

    Flying Barcelona Attack: Normal Claw Dive or Izuna Drop

    JP0 - SKD - SKD

    Flying Barcelona Attack: EX Claw Dive

    Launcher: JP0 - Float - Float
    2nd: JP0 - SKD - SKD
    3rd: JP1 - SKD - SKD

    Flying Barcelona Attack: EX Izuna Drop

    Launcher: JP0 - Float - Float
    2nd: JP1 - Throw - Throw

    Sky High Claw**: Normal

    JP0 - SKD - SKD

    Sky High Claw: EX

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

    Super - Flying Barcelona Special: Attack

    1st: JP1 - SKD - SKD
    2nd: JP2 - SKD - SKD
    3rd: JP3 -SKD - SKD
    4th: JP4 - SKD - SKD

    Super - Flying Barcelona Special: Rolling Izuna

    JP0 - THROW - THROW

    Ultra - Bloody High Claw**:

    Launcher: JP0+ - Float - Float
    2nd: JP0 - AUTO - AUTO

    Ultra 2 - Splendid Claw:

    JP0 - AUTO - AUTO

    Yang:

    Close Forward: MK

    JP0 - Float - Float

    Far Strong: MP

    JP1 - Stun - Reset

    Far Fierce: HP

    JP1 - Stun - Reset

    Crouch Short: LK

    JP1 - Stun - Reset

    Target Combo: Palm

    1st: JP0 - Stun - Reset
    2nd: JP0 - Stun - Reset
    3rd: JP1 - SKD - SKD

    Target Combo: Kicks

    1st: JP0 - Stun - Reset
    2nd: JP0 - Stun - Reset
    3rd: JP0 - SKD - SKD

    Dive Kick:

    JP1 - Stun - Reset

    Tourou Zan: All Normal Rekka

    1st: JP0 - Stun - SKD
    2nd: JP0 - Stun - SKD
    3rd: JP0 - SKD - SKD

    Tourou Zan: EX Rekka

    1st: JP1 - Stun - SKD
    2nd: JP2 - Stun - SKD
    3rd: JP3 - Stun - SKD
    4th: JP4 - Stun - SKD
    5th: JP5 - SKD - SKD

    Byakko Soushouda: MP Palm

    JP0 - Stun - SKD

    Byakko Soushouda: HP Palm

    JP0 - SKD - SKD

    Byakko Soushouda: EX Palm

    JP0 - Float* - Float*

    *Cause Wallbounce

    Senkyuutai: LK Dragon Kick

    1st: JP0 - SKD* - SKD*
    2nd: JP2 - SKD - SKD

    * Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

    Senkyuutai: MK/HK Dragon Kick

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

    * Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

    Senkyuutai: EX Dragon Kick

    1st: JP1 - SKD* - SKD*
    2nd: JP3 - SKD - SKD
    3rd: JP4 - SKD - SKD

    * Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

    Ultra - Raishin Mahhaken

    JP0 - AUTO - AUTO

    Ultra 2 - Tenshin Senkyuutai

    1st: JP0 - AUTO - AUTO
    2nd: JPX - SKD - SKD
    3rd: JPX - SKD - SKD
    4th: JPX - SKD - SKD
    5th: JPX - SKD - SKD
    6th: JPX - SKD - SKD

    Yun

    Close Forward: MK

    JP0 - Float - Float

    Dive Kick:

    JP1 - Stun - Reset

    Sweep Target: Crouch HK -> HK

    1st: JP0 - HKD+* - HKD+
    2nd: JP1 - SKD - SKD

    *If specifically traded with another attack (Not projectile) opponent ends in grounded stun, also throwable, very strict timing.

    Forward Fierce: F + HP

    JP1 - SKD - SKD

    Target Combo:

    1st: JP0 - Stun - Reset
    2nd: JP0 - Stun - Reset
    3rd: JP0 - Float - Float

    Zesshou Hohou All Normal Rush Punch

    JP1 - SKD - SKD

    Zesshou Hohou: EX Rush Punch

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

    Nishokyaku: All Normal Dragon Kick

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

    Nishokyaku: EX Dragon Kick

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

    Kobokushi: Normal Palm

    JP0 - Float - Float

    Kobokushi: EX Palm

    JP1 - Float* - Float*

    *Causes Wallbounce

    Tetsuzankou: LP Shoulder

    JP0 - Stun - SKD*

    *Severely limits Juggle potential when hit against a non-juggled opponent

    Tetsuzankou: MP/HP Shoulder

    JP0 - SKD - SKD

    Tetsuzankou: EX Shoulder

    1st: JP2 - Stun - SKD
    2nd: JP2 - SKD* - SKD*

    *Severely limits Juggle potential when hit against a non-juggled opponent

    Super: Genei Gin

    - all Ground Normals now cause SKD when hitting an airborne target.
    - All attacks are now JP99 (Exceptions Below)
    - Forward MK is JP7
    - Rush Punch now has 3 hits
    - shoulder now has 2 hits.
    - Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
    - Ultra 2 is now JP99 but has an alternate AUTO combo on 5th hit.

    Ultra 1 - You Hou

    1st: JP1 - Auto* - Auto*
    2nd: JP2 - Float - Float
    3rd: JP3 - Float - Float
    4th: JP4 - Float - Float

    Auto Causes Float, Adds one juggle point to a juggled enemy.

    Ultra 2 - Sourai Rengeki

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

    Zangief

    Far standing HP**

    JP0 - SKD - SKD

    Lariat: Normal + Quick

    JP0 - SKD - SKD

    Green Hand: Normal

    JP0 - Stun - SKD

    Green Hand*: EX

    1st: JP0 - Stun - SKD
    2nd: JP1 - Stun – SKD
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    Notes/Updates
    • Updated notes on various characters for AE
    • Fixed some layout errors
    • Updated some minor typo errors
    • Updated some move names
    • Added AE Characters
    • Re-organised Character layout.
    • Added C.Vipers Far HK

    • · Ryu - Jump MP = First hit no longer maintains juggle
    • · Ryu - HP SRK = Single hit, no JP
    • · Ryu - EX Shaku = Many property alterations
    • · Blanka - HP Ball = Knocks down at close range (SKD)
    • · Blanka - EX Ball = Knocks down at close tange for a free juggle (Float knockdown)
    • · Blanka - EX Vertical Roll = Knocks down at all times
    • · Zangief - Far Standing HP = Standard knockdown at all times.
    • · Sim - Yoga Blast = Free juggle state on hit (Float)
    • · Sim - Ultra 1 Corrected = Corrected Sims ultra properties. (2nd/4th hit maintain juggle)
    • · Vega - Sky High Claw = Causes knockdown on hit
    • · Vega - Ultra 1 = first hit maintains juggle
    • · Viper - Air EX Burning Kick = all but last hit maintain juggle
    • · Rufus - Ultra 2 = Altered air hit properties.
    • · Fuerte = Quasadilla Bomb (EX) = Causes wallbounce on counterhit with free juggle (Float)
    • · Dan - Air EX Danku = increased juggle potential
    • · Dee Jay - Ultra 1 = Changed to JPX when activated during Super.
    • · Cody - Bad Spray = 2 hits now, first hit causes Free juggle (Float)
    • · Ibuki - Ultra 1 = Causes standard knockdown when hitting airborne (Was reset)
    • · Ibuki - Ultra 2 = Increased juggle potential
    • · Dudley - Thunderbolt = Increased juggle potential
    • · Dudley - Super = altered juggle properties (first two hits JP5)
    • · Dudley - Ultra 1 = now causes SKD on airborne hits, increased juggle potential
    • · Evil Ryu - Axe Kick = Altered juggle potential for MK & HK versions
    • · Adon - Ultra 1 (Tame) = Last hit causes Hard Knock Down
    • · Oni - EX SRK = First hit is untechable.
    • · Oni - Post Dash EX Tatsu = Added Post Dash EX Tatsu (one hit, SKD)
    • · Oni - Air Super = now hits juggled, increased juggle potential
    • · T.Hawk - Close HK = Knocks down on hit
    • · Fei Long - 1st hit of Super = Resets juggle count (similair to Dahlsim Super)
  • AcidGlowAcidGlow ~Misogi~ Joined: Posts: 406 ✭✭
    I got lost in the sea of text. too much for me. I'll just watch the video. :lol:
  • FenorFenor Joined: Posts: 115
    very nice video and tutorial
    thank
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,087 ✭✭✭
    Awesome stuff. Appreciate the time you spent.

    Know I understand why anti air duck upper (1 hit) or duck straight doesn't give full animation when you combo into U2 (Dudley).
    You did not go back in time, this is how the forums look.
    "You are all just as bad as the people you hate. You're only interested in characters based on tears." - Since1717
    NO STREAM = DEAD GAME
    PSN: X_the_Genius | GGPO: Mr X | Skype: MisterEcks
  • chirpchirp Joined: Posts: 3,170
    Great stuff, this must have taken ages
  • guns1ingerguns1inger Joined: Posts: 91
    Absolutely fantastic.

    You have given us the blue prints to the game. Creativity and discovery of new combo's will become more frequent.
    Combo videos will become more common place.

    New techniques with characters will be found and old ones will be refined.

    This is the holy grail
  • VanillaPlantVanillaPlant Joined: Posts: 135
  • MRGAYMRGAY meaty atk = my cock Joined: Posts: 634
    Fucking. Fantastic. Props! This is really helping out, gunna try some counter hit shenanigans with Fei Long, see what can be extended just a bit more. =) Which I think isn't too much, judging from the little list you have there. xD
    Avatar by Accel Core. :D

    Ghetto biology, rofl. http://forums.shoryuken.com/showpost.php?p=6507221&postcount=32
  • The Lone DragonThe Lone Dragon perverted feminist Joined: Posts: 3,380 ✭✭✭✭✭
    A slight correction...

    The last hit of Sakura Otoshi is HKD+, right?

    And, I believe the first two hits, even though they don't slam down, are still untechable...I don't know what notation you'd use for that.

    Great info, otherwise.
    Watch Porkchop 'n Flatscreen: Episode 2 on Youtube! http://www.youtube.com/watch?v=53Z4Kj1Etrk
    VIEW my animations and music: http://emezie.com
    READ my sister's book- http://nnedi.com
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    ^^Cheers, updated^^

    Does anyone know the name of any mods here? i really don't fancy this getting lost in past pages. considering i WILL be updating it when new character come to light.
  • Kanta-KunKanta-Kun Magnudisto... BLAAAAAAAST Joined: Posts: 5,536 ✭✭✭✭
    It's Sosage. Sosage rules over all. So ask him for a sticky and I'm quite sure you'll get it here, since this is one of the few useful threads here on this SSFIV board =__=
    "I think the game should punch you in the face every time you pick Nova." -ShadyK
  • SosageSosage Mopping Up Your Salt Joined: Posts: 1,723 mod
    Woah! Just caught this. Stickied up.
    www.DrunkenTemple.com ...cause I am a broke ass artist...
    Keystone II ...cause I like the video games...
    SFIV/SSFIV/MvC3 mod ...cause I enjoy destroying your fun...
    Rindoukan Yellow Belt ...cause I paid 49.95 for lessons at the local strip mall and now I can karakusa online...
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
  • LazirLazir Joined: Posts: 174
    i have a question. How did you find all of this?!?!?!:looney: This combined with frame data is just too good. Also is there some kind of awesome chart that lists how much pushback a move does on hit and block? Pretty much with Frame data, Juggle Mechanics, Pushback data, and move hitboxes you would literally know every single combo possible. Is there also data about exactly how many frames a move puts the opponent in hit/block stun rather than only frame advantage? I'm just a noob looking for answers:rofl: Also forgot to ask but at around 11:55 in the vid where it explains ryu's juggle properties. does the light tatsu reset all juggle potential and if so wouldn't the last two hits of the metsu hado be jp1 an jp2?
  • Kanta-KunKanta-Kun Magnudisto... BLAAAAAAAST Joined: Posts: 5,536 ✭✭✭✭
    To get hit stun.... there's a formula.

    it's something like... get the moves total frames, deduct start-up frames and recovery? then add/subtract the frame advantage value from that. This right? I dunno, I'm just talking out of my butt right now :P

    EDIT: According to :d: , :u: is fail. Sorry.
    "I think the game should punch you in the face every time you pick Nova." -ShadyK
  • ilitiritilitirit Joined: Posts: 6,227 ✭✭✭✭✭
    You've got it backwards. There's a formula for frame-advantage, not hit-stun
  • SylariSylari Joined: Posts: 1,445
    You've got it backwards. There's a formula for frame-advantage, not hit-stun

    But frame advantage is just hit stun - recovery?
    SRK's worst Omega Red player.
  • ilitiritilitirit Joined: Posts: 6,227 ✭✭✭✭✭
    But frame advantage is just hit stun - recovery?

    Hitstun - recovery - remaining active frames. This is why (late)

    Hitstun cannot be calculated. It's an inherent part of the move, just like damage.
  • cachocapucachocapu Joined: Posts: 52
    I've been wanting something like this for a long time. Mad props man, this must have taken ages to compile.
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    i have a question. How did you find all of this?!?!?!:looney:

    Trial & Error, that was the endurance side of this... the hardest part was working out a system that accurately displayed everything & was simple... & yeah it's not exactly simple but still :P Kich was certainly the biggest help in making this though, as he already offered a great outline to work off of, Doopliss certainly contributed masses though.
    Also forgot to ask but at around 11:55 in the vid where it explains ryu's juggle properties. does the light tatsu reset all juggle potential and if so wouldn't the last two hits of the metsu hado be jp1 an jp2?

    no, in that combo the last hits of Metsu & Shinku when hitting a grounded opponent removes all juggle capability, however the LK Tatsu causes Standard Knockdown, which means the final (2) hits of the Metsu hit airborne.

    So at that point the opponent is in JP3 (LK Tatsu = SKD/JP1 + 2 hits of Metsu) in which when the Shinku comes out the first 2 hits (JP1 & JP2) arn't high enough to hit.
  • LazirLazir Joined: Posts: 174
    no, in that combo the last hits of Metsu & Shinku when hitting a grounded opponent removes all juggle capability, however the LK Tatsu causes Standard Knockdown, which means the final (2) hits of the Metsu hit airborne.

    So at that point the opponent is in JP3 (LK Tatsu = SKD/JP1 + 2 hits of Metsu) in which when the Shinku comes out the first 2 hits (JP1 & JP2) arn't high enough to hit.
    Ok thanks for the clarification.
    I'm pretty sure that im not the only one that appreciates all the effort put into this. :tup:
    Now if we can get pushback data we will know all there is to know about this game!! :badboy:
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    Well i couldnt help with that, however i was thinking about adding moves which cause crouching opponents to stand as a miner update along with the new characters when they come out. i;m quite sure Yun will have some very good juggles (methinks)
  • LazirLazir Joined: Posts: 174
    If he's anything like his 3rd strike self he should have the best juggles
  • ilitiritilitirit Joined: Posts: 6,227 ✭✭✭✭✭
    I just noticed now that Ken's EX DP doesn't juggle infinitely any more. It only juggles thrice.
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    yup,they altered it, that said it now means you can juggle easier as it can juggle on the first hit, meaning it hits quicker you can also FADC later than it used to (For example LP SRK -> EX SRK (2 hits) -> FADC

    Which originally wasn't possible.
  • JurielJuriel Joined: Posts: 27
    Wow. Didn't expect this much of a thought-out approach to the subject.
  • kwagokwago Joined: Posts: 95
    I really like what you've got going here OP, but for future videos, please consider a typeface that is not so hard on the eyes.
    While not "fun" like Comic Sans, a touch of Helvetica, Verdana, Futura, or Georgia would help immensely?particularly Helvetica and Futura whom have many stroke weights to help build a sense of hierarchy to your information. If you have any questions I can probably answer any typographical questions you can conjure up. Keep up the amazing work sir.
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    ^^Cheers^^

    I've often wondered what is the most suitable font for easy reading. I'll probably use Helvetica, as it's pretty easyto remember.

    My olds vids were alot worse trust me, i had this stint where i just loved Monotype Corsovia... it just doesn't work in videos though :P (god knows why i used it)
  • kwagokwago Joined: Posts: 95
    Serif typefaces are best for reading large blocks of type because the serifs create an imaginary line under each line of text. However, you can get away with a Sans Serif if you have enough line spacing (leading) and the typeface itself is not too condensed.

    Actually some others that may work out nice for this are Thesis (aka The Sans, The Serif, The Mix), Apex, or Officina. All of these have versions with and without serifs for maximum versatility.
  • spookydonkeyspookydonkey savin it for nationals Joined: Posts: 463
    firstly, nice work on this :tup:

    secondly, id like to adress something w/cody & zonk knuckle in particular:
    Zonk Knuckle: Normal
    
    JP1 - SKD* - SKD*
    
    *removes all potential for juggle on hit
    

    "*removes all potential for juggle on hit"
    ok lets just go ahead & say that for airborne opponents, this is false :sweat:

    after a knife throw or roundhouse ruffiankick/ex zonk >fadc, you can land zonk & then follow up w/ ex criminalupper( ) :tup:

    another instance is if you follow up an antiair focusattack lvl2or3 w/a zonk... from which you can chose any of these options to end the juggle:
    • mk ruffian
    • roundhouse ruffian > fadc > excu
    • ex ruffian > ex cu
    • > fadc > ex cu
    • U1
    • lk super full connect

    roundhouse ruffian >fadc>zonk>ex criminal upper also works after an antiair lvl2or3 focusattack

    so, unless im completely misunderstanding: zonk absolutely does not end all potential for juggle on hitting airborne target :razzy:

    keep up the nice work :china:
    im spookydonkey i punish whiff dps/ultras w/throw so i can setup leet tekkaneeks like ½screen fadcknifepickup to avoid moves that wouldnt hitme anyway but i glow gold & beat people online hellastylin
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    You're not wrong, i'm not right, & you're not completely right.

    ---

    Against an airborne (EG: a jumping) enemy, this will remove all potential, however against a juggled enemy "for example JP0 or Float state, or even SKD" it adds one point like most other attacks

    Though cheers for letting me know, i didn't realise this had that capability. I've editted it.In hidsight, after ealising Kens Tatsu works with this samelogic i don't know why i didn't test this out before, but oh well. happens i guess.
  • spookydonkeyspookydonkey savin it for nationals Joined: Posts: 463
    :lol: i figured there was something i was overlooking/not completely grasping

    but no longer... thx for the explanation :pleased:
    im spookydonkey i punish whiff dps/ultras w/throw so i can setup leet tekkaneeks like ½screen fadcknifepickup to avoid moves that wouldnt hitme anyway but i glow gold & beat people online hellastylin
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    This guide has now been updated to incorperate the changes in AE

    Update Notes:

    1: Character names with stars (*) in them have been adjusted for AE, any character without one has no changed juggle properties.

    2: With the altered characters, the moves underlined are the altered moves.

    3: Evil Ryu, Oni, Yun & Yang have been added.

    4: If you notice anything wrong with the info in this guide, please let me know & i'll look in to it.
  • onReloadonReload what's a combo Joined: Posts: 160
    Hey Pokey - should anybody with the PC-only boss mod try figuring out differences for the boss characters, or is that not a priority?
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    If someone does it, i'll add the info. I have no way of testing though.
  • crazy0takucrazy0taku Joined: Posts: 8
    thanks this is some pretty interesting stuff. way too advanced for me to think about now but good to know that it exists.
    PSN: gistarune
    SF4 : Ryu
    SF5 : Ryu/Laura
  • DanoninoDanonino Winning for once. Joined: Posts: 513
    I think my mind just broke.

    I'm hoping I've grasped this and Im wondering if Im understanding it all correctly:
    *deep breath

    As Guy:
    His Target Combo (bushin chain :lp::mp::hp::hk:) followed by ex Hozanto shoulder (JP1 - SKD - SKD) then FADC =
    cannot be followed up with anything other than his Super (JPX - Auto - Auto) which is impossible after using 3 bars.

    His Target Combo isnt listed so I'm thinking the :hk: puts them at JP1,
    which means the ex Hozanto adds another JP1 = JP2
    and he has nothing outside of super that has JP2 ability and starts up quick enough to catch the falling opponent.
    *exhale

    Does this sound right, or have I misunderstood how this works?
    Never attempt the same move after you have been once thwarted!
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    That's exactly right... & thank you for pointing out that i didn't add the target combo (Which does put them in JP1)

    Here are some cool things Guy can do though:

    Neutral jump HK high in the air (2 hits) then Ultra the second you land, enemy falls on second hit & you get full ultra.

    Running Overhead airborne hits (Hits twice) -> EX Hozanto/Tatsu in corner

    Running Overhead airborne hit (Hits once) -> Any normal

    Running Overhead airborne hit (Hits once) -> EX Hozanto -> FADC (Or Tatsu in corner) -> EX Hozantu

    ---

    Oh, guys target, in which he throws them over his shoulder, causes float state. sadly you only have time to follow up with a quick normal or a Tatsu. (Tatsu hits full though, which means you can link in to Super after.)

    I'll add the targets now.
  • DanoninoDanonino Winning for once. Joined: Posts: 513
    snip

    awesome :D and thanks for the extras... i can see myself using neutral jump HK into Ultra, I was always struggling to find a use for it.
    Never attempt the same move after you have been once thwarted!
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    ^^Huh? Babelfish translation?^^

    Someone asked me about pushback properties, i don't have the resources to study it, everything i did he was deciphered in training mode.

    besides things like hitbox manipulation, pushback, mid-combo meaties are massively character specific, it'd take yonks to compile all that stuff.
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    2012 Adjustments

    • · Ryu - Jump MP = First hit no longer maintains juggle
    • · Ryu - HP SRK = Single hit, no JP
    • · Ryu - EX Shaku = Many property alterations
    • · Blanka - HP Ball = Knocks down at close range (SKD)
    • · Blanka - EX Ball = Knocks down at close tange for a free juggle (Float knockdown)
    • · Blanka - EX Vertical Roll = Knocks down at all times
    • · Zangief - Far Standing HP = Standard knockdown at all times.
    • · Sim - Yoga Blast = Free juggle state on hit (Float)
    • · Sim - Ultra 1 Corrected = Corrected Sims ultra properties. (2nd/4th hit maintain juggle)
    • · Vega - Sky High Claw = Causes knockdown on hit
    • · Vega - Ultra 1 = first hit maintains juggle
    • · Viper - Air EX Burning Kick = all but last hit maintain juggle
    • · Rufus - Ultra 2 = Altered air hit properties.
    • · Fuerte = Quasadilla Bomb (EX) = Causes wallbounce on counterhit with free juggle (Float)
    • · Dan - Air EX Danku = increased juggle potential
    • · Dee Jay - Ultra 1 = Changed to JPX when activated during Super.
    • · Cody - Bad Spray = 2 hits now, first hit causes Free juggle (Float)
    • · Ibuki - Ultra 1 = Causes standard knockdown when hitting airborne (Was reset)
    • · Ibuki - Ultra 2 = Increased juggle potential
    • · Dudley - Thunderbolt = Increased juggle potential
    • · Dudley - Super = altered juggle properties (first two hits JP5)
    • · Dudley - Ultra 1 = now causes SKD on airborne hits, increased juggle potential
    • · Evil Ryu - Axe Kick = Altered juggle potential for MK & HK versions
    • · Adon - Ultra 1 (Tame) = Last hit causes Hard Knock Down
    • · Oni - EX SRK = First hit is untechable.
    • · Oni - Post Dash EX Tatsu = Added Post Dash EX Tatsu (one hit, SKD)
    • · Oni - Air Super = now hits juggled, increased juggle potential
    • · T.Hawk - Close HK = Knocks down on hit
    • · Fei Long - 1st hit of Super = Resets juggle count (similair to Dahlsim Super)
  • sarif2soonsarif2soon Joined: Posts: 354 ✭✭
    hey, pokey, for seth's 3rd yosokyaku, it says:
    "Yosokyaku: Stomp

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

    but the thrid yosokyaku does not cause hitstun against a grounded opponent; it causes hard untechable knockdown (i even made a safe-jump video of it )
  • Pokey86Pokey86 Persistent Git Joined: Posts: 551
    It does, & i knew that too, just missed it i guess. (alot of C&P'ing goes in to the making of this thing)

    It'll go on the list for the USFIV Update, cheers
  • LAU-HKLAU-HK Joined: Posts: 1,012 ✭✭
    am i reading this right....

    a move can juggle as long your follow up move is the SAME POINT or higher...

    I know most of Blanka's moves are like JP0

    but honestly i have never seen any of Blanka's special hitting twice from a trade or whatever odd situation it might create (with exception to EX Ball FADC combos)
  • m16ghostm16ghost Joined: Posts: 1,808 ✭✭✭
    When an opponent gets knocked down, they start at JP1, so JP0 moves will not juggle. Only float knockdowns start off with JP0.

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