As you might know, when you tag cancel a move on juggle in this game, the juggle counter goes back to 0, allowing you to do a juggle with your partner, where the previous character's attack counts as the launcher. However, if you tag cancel a multiple hit move that ends in a launcher while the opponent is still grounded, your next hit will act as if it had hit anti-air instead of in a juggle. This allows you to start the tag cancel combo with something like Ken's LP SRK, that usually raises the JC by 4 on juggle, since it won't raise it at all if it hits antu-air. Negative effects that occur when a move is used as an anti-air (for example, Blanka's lightning completely removing JP on airhit but not on juggle, and normal attacks adding one JP when used to start a juggle) still apply using these moves, so it's best to only use them when you intend to start the juggle with a special move or command normal. I call this property "Complete Juggle Reset", or CJR for short.
Below I list all the moves that can cause this little quirk in the juggle system to happen. Note that you need to land them on a grounded opponent, and tag cancel them before the opponent is launched.
Known CJR moves (WIP):
All Quick Spin Knuckles
HK/EX Spiral Arrow
All Criminal Uppers
EX Short Swing Blow
LK/MK/HK Rhino Horn
EX Mallet Smash
LK/MK/HK Spinning Scythe (2nd input)
EX Spinning Scythe
EX Lynx Tail
EX Neck Flip
All EX Fuhajin
All Scissor Kicks
LP/MP/HP Patriot Circle (3rd Rotation)
EX Patriot Circle
All Galactic Tornadoes (TC the suction of EX version)
EX Shoryuken (Works on juggled opponents, must hit opponents after 3rd hit, before 4th hit with your incoming character.)
Will do Tekken and PS3 chars tomorrow.
Post edited by Doopliss on
Maybe Doopliss isn't kicking ass, but he's taking names.