List of moves that can cause Complete Juggle Reset

DooplissDoopliss T.RawkJoined: Posts: 1,644
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):

ABEL:
c.HP

AKUMA:
MP/HP/EX SRK
MK/HK/EX Tatsu

CAMMY:
All Quick Spin Knuckles
HK/EX Spiral Arrow

CODY:
All Criminal Uppers

DUDLEY:
EX MGB
EX Short Swing Blow
EX Thunderbolt

ELENA:
LK/MK/HK Rhino Horn
EX Mallet Smash
LK/MK/HK Spinning Scythe (2nd input)
EX Spinning Scythe
EX Lynx Tail

GUY:
df.HK
EX Neck Flip

IBUKI:
EX Tsumuji

JURI:
MK/HK/EX Pinwheel
All EX Fuhajin

KEN:
HP/EX SRK

M.BISON:
All Scissor Kicks

ROLENTO:
LP/MP/HP Patriot Circle (3rd Rotation)
EX Patriot Circle

RUFUS:
All Galactic Tornadoes (TC the suction of EX version)

RYU:
EX Tatsu
EX Shoryuken (Works on juggled opponents, must hit opponents after 3rd hit, before 4th hit with your incoming character.)

SAGAT:
EX TK

SAKURA:
All SRKs
MK/HK/EX Tatsus

ZANGIEF:
EX GH

Will do Tekken and PS3 chars tomorrow.
Post edited by Doopliss on
Maybe Doopliss isn't kicking ass, but he's taking names.

"Crossing the Line for Anarchy!" - A SFxT DLC Character Combo Video
roknin

Comments

  • LordWilliam1234LordWilliam1234 Always In the Lab Joined: Posts: 1,944
    So this juggle point reset only occurs after a tag cancel? Just curious since Ibuki's Raida completely resets the juggle points, allowing for some high damaging cross assault combos (e.g. with Ibuki/Ryu, you can do Raida, HP DP, Raida, HP DP, Raida, and can loop it infinitely until cross assault runs out even if you go into cross assault after a juggle combo). Though you can't tag cancel Raida so that doesn't really work for this particular "glitch."

    This is interesting though. I wonder if this was intentional or just accidentally left in...
    SF X TK: Cody/Heihachi, Lars/Juri, Ken/??? SSFIV AE: Cody, Yang, Sakura
    SF X TK PC Sunday Sessions held every Sunday, 2:00 pm EST.
  • DooplissDoopliss T.Rawk Joined: Posts: 1,644
    I don't think it's intentional, something's wrong with the flags or something.

    Attack grabs aren't really the same thing, They simply set the JC to a predetermined amount. Same thing goes for Abel's finish low, Asuka's airgrab and Bryan's Atomic throw. This glitch basically puts them in an airborne, non-juggled state, except that you can't airgrab them or reset them.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Crossing the Line for Anarchy!" - A SFxT DLC Character Combo Video
  • Dr. GrammarDr. Grammar Fighting Game Scientist Joined: Posts: 1,589
    What would be the easiest way to test this?
  • LordWilliam1234LordWilliam1234 Always In the Lab Joined: Posts: 1,944
    What would be the easiest way to test this?

    If I understand this correctly, the easiest way would be to simply do jab combos, since jabs are the easiest thing to land multiple times in one juggle, even from mid-screen. If I understand this glitch correctly, certain moves when tag cancelled set the juggle state as if the opponent had just been launched, so you essentially get an extra hit in your combo. So with a move without this "glitch," if tag cancelled, will only allow you to jab the opponent twice before you can't hit them with another jab. If a move does have this "glitch," you'll be able to hit them 3 times instead.

    Do I have this right Doopliss?
    SF X TK: Cody/Heihachi, Lars/Juri, Ken/??? SSFIV AE: Cody, Yang, Sakura
    SF X TK PC Sunday Sessions held every Sunday, 2:00 pm EST.
  • DooplissDoopliss T.Rawk Joined: Posts: 1,644
    JC acts as if the move hit anti-air, which means jabs and other normals will act the same way they usually do in a juggle, since if you CH AA with a normal, you can only land one jab after it. A good option would be to use Ken's LP SRK after the tag and then see if you can connect with a normal afterwards, since it normally adds A LOT to the JC on juggle.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Crossing the Line for Anarchy!" - A SFxT DLC Character Combo Video
  • LordWilliam1234LordWilliam1234 Always In the Lab Joined: Posts: 1,944
    JC acts as if the move hit anti-air, which means jabs and other normals will act the same way they usually do in a juggle, since if you CH AA with a normal, you can only land one jab after it. A good option would be to use Ken's LP SRK after the tag and then see if you can connect with a normal afterwards, since it normally adds A LOT to the JC on juggle.

    Ah, I see. I guess I was thinking of moves that cause a "float" state, and I guess these don't. This makes sense.

    Yeah, Ken LP DP would be one of the best ways to test this then.
    SF X TK: Cody/Heihachi, Lars/Juri, Ken/??? SSFIV AE: Cody, Yang, Sakura
    SF X TK PC Sunday Sessions held every Sunday, 2:00 pm EST.
  • DooplissDoopliss T.Rawk Joined: Posts: 1,644
    You can find a visual example of this in action in my latest video, at 11:25. Paul should not be able to connect the c.HP in the end of the combo, but this glitch allows this to happen, since it made f.HP act as the launcher and not use up any JP.
    Post edited by Doopliss on
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Crossing the Line for Anarchy!" - A SFxT DLC Character Combo Video
    roknin
  • SaionideSaionide Joined: Posts: 91
  • DooplissDoopliss T.Rawk Joined: Posts: 1,644
    I just realized what's causing this.

    This glitch happens when you tag cancel a move before it launches the opponent. It can be done with any multihit move that starts with at least one hit that still has the opponent grounded afterwards. With law you can do it with all HCF+Ps, and QCB+KK, Ken can do it with DP+HP or DP+PP etc. This just went from being a minor system glitch to something that can be really useful to know about.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Crossing the Line for Anarchy!" - A SFxT DLC Character Combo Video
    roknin
  • Dr. GrammarDr. Grammar Fighting Game Scientist Joined: Posts: 1,589
    Bumping this because I just found something that seems to be closely related to this, though the effect I'm observing is actually the opposite of what Doopliss described. Hwoarang's j.HK normally has 0 juggle increment, but in certain cases, it increments the juggle count by 1 anyway. As a matter of fact, it turns out that this happens when you switch cancel from a multi-hitting move before it launches the opponent. I confirmed this using Sakura's HP Shououken. If you switch cancel before the launch, j.HK increments the juggle, but if you switch cancel after the launch, it doesn't.
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