List of moves that can cause Complete Juggle Reset

DooplissDoopliss T.RawkJoined: Posts: 2,210 ✭✭✭
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 full 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 juggleable knockdown state 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 anti-air. Negative effects that occur when a move is used as an anti-air (for example, Blanka's Electric Thunder completely removing JP on airhit but not on juggle, and normal attacks adding one JP when used to start a juggle (Even if they normally adds 0 JP on juggle, like Whoarang's j.HK)) still apply using these moves, so it's best to only use them when you intend to start the following juggle with a special move or command normal. I call this property "Complete Juggle Reset", or CJR for short.

This is not to be confused with moves that puts the opponent in some kind of psudeo-airborne state, for example, moves that Crumple, Jin's Lunging Low Roundhouse Kick and Guy's Bunshin Gokusaken (throw). Those moves will act the same way even if you Tag Cancel or not, and they do allow resets and airthrows, unlike these moves.

Basic requirements for these moves:
-Opponent is grounded when the tag cancel occurs, or before the move resets JP in some other fashion.
-Opponent is launched, wall bounced or ground bounced at the end or in the middle of the move.
-Move doesn't prevent subsequent juggles and can be tag cancelled.

This means moves that restand the opponent, like Ryu's EX SRK (And various Attack Throws and Command Throws), might also apply.

Below I list all the moves that can cause this little quirk in the juggle system to happen.

Known CJR moves:

STREET FIGHTER:

ABEL:
c.HP
Finish Low (Also on juggled opponents)

AKUMA:
MP/HP/EX Goshoryuken
MK/HK/EX Tatsumaki Zankukyaku

BALROG:
-

BLANKA:
-

CAMMY:
Any Quick Spin Knuckle
HK/EX Spiral Arrow

CHUN-LI:
-

CODY:
Any Criminal Upper

DHALSIM:
-

DUDLEY:
EX Machinegun Blow
EX Short Swing Blow
EX Thunderbolt

ELENA:
Non-EX Rhino Horn
EX Mallet Smash
Non-EX Spinning Scythe (2nd input)
EX Spinning Scythe
EX Lynx Tail

GUILE:
-

GUY:
df.HK
EX Neck Flip

HUGO:
Any Ultra Throw

IBUKI:
EX Tsumuji
Any Raida (Also on juggled opponents)

JURI:
MK/HK/EX Senpusha
Any EX Fuhajin

KEN:
HP/EX Shoryuken

M.BISON:
Any Double Knee Press

POISON:
-

ROLENTO:
Non-EX Patriot Circle (3rd Rotation)
EX Patriot Circle

RUFUS:
Any Galactic Tornado (TC the suction of EX version)

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

SAGAT:
EX Tiger Knee

SAKURA:
Any Shouoken
MK/HK/EX Shunpukyaku

VEGA:
-

ZANGIEF:
EX Banishing Flat

TEKKEN:

ALISA:
Any Double Cut
Any Clock Setting
Any Hard Reset

ASUKA:
Any Double Lifts Kick
Any Falling Rain (Juggled only)
Any Raging Storm
EX Onikubigari

BOB:
Contorno Farce
Any Panini Flip

BRYAN:
Any Snake Pit

CHRISTIE:
Any Wheel Kicks
EX Handstand (Anti-Air Only, after Tag Cancelling an EX Handstand follow-up)
EX Batucada

HEIHACHI:
EX Raijin Stance

HWOARANG:
EX Air Raid
EX Dynamite Heel

JACK-X:
Any Piston Gun
Any Megaton Earthquake

JIN:
Penetrating Fist (Only if pushed into by another move that is Tag Cancelled before the projectile connects)

JULIA:
-

KAZUYA:
MK/HK/EX Rising Sun
Any Slaughter Hook
Any Devastator
EX Demon God Fist

KING:
-

KUMA:
-

LARS:
-

LAW:
EX Somersault Kick (If 1st hit is blocked and Tag Cancelled, and the 2nd hit connects)
Any Fury Fist Rush
EX Shaolin Spin Kicks

LEI:
Leaping Crane

LILI:
EX Sunflower Lance
EX Dendobrium

MARDUK:
EX Gator Slam (Juggled only)
EX Double Leg Take Down (Also on juggled opponents)

NINA:
-

OGRE:
c.HK

PAUL:
EX Sway

RAVEN:
EX Crossed Ninja Stars (Air and Ground)
Any Wind Cross (No follow-up, only TCable on first possible frame)

STEVE:
EX Flicker Jab
Albion Combination
Gatling Gun
Any Sonic Fang

XIAOYU:
EX Shooting Star
EX Flower Power
Any Dark & Stormy

YOSHIMITSU:
-

PS3:

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

KURO:
MK/HK/EX Rising Sun
Any Slaughter Hook
Any Devastator
EX Demon God Fist

MEGA MAN:
-

PAC-MAN:
-

COLE:
Shock Grenade (Auto-detonation only, if another move is Tag Cancelled before it explodes)
Any Lightning Hook (Juggled only)

Conclusion:
If you play a character like Steve, Law or Juri, this might be good to keep in mind when you try to optimalize your combos. Also note that there might be more ways to gain this effect. For example, When a move isn't a true blockstring (Like the Law EX Somersault Kick example above) or just stay out for a long time (Cole's Shock Grenade, Christie's EX Handstand), there might be ways to make other moves use this property.
Post edited by Doopliss on
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