Smileymike101, post: 3791348 wrote:
Blanka's super has JP 4 ,not infinite.If you do super, super only one hit will juggle, so it's not infinite.It does juggle fully after electricity tough, so my guess it's that it has JP 4.It seems that some supers in SF4 (not projectiles) raise the counter by a heck of a lot more that 1.Take blanka here.I think his super raises the juggle counter by 4.Or trading hits with the last hit of cammy's super will make cannon spike which has JP 1 wiff, so that one hit of the super raises the counter to at least 2.Same with ken's.If you do CH HP SRK xx super they will be in float state until the last hit, and the last hit single-handedly raises the counter to 2 so only EX SRK connect with it's last hit.And there are more examples of this, some easily demonstreated with a trade.I think it's the same for sagat's super.
Strange way how supers work when they juggle.
The Cammy super thing is wrong, I can connect EX cannon spike after last-hit trade. you must have messed up the hitboxes. normal cannon spike only juggles on the initial hit, not while Cammy is in the air. And your Ken test must be faulty, I connected a normal HP SRK after a 2-hit super in that situation.
Pokey86, post: 3791354 wrote:
Perhaps the attack stat Kich has called FKR Float Knockdown Reset) is actually just an attack that adds 0 to the juggle counter. For example if you have a move that has a Potential of 1, (we'll call it move X) but also has FKR & causes Float knockdown. Then these two standards become available
Anotak, post: 3791355 wrote:
An interesting fact about throws and juggling into throws: throws are generally 2 hits (more for throws like rufus's typing on the chest throw), first an invisible hit that starts the throw, and a second one that does damage. During the throw animation the opponent is still in juggle state as far as the game is concerned, so if the 2nd hit of the throw does not have high enough juggle potential, then the throw animation will play but no damage will result.
ilitirit, post: 3791356 wrote:
Is this also what happens when Seth's Ultra knocks you into a Sonic Boom? The SB counts as one hit, but after the Ultra the combo meter displays 2, which means you don't get hit by the bulk of the move.
Doopliss, post: 3791366 wrote:
Wth? it should be the other way around. The 2nd hit has a JP of 1, first hit has a JP of 0, and first hit juggles indefinitely. Maybe they just write them in the reverse order for some reason?
Anotak, post: 3791382 wrote:
this isn't weird, any hit state can be set by counterhit.
counterhit is treated completely separately from normal hit, pretty much any property can be changed from normal hit except things like cancelling properties.
basically you have
1 - standing hit
2 - crouch hit
3 - jumping / juggling / 2nd part of focus crumple hit
4 - stand block
5 - crouch block
6 - ??? unused air block?
7 - stand counterhit
8 - crouch counterhit
9 - jumping counterhit
10 - ?
11 - ?
12 - ?
basically they can set anything to anything if they wanted to, we're just benefited by them HAPPENING to universally make things do a certain amount extra damage on counterhit for example.
for example, here i modded rog's jab to cause crumplestate on counterhit:
Doopliss, post: 3791393 wrote:
You mean it hits like they we're simply jumping? i assume you mean because EX palm hits twice.
Smileymike101, post: 3791394 wrote:
Kich, why don't you update the OP?