So as we know by now, juggles are a huge part of this game. It seems that there is a basic set of rules in place for juggling, along with a bunch of exceptions. I personally think character-specific exceptions make things more interesting, and I’d love to eventually know every one.
So to get things started, the Brady guide gives us a little bit of information (just covering normals):
- Most light attacks have a juggle potential of 2
- Most medium attacks have a juggle potential of 3
- Most heavy attacks have a juggle potential of 4
What is a juggle potential? Well, it’s basically the limit on how many times that attack can be used in a juggle, BUT you have to also factor in how many juggles occurred BEFORE it.
For example, since mediums have a JP of 3, I could juggle with a cr. MP 3 times in a row. However, if I do a cr. LP first, that takes up 1 juggle spot. So then I can only do 2 more cr. MPs.
If I go for a 3rd MP in that situation it will whiff, because the total juggle count has passed 3. So for the 4th juggle, I would need an HP (which has a JP of 4). Get it?
Now, like I mentioned earlier, there are some exceptions to these rules. The Brady guide states that one of these exceptions is Ryu’s cr. MP, which only has a JP of 2. Why? Who the f*ck knows!
So moving forward, I’d hope we could gather as much info on this as possible. Things to think about:
What is the standard JP for a regular special move? I suspect it’s 5, but I could be wrong.
What is the standard JP on EX specials? How about supers? Any exceptions?
We already know about Ryu’s cr. MP exception, which is less than the standard JP, but are there any normals with a *higher *JP than normal? Are there any moves with unlimited JP?
edit: i will keep this post updated with all the standard JP’s we find.
Update 1 - Ground bounces:
A move that begins a ground bounce will take up 1 of your JP’s. For example, if you do Law’s b+MP,MP string (which groundbounces), you can follow up with another b+MP,MP for another groundbounce. At that point, your juggle count is at 3, so you can no longer do any medium attacks. But you can continue with a cr.HP (JP 4), into Shaolin Spin kicks (JP 5).
So the limits are not on the actual ground or wall bounces, it’s the move that *causes *the ground or wall bounce.