Juggle Property Guide: All characters w/ video!


#1

Juggle Mechanics Video (100MB - 14 Mins)

Youtube Link

Update Notes:

1: Character names with stars (*) in them have been adjusted for AE, any character without one has no changed juggle properties.

2: With the altered characters, the moves underlined are the altered moves. I would’ve loved to have made it more obvious but i can’t seem to change colour of text anymore.

3: Evil Ryu, Oni, Yun & Yang have been added.

4: If you notice anything wrong with the info in this guide, please let me know & i’ll look in to it.

Juggling

[details=Spoiler]What is a Juggle-

A juggle is when an opponent is airborne, reeling from some kind of an attack, they are incapable of controlling the character in any way. Most special attacks cause this, Shoryuken, Canon Spike, Fireballs when they hit an airborne character. However when airborne, only moves that have been “allowed” to hit in a juggle state will hit. This guide is intended to show you which moves can & can’t hit someone in a juggle; among other information.

About Juggle Points:

Juggling in this guide is defined by a points system. Every hit of every move has its own Juggle Point. For example almost all normals attacks have no capability of hitting a juggled opponent, (JP0) however certain special attacks, Supers & Ultras can hit juggled opponents.
When an enemy is hit by an attack that causes a Standard Knockdown a Juggle is started, the enemy is now in a state known as JP1 (Juggle Point) for an attack to be able to hit this person it must have the same JP or above as the opponent. After an opponent has been put in a juggle, for each single hit that makes contact from here on a juggle point must be added; so if you cause SKD (JP1) & hit the opponent again, they will now be in JP2, hit them again & they are in JP3 etc.

Here-s an example:

Seperating the two kinds of juggle points

There are two kinds of Juggle Point, the state of the juggle character, & the Juggle point assigned to each hit. The important rule to note is a juggled characters JP will go up one point for each hit that he takes during a juggle The juggle points of moves however NEVER change, if a move has one Juggle Point it will ALWAYS have one juggle point.

[/details]

Terminology and Notation

Spoiler

TERMINOLOGY

**Stun - Hit Stun = **In this state the opponent flinches for a short period of time & during this time is completely vulnerable. Barring sweeps; nearly all normals cause this, however specials can also cause this, in particularly fireballs. Aerial opponents cannot be put in this state. (Do not confuse this with “Dizzy”)

Note - Some moves that cause Hitstun force the opponent to stand up if they are crouching, this is not defined in this guide.

**Reset - **Any move hitting an airborne target that causes them to do a small back flip & land on their feet. Resets cannot be performed on grounded opponents.

**JP# - Juggle Point = **JP followed by a number the number states how high the enemies Juggle Point can be until the move is unable to hit. For a move to hit it must have THE SAME (or above) Juggle Point as the state the character is in. If the character is at a higher Juggle Point the move will whiff. JPX signifies that a move has no limit to its juggle capabilities & will ALWAYS hit.

JP#+ - Juggle Point Plus = Moves with this property maintain the current juggle point the opponent is in. Therefore if the enemy is in the Float state. (JP0) After this hits they will remain in Float state, (If they are in SKD/JP1 they stay in JP1) it is important to know however, that these moves do not necessarily cause float against an airborne target, a move with:

JP1+ - Stun - SKD

For example will still cause SKD against an airborne target (Taking them to JP1) where-as if the opponent is in Float, (JP0) & this move is executes the enemy will stay in Float (JP0)

SKD - Standard Knockdown = Standard Knockdown is the typical attribute given to most moves that start a juggle (EX: Shoryuken, Canon Spike) when this hits the opponents the juggle point increases to JP1. When in this state only hits with JP1 or higher are able to hit. (For example, the second hit of Ryu-s MP/HP SRK)

**HKD - Hard Knockdown = **This is not to be confused with an untechable knockdown, this is any move that will cause the opponent to fly towards the floor, majority of the time this will abruptly end a combo, that said there are always exceptions.

HKD+ - Untechable Hard Knock Down = as above, only this is untechable. (No fast recovery) Sweeps have this attribute & are not listed in the character guide, however there are a few specials that also have this.

AUTO - Throws do not play a part in this guide, true throws CANNOT be combod in to besides Focus Attack or Dizzy. AUTO here indicates any move (Or hit within a move) in which an autocombo will ensue from it hitting. (& if blocked will not complete) Examples of this are Kens Full Shinryuken, Ryu’s Metsu Shoryu, Vipers Burning Dance, the final hits of Abels Rekka his Falling Sky, his Ultra etc. Though you may think some moves in this game are throws they’re not.

FLOAT - Float Knockdown = in this state, enemies are in a juggled state (looks exactly like Standard Knockdown) however this puts them in JP0 (Rather than JP1 that SKD causes) with this it means the opponent is almost fully comboable, the advantages of Float Knockdown are:

  • The enemy can be hit by almost any move, as they are in JP0, any move with JP0 (Or higher) will hit

  • The enemy is in a juggle state, but not yet in at Juggle Point 1, this means that if the next move causes SKD, the enemy progresses to JP1 allowing you a longer, & perhaps stronger juggle combo.

Examples of moves that causes this state are Sakuras EX Tatsu, Akumas LK Tatsu, Dahlsims Ultra, Gens Super, Gens Crouching LK

*Note - *Moves with the float attribute still add a juggle point; remember a juggle starts after the enemy is hit, in which causes them to reel in the air unable to perform any action. An airborne/Jumping character is not yet in a juggle state. Therefore if you start a juggle with FLOAT the enemy will start on JP0, however another float attack will still increase the juggle Point by 1. (turning them to JP1/SKD)

**WALL - **Causes the opponent to slam in to the side of the screen & bounce back, in most cases you can progress the combo after.

**STAND - **A rare attribute in which an airborne enemy will be placed in a standing state, examples are Gens Super, Bisons Ultra 1.

SUCK - This is any hit which causes a suction effect, such as the Tanden Engine or Rufus’s EX Tornado.

CRUMPLE - Any move which causes the enemy to drop to there knees, such as Focus Attack Level 2 or Vipers EX Thunder Knuckle

Attack Breakdown and Universal Attributes

Spoiler

Attack Breakdown:

Attacks are labelled like this

So, the first section (JP# -) indicates the juggle point of the attack, the number in this section indicates how many times the opponent can be juggled before the move will no longer hit.

The second section (- Stun -) displays the effect the move will have on a grounded opponent, in this case it will cause Stun

The third section (- SKD) displays what the move will cause on an airborne target (As in, jumping) in this case the move will cause Standard Knockdown. In nearly all cases if a move causes SKD to an airborne target it will cause the same effect to a juggled target, however this isn-t always the case.

**(CH=SKD) - **Occasionally you-ll find this notation among a hits description; for example:

JP0 - Stun (CH-SKD) - SKD

This means that on Counterhit, the hits property is altered. Moves with altered properties are listed with the attacks.

**Sweep - **a Sweep is more often than not a heavy attack initiated by Crouching & performing a Roundhouse (HK) these are not listed with the characters, every character has one of these & they all follow the same rule.

JP0 - HKD+ - HKD+

This means that it causes untechable knockdowns against airborne & Grounded targets. If a sweep is not initiated by Crouch HK, then it will be listed (such as Dee Jays Crouch MK)

**Supers & Ultras - **If a hit of a Super or Ultra causes SKD it will be untechable, when a special causes SKD it is techable. Any exceptions are noted with the move.

Focus Attack:

Focus attacks have two stages against the opponent, while they are standing they are classed as grounded, however when they drop to their knees they are classed as airborne, this means that take to long to hit, & the Close strong you did will cause a reset & likely mess up the combo you were planning.

Here is a breakdown of the effects Focus attacks cause to the opponent.

Focus Attack Level 1

JP0 - Stun (CH=Crumple) - SKD

Focus Attack Level 2

JP0 - Crumple - Float (CH=Float*)

*Spinning Animation

Focus Attack Level 3

JP0 - Crumple - Float

FAQ

Spoiler

FAQ

That video has ALOT of writing in it, i needed to pause it to understand it you should have XYZABC why didn’t you-

Yes i confess the video itself starts with 2 minutes of text, but you need to understand what’s going on in it to follow it. with so much information on screen it’s difficult to keep track of everything. The video was intended with the watcher pausing & possible re-watching. If you have any suggestions to make it easier to understand let me know.

Regarding the video: Why is it after the combos some writing pops up for like half a second then disappears-

I added these on request of a viewer, it sounds like a nice idea & hopefully will stop people re-watching a combo & memorizing what happened.

After the final hit of a combo sequence all the moves performed will flash up for a short time, this means if you want to see the outcome of a combo you can pause at this point so you can see exactly what happened. I did this for 2 reasons:

1: If i added more pauses the video will be upwards of 20 minutes.
2: if i added them with the combo the screen would be obscured further, & i intended for people to be able to see the combos behind the text :stuck_out_tongue:

Dude you’ve messed up somewhere, your juggle system is all wrong, when you hit SKD they go to JP0 NOT JP1, i already know a fair bit about Juggle mechanics, what-s up with this-

Kich devised his system a while ago & i hated it, juggles starting at JP0 caused confusion for me. I felt it overcomplicated things, for one Float either had no juggle point or it was JP-1, for a move to hit it had to be 1 more than the Juggle state the character was in.

That said, EXCELLENT if you have Kich’s system (he may not have invented it, but he’s where i heard it from) it doesn’t matter, skip all the videos & descriptions here & go straight to the stats, because they add up correctly in both systems i promise you.

I’m new to street fighter & i just can’t get to grips with all this-

This guide is designed for medium to high levels of player, if you’re new you’re in the wrong place, no point trying to run before you can crawl. Play around with the game first, try some of the trials, looks around for some beginner-s guides or post up on this board. if you don’t know your SRK’s from your SBK’s then adding SKD’s & HKD’s to that isn’t gonna make things easier to understand.

Do you know what happens to the Juggle Mechanics when you kill your opponent-

Indeed i do, what a pointless question:

Jabs = cause crumple stun on ground & SKD on airborne

Medium or Hard attacks = cause Float on ground & SKD on air

If a special causes stun, then it will cause Float on ground hit & SKD on air hit, a few specials will cause Crumple but not many.


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#2

CHARACTER LIST

Abel

Spoiler

Abel

Crouch Fierce: Down + HP

1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float

Rekka: All Variations

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Auto - Auto

Wheel Kick Normal

JP0 - Stun - HKD

Wheel Kick: EX

1st: JP0 - Stun - HKD
2nd: JP1 - Stun - HKD

Falling Sky

JP0 - N/A - Auto

EX Falling Sky

JP1 - N/A - Auto

Super - Heartless

JP0 - Auto - Auto

Ultra 1 - Soulless

JP1 - Auto - Auto

Adon**

Spoiler

Adon

Close HK: Roundhouse

JP1 - Stun - Reset

Far HK: Roundhouse

1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset

Jaguar Kick: LK MK HK (Ground & Air)

JP0 - Stun – Reset

**EX Jaguar Kick: ** EX

1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - SKD

**EX Jaguar Kick: ** EX Air

1st: JP1 - Stun - SKD
2nd: JP2 - HKD+ - HKD

Rising Jaguar: LK & MK

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Rising Jaguar: HK

1st: JP0 - SKD - SKD
2nd: JP 2 - SKD - SKD

Rising Jaguar Kick: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Jaguar Tooth: LK MK HK

JP0 - Stun - SKD

Jaguar Tooth: EX

JP1 - SKD - SKD

Super - Jaguar Varied Assault: Standard

1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - Crumple - Wall

Super - Jaguar Varied Assault: Thousand Jaguars

1st - 17th: JP1+ - Stun - SKD
18th: JP1 - SKD - SKD

*Mash LP/MP/HP for max hits

Super - Jaguar Varied Assault: Jaguar Assassin

1st - 4th: JP1+ - Stun - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD

Ultra1 - Jaguar Revolver:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Auto - HKD+

Ultra 2 Jaguar Avalanche:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - N/A - Auto

Akuma

Spoiler

Akuma

Gohadouken: Normal

JP0 - Stun - SKD

Gohadouken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Shaku: LP

JP2 - SKD - SKD

Shaku: MP

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shaku: HP & EX

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD

Zanku Hadouken: All

JP0 - Stun - SKD

Goshoryuken: LP

JP0 - SKD - SKD

Goshoryuken: MP

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Goshoryuken: HP

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD

Goshoryuken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd JP2 - SKD - SKD

Demon Flip: Palm

JP0 - HKD+ - HKD+

Demon Flip: Dive Kick

JP0 - Stun - Reset

Demon Flip: Sweep

JP0 - HKD+ - HKD+

Tatsu: LK

JP0 - Float - Float

Tatsu: MK

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Tatsu: HK

1st: JP0 - Stun -SKD
2nd: JP1 - SKD - SKD
3rd: - JP1 - SKD - SKD

Tatsu: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun - SKD
5th: JP5 - SKD - SKD

Tatsu: All Air

1st: JP0 - Float - Float
2nd: JP0 - Float - Float

Tatsu: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

Ultra - Demon Armageddon:

JP0 - Auto - Auto

Balrog

Spoiler

Balrog

Buffalo Head: All

JP0 - SKD - SKD

Dash Straight: All

JP0 - Stun - SKD

Dash Low Straight: All

JP0 - HKD+ - HKD+

Dash Upper: All

JP0 - Stun - SKD

Dash Swing Blow: All

JP0 - Stun - SKD

Dash Low Smash:

JP0 - SKD - SKD

Super - Crazy Buffalo:* Kick version only

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun – SKD
*Punch Version is JP0

Ultra - violent Buffalo: Punch Version

1st hit: JP1 - Stun - SKD
2nd - 8th: JP0 - Stun- SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD

Ultra - violent Buffalo: Kick Version

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2+ - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP3+ - Stun - SKD
6th: JP3 - Stun - SKD
7th: JP4+ - Stun - SKD
8th: JP4 - Stun - SKD
9th: JP5 - SKD - SKD
10th: JP6+ - SKD - SKD
11th: JP5 - SKD - SKD

Blanka**

Spoiler

Blanka

Electric Thunder: All

JP0 – SKD - SKD

Horizontal Ball: LP/MP

JP0 – Stun - SKD

Horizontal Ball:** HP

JP0 – SKD* - SKD

*If hitting far away, causes Stun

Horizontal Ball:** EX

JP0 – FLOAT* - FLOAT**

*If hitting far away causes Stun
** If hitting far away causes SKD

Vertical Ball: All Normal

JP0 – Stun - SKD

Vertical Ball:** EX

JP0 – SKD - SKD

Rainbow Ball: All

JP0 – SKD - SKD

Super - Ground Shave Roll:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Ultra - Electric Cannonball:

1st: JP0 - Stun - N/A
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD

Ultra 2 - Shout of Earth: Ground

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP2 - SKD - SKD

Ultra 2 - Shout of Earth: Air

JP0 - AUTO* - AUTO

*Possible counterhit properties.

C.Viper**

Spoiler

C Viper

Far Roundhouse: HK

JP1 - Stun - HKD

**Thunder Knuckle:**LP/MP

JP0 - Stun - SKD

Thunder Knuckle: HP

JP1 - SKD - SKD

Thunder Knuckle: EX

1st: JP0 - Crumple - SKD
2nd: JP1 - Crumple - SKD

Seismic Hammer: All

JP0 - Float - N/A

Burning Kick: Normal

JP0 - SKD - SKD

Burning Kick: Normal Air

JP1 - SKD - SKD

Burning Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Burning Kick:** EX Air

1st: JP1+ - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3+ - SKD - SKD
4th: JP4 - SKD - SKD

Super - Emergency Combination:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX – SKD - SKD

Ultra - Burst Time:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD

Ultra - Burning Dance:

JP0 - Auto - Auto

Cammy

Spoiler

Cammy

Spiral Arrow: LK MK

JP0 - SKD - SKD

Spiral Arrow: HK EX

1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD

Canon Spike:* Normal

1st: JP1 - SKD - SKD
2nd: JP0 - SKD - SKD

Canon Spike: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Spin Knuckle: All

1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD

Canon Strike: All

JP0 - Stun - Reset

Hooligan Combination: Sweep

JP0 - SKD - SKD

Super - Spin Drive Smasher:

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - Stun - SKD
6th: JPX - Stun - SKD
7th: JPX - SKD - SKD

Ultra - Gyro Drive Smasher:

1st: JP1+ - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JP0 - AUTO - SKD
6th: JPX - Stun - SKD
7th: JPX - Stun - SKD
8th: JPX- SKD - SKD

Chun Li

Spoiler

Chun Li

Rear Spin Kick: DF + LK

JP0 - Stun (CH=SKD) - SKD

Neutral Jump Fierce: Jump + HP

1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD

Jump Target Combo: HP + HP

1st: JP0 - Stun - SKD
2nd JP1 - Stun - SKD

Yosokyaku: Down + MK X 3

**1st:**JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD

Hyakaretsukyaku: Normal Lightning Legs

All Hits: JP0 - Stun - SKD

Hyakaretsukyaku: EX Legs

1st: JP4 - SKD - SKD
2nd: JP4 - SKD - SKD
3rd: JP4 - SKD - SKD
4th: JP4 - SKD - SKD

Kikouken: Normal

JP0 - Stun - SKD

Kikouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Spinning Bird Kick: Normal

All hits: JP0 - Stun - SKD

Spinning Bird Kick: EX

1st: JP5 - SKD - SKD
2nd: JP6 - SKD - SKD
3rd: JP7 - SKD - SKD
4th: JP8 - SKD - SKD
5th: JP9 - SKD - SKD

Hazanshu: Normal

JP0 - Stun - HKD+

Hazanshu: EX

JP0 - HKD+ - HKD+

Super - Senretsukyaku:

1st - 8th: JPX - Stun - SKD
9th: JPX - SKD - SKD

Ultra 1 - Hosenka:

1st - 8th: JPX - Stun - SKD
9th: JPX - AUTO - AUTO

Ultra 2 - Kikosho:

1st to 19th: - JP20 - Stun - SKD
20th: JP20 - SKD - SKD

Cody**

Spoiler

Cody

Stomach Blow: F + MP

JP1 - Stun - Reset

Neutral Jump: HP

JP1 - Stun - HKD

Crack Kick: F + HK

JP1 - SKD - SKD

Zonk Knuckle: Normal

JP1 - SKD* - SKD*

*removes all potential for juggle when hitting a standing or airborne enemy, works normally during a juggled opponent.

Zonk Knuckle: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Criminal Uppercut: LP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD

Criminal Uppercut: MP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD

Criminal Uppercut: HP

1st: JP0 - Stun - SKD
2nd: JP0 - SKD- SKD
3rd: JP1 - SKD- SKD
4th: JP2 - SKD- SKD
5th: JP3 - SKD- SKD
6th: JP4 - SKD- SKD

Criminal Uppercut: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD

Ruffian Kick: LK

JP0 - HKD+ - SKD*

*Untechable

Ruffian Kick: MK

JP1 - SKD - SKD

Ruffian Kick: HK

JP1 - SKD - SKD

Ruffian Kick: EX

JP1 - HKD+ - SKD*

*Untechable

Bad Stone: Normal

JP0 - Stun - SKD

Bad Stone: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Knife Throw: All

JP1 - SKD - SKD

Super - Dead End Irony:

1st: JP1 - SKD* - SKD
2nd: JP2 - SKD- SKD
3rd: JP3 - SKD- SKD
4th: JP4 - SKD- SKD
5th: JP5 - SKD- SKD
6th: JP6 - SKD- SKD
7th: JP7 - SKD- SKD

*First hit causes Stun on LK or MK activation

Ultra - Final Destruction:

JP1 - AUTO - AUTO

Ultra - Last Dread Dust:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - Stun - SKD

9th: JP1 - Stun - SKD
10th: JP2 - Stun - SKD
11th: JP3 - Stun - SKD
12th: JP4 - Stun - SKD
13th: JP5 - AUTO - AUTO

Bad Spray:

1st: JP0 - FLOAT - FLOAT
2nd: JP0 - SKD- SKD

Dan**

Spoiler

Dan

Neutral Jump Strong: MP

JP1 - Stun - Reset

Neutral Jump Fierce: HP

JP1 - Stun - HKD

Crouch Taunt:

JP1 - Stun - Reset

Aerial Taunt: Yahoo!

JP1 - Stun - Reset

Gadouken: Normal

JP0 - Stun - SKD

Gadouken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Koryuken: Normal

JP0 - SKD - SKD

Koryuken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Dankukyaku: LK & LK Air

JP0 - SKD - SKD

Dankukyaku: MK & MK Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Dankukyaku: HK & HK Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Dankukyaku: EX

JP0 - AUTO - AUTO

Dankukyaku:** EX Air

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Super - Hisho Buraiken:

1st - 18th: Ascending* - Stun - SKD
19th: JP18 - SKD - SKD

*Starting from JP0 for first hit add one JP for each subsequent hit

Ultra - Shisso Buraiken:

JP0 - AUTO - AUTO

Ultra - Hoah Gadouken:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD

Dee Jay**

Spoiler

Dee Jay

Crouch MK:

JP0 - HKD+ - HKD+

Crouch HK:

JP0 - HKD+ - Reset*

*Move has two hit boxes, leg off ground causes SKD (In Air)

Close Roundhouse: HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Far HP:

JP0 - Stun (CH = Float*) - Reset

*Counter Hit causes Stun on crouching opponents

Air Slasher: Normal

JP1 - Stun - SKD

Air Slasher: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Double Rolling Sobat: LK

JP0 - SKD - SKD

Double Rolling Sobat: MK HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Double Rolling Sobat: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Jacknife Maximum: LK

JP0 - SKD - SKD

Jacknife Maximum: MK

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Jacknife Maximum: HK

1st: JP2 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD

Jacknife Maximum: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD

Machine Gun Upper: Normals - Extended

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
Final:* JP0 - SKD - SKD

*Removes all juggle potential

Machine Gun Upper: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP0 - Stun - SKD
7th: JP0 - SKD - SKD

Super - Sobat Carnival:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD
7th: JP7 - HKD+ - HKD+

Ultra 1 - Sobat Festival: Raw

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD

Ultra 1 - Sobat Festival: During Super

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD

Ultra 2 - Climax Beat:

1st: JP1 - AUTO - AUTO
2nd: JP1- AUTO - AUTO
3rd: JP1 - AUTO - AUTO
4th: JP1+ - Stun - SKD
5th: JP1+ - Stun - SKD
6th: JP1+ - Stun - SKD
7th: JP1+ - Stun - SKD
8th: JP1+ - Stun - SKD
9th: JP1+ - Stun - SKD
10th: JP1+ - Stun - SKD
11th: JP1 - SKD - SKD

Dahlsim**

Spoiler

Dahlsim

Yoga Mummy:

JP1 - Stun - SKD

Yoga Fire: LP

JP0 - Stun - SKD

**Yoga Fire:**MP HP

JP0 - SKD - SKD

Yoga Fire: EX

JP0 - Stun - SKD (CH = Float)
JP1 - Stun - SKD

Yoga Flame: Normal

JP0 - SKD - SKD

Yoga Flame: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Yoga Blast:** LK/MK

JP0 - N/A - SKD*

  • Untechable

Yoga Blast:** HK

JP0 - N/A - FLOAT*

  • Untechable

Yoga Blast:** EX

JP0 - N/A - Float*
JP1 - N/A - SKD*

  • Untechable

Yoga Inferno:

1st: JPX* - SKD - SKD
2nd: JPX* - SKD - SKD
3rd: JPX* - SKD - SKD
4th: JPX* - SKD - SKD
5th: JPX* - SKD - SKD

*Resets Juggle Counter to JP0 (Float)

Yoga Catastrophe:

1st: JPX - Stun - Float
2nd: JPX+ - Stun - Float
3rd: JPX - Stun - Float
4th: JPX+ - Stun - Float
5th: JPX - Float – Float

Dudley**

Spoiler

Dudley

Roundhouse Overhead: Forward + HK

JP0 - Stun - HKD+

Crouch MK:

JP0 - HKD+ - SKD

Crouch HK:

JP2 - SKD - SKD

Side Jump Roundhouse: HK

JP0 - Stun - HKD

Jet Upper: LP MP

JP0 - SKD - SKD

Jet Upper: HP EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - sKD

Cross Counter: Normal

JP0* - SKD - SKD

*Removes all juggle potential

Cross Counter: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: - JP2 - SKD - SKD

Short Swing Blow: Normal

JP0 - Stun (CH = SKD) - SKD

Short Swing Blow: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Float - Float

Ducking Straight: All

JP1+ - Stun - SKD

Ducking Upper: All

1st: JP1+ - Stun - SKD
2nd: JP2* - Stun - SKD

Second hit adds two juggle points on hit.

Thunder Bolt:** Normal

1st: JP0 - HKD+ - HKD+
2nd: JP1 - HKD+ - HKD+

Thunderbolt:** EX

1st: JP0 - Stun - HKD+
2nd: JP1 - Stun - HKD+
3rd: JP2 - Stun - HKD+
4th: JP3 - Stun - HKD+
5th: JP4 - HKD+ - HKD+

Machine Gun Blow: LP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD

Machine Gun Blow: MP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD

Machine Gun Blow: HP

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD

Machine Gun Blow: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - SKD - SKD

Super - Rocket Upper:**

1st: JP5 - SKD - SKD
2-16th: JP5* - SKD - SKD

*Ascending JP

Ultra 1 - Rolling Thunder:**

1st: JP0 - Stun - N/A
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun -SKD
5th: JP4 - AUTO - SKD
6th: JP5 - Stun - SKD
7th: JP5 - Stun - SKD

Ultra 2 - Corkscrew Cross:

1st: JP0 - AUTO - AUTO
2nd: JP1 - AUTO - SKD
3rd: JP2 - AUTO - SKD
4th: JP3 - AUTO - SKD
5th: JP4 - AUTO - SKD
6th: JP5 - AUTO - SKD
7th JP6 - AUTO - SKD

E.Honda

Spoiler

E Honda

Shikofumi: Overhead

JP0 - HKD+ - Reset

Hundred Hand Slap: All

All Hits: JP0 - Stun - SKD

Sumo Splash: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - HKD+ - SKD

Sumo Splash: EX

1st: JP1 - SKD - SKD
2nd: JP1 - HKD+ - HKD

Sumo Headbutt: Normal

JP0 - SKD -SKD

Sumo Headbutt: EX

JP2 - SKD - SKD

Super - Super Killer Head Ram:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD

Ultra - Ultra Killer Head Ram:

JP1 - AUTO - AUTO


Balrog (Boxer) Combos
#3

El Fuerte**

Spoiler

El Fuerte

Close Standing HK:

JP0 - SKD - SKD

Far Standing HK:

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD

Tostada Press: Run + MP

JP1 - HKD+ - SKD

Gordita Sobat: Run + MK

JP0 - Stun - SKD

Calamari Slide: Run + HK

JP0 - HKD+ - N/A

Quesadilla Bomb: Level 1

JP0 - Stun - SKD

Quasdiall Bomb: All Except Level 1

JP0 - SKD - SKD

Quasdiall Bomb: All Except Level 1

JP0 - SKD (CH = FLOAT*) - SKD (CH = FLOAT*)

  • Wall Bounce

Guacamole Leg Throw: All

JP1- N/A - AUTO

Propeller Tortilla: Run Back + HP

JP0 - THROW* - N/A

*Can combo after in corner with LK. Character Specific

Super - El Fuerte Dynamite:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - AUTO - AUTO

Evil Ryu**

Spoiler

Evil Ryu

Close Roundhouse: HK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - Reset

Tenmakujinkyaku: Dive Kick

JP1 - Stun - Reset

Diagonal Jump Strong: Jump + MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Hop Kick: Forward + MK

JP2 - Stun - Reset

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Tatsumaki Senpukyaku: LK

JP0 - Float - Float

Tatsumaki Senpukyaku: MK

1st: JP0 - Stun - SKD
2nd: JP0 - SKD - SKD
3rd: JP0 - SKD - SKD

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD
4th: JP1 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpukyaku: LK Air

JP0 - SKD - SKD (CH=Float)

Tatsumaki Senpukyaku: MK Air

1st: JP0 - SKD (CH=SKD*) - SKD
2nd: JP0 - SKD (CH=SKD*) - SKD

  • Knockdown is considerably closer, can follow up mid screen.

Tatsumaki Senpukyaku: HK Air

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Shoryuken: LP

JP0 - SKD - SKD

Shoryuken: MP HP

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Shoryuken: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Shakanetsu Hadouken: LP

JP1 - SKD - SKD

Shakanetsu Hadouken: MP

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shakanetsu Hadouken: HP & EX

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD
3rd: JP3 - SKD - SKD

Axe Kick: LK

JP0 - Stun - HKD+

Axe Kick: MK

JP6 - Stun - HKD+

Axe Kick: HK

JP1 - HKD+ - HKD+

Axe Kick: EX

JP2 - HKD+ - HKD+

Ultra - Metsu Hadouken:

1st: JP1 - Stun* - SKD*
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD - SKD

  • Auto if fully charged & close

Ultra 2 - Messatsu Goshoryu

1st: JP0 - AUTO* - AUTO*
2nd: JP1 - Stun - SKD

3rd: JP2 - Stun - SKD
4th: JP3- Stun - SKD
5th: JP4 - Stun - SKD

6th: JP5 - SKD* - SKD*
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD

*Both 1st & 6th hit must make contact for Ultra cinematic to occur, if first hit is blocked & 6th strike hits. then cinematic will still ensue.

Fei Long

Spoiler

Fei Long

Rekka: All

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Flame Kick: LK/MK

JP0 - SKD - SKD

Flame Kick: HK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Flame Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Chicken Wing: All

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD

Super - Rekkashinken:

1st: JPX- Stun - SKD*
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD

  • Resets Juggle counter to FLOAT when hitting a juggle opponent (Like Dahlsims Super)

Ultra - Rekkashingeki:

1st: JPX- Stun - SKD
2nd: JP0 - AUTO - N/A
3rd: JPX - Stun - SKD
4th: JP0 - AUTO - N/A
5th: JPX - SKD - SKD

Gen

Spoiler

Gen

Crouch LK: Crane

JP0 - Float - Float

Jump Target: Shakudan (Crane)

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Standing HK: Crane

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset

Crouch HP: Crane

JP0 - Stun (CH = SKD) - Reset (CH = SKD)

Hyakurenko: All (Hands)

All Hits: JP0 - Stun - SKD

Gekiro: All

1st: JP0 - SKD - SKD
Continued: JPX - SKD - SKD
Final: JPX - HKD - HKD

Jyasen: All (Roll)

All Hits: JP0 - Stun - SKD

Oga: All (Wall Strike)

JP0 - Float - Float

Mantis Super - Zen’ei:

JP0 - Auto - Auto

Crane Super - Jyakoha:

JPX - N/A - AUTO

Mantis Ultra 1 - Zetsui

JP0 - Auto - Auto

Mantis Ultra 2 - Shitenketsu:

1st: JP0 - AUTO - AUTO
Remaining: JP0 - AUTO - SKD

Crane Ultra 1 - Ryukoha:

JPX - N/A - AUTO

Crane Ultra 2 - Teiga:

JP0 - AUTO - AUTO

Gouken*

Spoiler

Gouken

Amaoroshi: Back Throw

Causes Airborne, not Float

Side Jump: Jump + MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Nuetral Jump Fierce: HP

JP1 - Stun - HKD

Side Jump Roundhouse: HK

JP1 - Stun - HKD

Gohadouken: Normal

JP0+ - Stun - Float

Gohadouken: Normal Charged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float

Gohadouken: EX Uncharged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float

Gohadouken: EX Charged

1st: JP0+ - Stun - Float
2nd: JP0+ - Stun - Float
3rd: JP0+ - Float - Float
4th: JP0+ - Float - Float

Senkugoshoha: Normal (Palm)

JP0 - SKD - SKD

Senkugoshoha: EX (Palm)

1st: JP0 - Stun - Float
2nd: JP0 - Float - Float

Tatsumaki Gorasen: LK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Gorasen: MK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Tatsumaki Gorasen: HK

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

Tatsumaki Gorasen: EX

1st: JP0 - Float - Float
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD

Kongoshin: All (Counter)

JP0 - Float - Float

Hyakkishu: Sweep

JP0 - HKD+ - HKD+

Hyakkishu: Dive Kick

JP0 - Stun - Reset

Super - Forbidden Shoryuken:

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

Ultra 1 - Shin Shoryuken:

1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

Ultra 2 - Denjin Hadouken:

1st: JP2 - Stun - Float
2nd: JP3 - Stun - Float
3rd: JP4 - Stun - Float
Final: JP5 - Float - Float

Fully Charged has continued ascending Juggle Points up to JP9 (8 hits starting at JP2)

Guile

Spoiler

Guile

Guile High Kick: Down + Forward + Roundhouse

JP0 - Float - Float

Sonic Boom: Normal

JP0 - Stun - SKD

Sonic Boom: EX

1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD

Flash Kick: Normal

JP0 - SKD - SKD

Flash Kick: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Double Flash:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - SKD - SKD

Ultra 1 - Flash Explosion:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5 - SKD - SKD
6th: JP6 - AUTO - AUTO

Ultra 2 - Sonic Hurricane:

1st: JP0 - FLOAT - FLOAT
2nd: JP1 - FLOAT - FLOAT
3rd: JP2 - FLOAT - FLOAT
4th: JP3 - FLOAT - FLOAT
5th: JP4 - FLOAT - FLOAT
6th: JP5 - FLOAT - FLOAT

Guy

Spoiler

Guy

Crouch HK: Slide

JP0 - HKD+* - HKD+*

Note - At long distance causes JP0 - Stun - Reset

Nuetral Jump: HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Elbow Drop: Jump + Down + MP

JP1 - Stun - Reset

Ninja Sickle: Down Forward HK

1st: JP0 - Stun - Reset
2nd: JP0 - Float - Float

Bushin Gokusaken: Target Combo

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - SKD - SKD

Bushin Gokusaken Throw: Target Combo Back Throw

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Float - N/A

Hozanto: Normal

JP0 - SKD - SKD

Hozanto: EX

JP1 - SKD - SKD

Shadow Kick: Running Slide

JP0 - HKD+ - HKD+

Neck Flip: Running Overhead

1st: JP0 - Stun - Float
2nd: JP0 - Stun - SKD

Neck Flip: EX

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset

Bushin Senpukyaku: LK MK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD- SKD

Bushin Senpukyaku: HK EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD

Super - Bushin Hasoken:

JPX - Auto - Auto

Note - If any single hit misses combo will end

Ultra 1 - Bushin Goraisenpujin:

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP4 - Auto - Auto

Hakan

Spoiler

Hakan

Notes - Status in brackets indicates effects when oiled.

Diagonal Jump: MP

JP0 - Stun - SKD

Step Knee: Forward + HK

JP1 – Stun (HKD+) - Reset (HKD+)

Oil Slide:

JP1 - HKD+ - SKD

Ultra 2 - Oil Combination Hold:

JP1 - N/A - AUTO

Ibuki**

Spoiler

Ibuki

Crouch Fierce: HP

JP2 - Stun - Reset

Sweep Combo: (All versions)

1st: JP0 - HKD+ - HKD+
2nd: JP1 - Stun - Reset

Close Roundhouse: HK

1st: JP0 - SKD - SKD
2nd JP1 - SKD - SKD

Diagonal Jump: HK

JP2 - Stun - HKD

Agemen: Back + MP

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - Reset

Hammer Kick: Forward + MK

JP0 - Stun - HKD

Kuna Throw: Normal

JP0 - Stun - SKD

Kunai Throw: EX

1st: JP2 - Stun - SKD
2nd: JP2 - Stun - SKD

Neck Breaker: All

JP0 - AUTO - AUTO

Raida: All (Explosion Grab)

JP1 - AUTO - AUTO

Kazegiri: All (Dragon Kick)

1st: JP1 - SKD - SKD
2nd: JP2- SKD - SKD
3rd: JP3 - SKD - SKD

Tsumuji: LK (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD

Tsumuji: MK HK (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun* - SKD

  • Can Cause HKD+ if down is held

Tsumuji: EX (Multi-Kicks)

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD* - SKD

  • Can Cause HKD if down is held

Hien: All (Overhead Jump Stomps)

JP0 - AUTO - AUTO

Super - Kasumi Suzuka:

All Hits: JPX - Stun - SKD

Ultra 1 - Yoroitoshi:**

1st: JP0 - THROW - THROW*
2nd-8th: JPX - Stun - SKD

  • Cannot hit a juggled target

Ultra 2 - Hashinsho:**

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - SKD - SKD
5th: JP5+ - SKD - SKD
6th: JP1 - AUTO - AUTO
7th: JP6 - SKD - SKD

Juri*

Spoiler

Juri

Diagonal Jump Strong: MP

JP0+ - Stun - Float

**Diagonal Jump Fierce:**HP

JP1 - HKD - HKD

Close Fierce: HP

JP0 - SKD - SKD

Fuhajin: Kick

JP1 - SKD - SKD

Fuhajin: Projectile

JP2 - Stun - SKD

Fuhajin: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Shikusen: Normal Complete (Dive Kick Aerial Combo)

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD

Shikusen: EX (dive Kick Aerial Combo)

JP0 - AUTO - AUTO

Note - Auto combo ends with Wall Bounce -> SKD (JP1)

Senpusha: LK Pinwheel

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Senpusha: MK/HK Pinwheel

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 – SKD* - SKD*

Note: Final hit removes all combo potential

Senpusha: EX Pinwheel

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5 - SKD - SKD

Super - Fuharenjin:

All Hits: JP1+ - SKD - SKD
Final Hit: JP1 – SKD* - SKD*

Note: Final hit removes all juggle potential

Ultra 1 - Feng Shui Engine:

All become JP1:

Close / Far HP
Close / Far MP
Close MK Second hit
Far MK
Close HK Second Hit
Far HK

Ultra - Kaisen Dankairaku

Floor Spin: JP1 - AUTO - AUTO
Middle Ascension: JP2 - AUTO - AUTO
Peak: JP3 - AUTO - AUTO

Ken*

Spoiler

Ken

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Tatsumaki Senpukyaku: LK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*

  • Add 2 Juggle Points if this hits an airborne target, only add one Juggle Point if it hits a juggled target.

Tatsumaki Senpukyaku: MK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*

  • Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it his a juggled target

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD*
3rd: JP1 - Stun - SKD*
4th: JP1 - Stun - SKD*
5th: JP1 - Stun - SKD*

  • Add 2 Juggle Points if this his an airborne target, only add one Juggle Point if it hits a juggled target

Tatsumaki Senpukyaku: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD
5th: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air LK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air MK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air HK

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP1 - Stun - SKD

Tatsumaki Senpukyaku: Air EX

1st: JP4 - Stun - SKD
2nd: JP4 - Stun - SKD
3rd: JP4 - Stun - SKD
4th: JP4 - Stun - SKD

Shoryuken: LP

JP0 - SKD - SKD

Shoryuken: MP

1st: JP0 - Stun (CH = SKD) - SKD
2nd: JP1 - SKD - SKD

Shoryuken: HP

1st: JP0 - Stun (CH = Float) - Float
2nd: JP0+ - SKD - SKD
3rd: JP1 - SKD - SKD

Shoryuken: EX

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 - SKD - SKD
4th: JP3 - SKD - SKD

Super - Shoryureppa:

1st: JP0 - Stun - SKD
2nd: JP1+ - Stun - SKD
3rd: JP1+ - Stun - SKD
4th: JP0 - SKD - SKD
5th: JP1+ - SKD - SKD
6th: JP1 - SKD – SKD

Ultra - Shinryuken:

1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX- SKD - SKD
7th: JPX - SKD - SKD
8th: JPX - SKD - SKD
9th: JPX - SKD - SKD
10th: JPX - SKD - SKD

Ultra - Guren Senpukyaku:

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP4 - Stun - SKD
6th: JP5- Stun - SKD
7th: JP6 - Stun - SKD
8th: JP7 - Stun - SKD
9th: JP8 - Stun - SKD
10th: JP9 - Stun - SKD
11th: JP10 - AUTO - SKD

M.Bison

Spoiler

M Bison

Hell Attack: Diagonal Jump MP -> MP

1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD

Psycho Crusher: Normal

JP0 - SKD - SKD

Psycho Crusher: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Double Knee Press: Normal

1st: JP0 - Stun -SKD
2nd: JP0 - SKD - SKD

Double Knee Press: EX

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Head Press: Normal

JP0 - Stun - SKD

Head Press: EX

JP0 – HKD+ - SKD

Somersault Skull Diver: Normal

JP0 - Stun - SKD

Somersault Skull Diver: EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Devils Reverse: Normal

JP0 - SKD - SKD

Devils Reverse: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Knee Press Nightmare:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX – HKD+ - HKD+

Ultra - Nightmare Booster:

1st: JPX - STAND - SKD
2nd: JPX - STAND - SKD
3rd: JPX - STAND - SKD
4th: JPX - STAND - SKD
5th: JPX - AUTO - AUTO

Ultra 2 - Psycho Punisher:

JP1 - AUTO - AUTO

Makoto

Spoiler

Makoto

All Jump Fierce: HP

JP1 - Stun - Reset

Forward Short: -> + LK

JP1 - Stun - Reset

Hayate: Normal (Dash Punch)

JP1 - Stun* - SKD

Fully charged (Level 4 & 5) causes SKD

Hayate: EX (Dash Punch)

JP2 - SKD - SKD

Oroshi: LP MP (Overhead Chop)

JP0 - Stun - HKD

Oroshi: HP (Overhead Chop)

JP0 – HKD+ - HKD+

Oroshi: EX (Overhead Chop)

JP1 – HKD+ - HKD+

Fukiage: All (Up Punch)

JP1 - N/A - SKD

Tsurugi: LK MK (Axe Kick)

JP1 - Stun - SKD

Tsurugi: HK (Axe Kick)

JP1 - HKD - HKD

Tsurugi: EX (Axe Kick)

1st: JP2 - HKD- HKD
2nd: JP3 - HKD - HKD

Ultra 1 - Seichusen Godanzuki:

JP0 - AUTO - AUTO

Ultra 2 - Abare Tosanami:*

  • First hit must hit to dash/jump cancel the final hit

1st: JP1 - AUTO - Float*
2nd: JP1+ - SKD - SKD
3rd: JP1+ - SKD - SKD
4th: JP1+ - SKD - SKD

  • If the LK or MK version of Abare Tosonami is used, causes SKD

#4

Oni**

Spoiler

Oni

Roundhouse: HK

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - HKD

Back + MP: Stomach Blow

JP1 - Stun - Reset

Forward + Roundhouse: F + HK

JP1 - Stun - SKD

Forward + Fierce:* F + HP

JP0 - Stun - Reset

*Destroys Single Projectiles

Neutral Jump Strong: Jump + MP

JP1 - Stun - HKD

Gohadouken: Normal

JP0 - Stun - SKD

Gohadouken: Normal Charged

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Gohadouken: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD

Gorai Hadouken: LP (Electric Fireball)

JP1 - SKD - SKD

Gorai Hadouken: MP (Electric Fireball)

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Gorai Hadouken: HP & EX (Electric Fireball)

1st: JP0 - SKD - SKD
2nd: JP1+ - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: LK

JP0 - SKD - Float

Tatsumaki Senpukyaku: MK

1st: JP1 - Stun - SKD
2nd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: HK

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpu Kyaku: Normal Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Tatsumaki Senpukyaku:** EX (After Air Dash)

JP1 - SKD - SKD

Goshoryuken: LP & HP

1st: JP0 - Auto - SKD
2nd: JP1 - SKD - SKD

Goshoryuken: MP

1st: JP0 - Auto - Auto
2nd: JP1 - SKD - SKD

Goshoryuken: EX

1st: JP0 - Auto* - Auto*
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD

  • 1st hit of auto combo is untechable (in case the auto combo whiffs)

Rakan Dantojin: LK Rush Slash
JP0 - Stun - Float

Rakan Dantojin: MK & HK Rush Slash

JP0 - SKD* - SKD*

*Removes all Juggle Potential, unless hitting a juggled opponent

Rakan Dantojin: EX Rush Slash

JP1 - SKD (CH=SKD*) - SKD (CH=SKD*)

*High Elevation.

Sekisei Jiraiken: LK Overhead Palm

JP1 - HKD+ - HKD+

Sekisei Jiraiken: MK Overhead Palm

JP2 - HKD+ - HKD+

Sekisei Jiraiken: HK Overhead Palm

JP0 - HKD+ - HKD+

Sekisei Jiraiken: EX Overhead Palm

1st: JP1 - HKD+ - HKD+
2nd: JP2 - HKD+ - HKD+

Zanku Hadosho: all Air Dash

JP1 - Stun - SKD

Super - Raging Demon:** Air

JP2 - N/A - AUTO

Meido Gohadou: Ultra 1 (all variations)

1st:* JP0 - Auto - Auto
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD

*First hit is a close range hit, Ground PPP Activation only.

Tenchi Sokaigen: Ultra 2

1st:* JP0 - Auto - Auto
2nd: JP5 - SKD - SKD
3rd: JP6 - SKD - SKD
4th: JP7 - SKD - SKD
5th: JP8 - SKD - SKD
6th: JP9 - SKD - SKD
7th: JP10 - SKD - SKD
8th: JP11 - SKD - SKD

Rose

Spoiler

Rose

Soul Piede: F + HK

JP0 - Stun - SKD

Soul Spark:* Normal

Gains 4 damage for each prjectile absorbed (Max 7)

JP0 - Stun - SKD

Soul Spark:* EX

  • each hit Gains 3 damage for each projectile absorbed (Max 7) resets once any kind of projectile has been thrown

1st: JP0 - Stun - SKD
2nd: JP1 - Stun - SKD

Soul Spiral: All

JP0 - SKD - SKD

Soul Reflect: All

JP0 - SKD - SKD

Soul Throw: All

JP1 - N/A - THROW

Super - Aura Soul Spark:*

  • First 4 hits gain 3 damage for each projectile absorbed, final hit gains 5 totalling 17 extra damage per projectile absorbed (Max 7) resets once any kind of projectile has been thrown

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD* - SKD*

*Removes all juggle capability

Ultra 1 - Illusion Spark:

JP0 - AUTO - AUTO

Ultra 2 - Soul Satellite:*

For each absorbed projectile one of the orbs will gain 4 damage (Max 7 absorbed projectiles) resets once any kind of projectile has been thrown

Both Projectiles: JPX+ - Stun - SKD

Rufus**

Spoiler

Rufus

Far Roundhouse: HK

JP0 - Float - SKD

Diagonal Jump Roundhouse: HK

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Fragrance Palm: ->+ HP

JP0 - SKD - SKD

Target Combo: LK -> HK

1st: JP0 - Stun - Reset
2nd: JP0 - SKD - SKD

Falcon Kick: Dive

JP1 - Stun - Reset

Galactic Tornado: LP

1st: JP1 - Stun - SKD
2nd: JP0 - SKD - SKD

Galactic Tornado: MP

1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Galactic Tornado: HP

1st: JP1 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - SKD - SKD

Galactic Tornado: EX

1st: JP0 - SUCK - N/A
2nd: JP1 - SKD - SKD

Messiah Kick: Normal

JP0 - Stun - SKD

Messiah Kick: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD

LK Followup: Somersault

JP1 - SKD - SKD

MK Followup: Sweep

JP0 - HKD - HKD

HK Followup: Overhead

JP0 - HKD - SKD

Snake Strike: LP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP2 - Stun - SKD
5th: JP2 - Stun - SKD

Snake Strike: MP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD

Snake Strike: HP

1st: JP1 - Stun - SKD
2nd: JP1 - Stun - SKD
3rd: JP2 - Stun - SKD
4th: JP3 - Stun - SKD
5th: JP3 - Stun - SKD

Snake Strike: EX

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD

Super - Spectacle Romance:

1st JPX - Stun - STAND
2nd: JPX - AUTO - AUTO

Ultra 1 - Space Opera Symphony:

1st - 8th: JPX - SKD - SKD
**9th: ** JPX - AUTO - AUTO

Ultra 2 - Big Bang Typhoon:

JP0 - AUTO - AUTO*

  • Different Auto combo, fewer hits.

Ryu**

Spoiler

Ryu

Diagonal Jump Strong:** Jump + MP

1st: JP0 - Stun - Float
2nd: JP1 - Stun - SKD

Hadouken: Normal

JP0 - Stun - SKD

Hadouken:** EX

1st: JP1 - SKD* (CH=FLOAT) - SKD* (CH=FLOAT)
2nd: JP2+ - FLOAT - FLOAT

Adds 2 points to Juggle Counter, except when hitting a juggle opponent.

Tatsumaki Senpukyaku: Normal & Air Normal

JP0 - SKD - SKD

Tatsumaki Senpukyaku: EX

1st: JP5 - Stun - SKD
2nd: JP5 - Stun - SKD
3rd: JP5 - Stun - SKD
4th: JP5 - Stun- SKD
5th: JP5 - SKD - SKD

Tatsumaki Senpukyaku: EX Air

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD- SKD
5th: JP4 - SKD - SKD

Shoryuken:** LP/HP

JP0 - SKD - SKD

Shoruken: MP & EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Shinku Hadouken:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - SKD* - SKD

  • Removes all juggle potential

Ultra - Metsu Hadouken:

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4- Stun - SKD
5th: JP5 - Stun - SKD
6th: JP6 - Stun - SKD
7th: JP7 - Stun - SKD
8th: JP8 - SKD* - SKD

  • Removes all juggle potential

Ultra 2 - Metsu Shoruken:

1st: JP0 - AUTO - AUTO
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD

Sagat

Spoiler

Sagat

Forward Step Kick: -> + HK

JP1 - Stun - SKD

Tiger Shot: Normal (High & Low)

JP0 - Stun - SKD

Tiger Shot: EX (High & Low)

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD

Tiger Knee: Normal

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Tiger Knee: EX

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD
3rd: JP1 - SKD - SKD

Tiger Uppercut: Normal

JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)

  • Causes spin animation on Counterhit

Tiger Uppercut: EX

1st: JP0 – SKD (CH = SKD*) – SKD (CH = SKD*)
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD

  • Causes spin animation on Counterhit

Tiger Scar:

+1 JP to all hits of Tiger Uppercut (All versions)
Also adds Armour breaking properties

Super - Tiger Genocide:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - SKD - SKD

Ultra 1 - Tiger Destruction:

1st: JPX - Stun - SKD
2nd: JPX - Stun - SKD
3rd: JPX - Stun - SKD
4th: JPX - Stun - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD
7th: JPX - AUTO - AUTO

Ultra 2 - Tiger Cannon:

1st: JP0+ - Stun - Float
2nd: JP0 - Stun - SKD
3rd: JP1 - Stun - SKD
4th: JP4+ - Stun - SKD
5th: JP4+ - Stun - SKD
6th: JP4 - Stun - SKD
7th: JP5 - Stun - SKD
8th: JP6 - SKD* - SKD

  • Creates Uncomboable State

Sakura*

Spoiler

Sakura

Hadouken: Normal

JP0 - Stun - SKD

Hadouken: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Tatsu: LK

1st: JP0 - Stun - Reset

Tatsu: MK

1st: JP0 - Stun - Reset
2nd: JP1 - Stun -Reset

Tatsu: HK

1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset

Tatsu: EX

1st: JP0 - Stun - Reset
2nd: JP1 - Stun - Reset
3rd: JP2 - Stun - Reset
4th: JP0 - Float - Float

Tatsu: Normal Air

1st: JP0 - SKD - SKD
2nd: JP1 – SKD - SKD

Tatsu: Air EX

All Hits: JP2 - SKD - SKD

Shouoken: LP

1st: JP0 - Stun - SKD
2nd: JP0 -SKD - SKD

Shouoken: MP

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD

Shouoken: HP

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP1 - SKD - SKD
5th: JP2 - SKD - SKD
6th: JP3 - SKD - SKD

Shouoken: EX

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP0 - Stun - SKD
6th: JP1 - SKD - SKD
7th: JP2 - SKD - SKD
8th: JP3 - SKD - SKD

Sakura Otoshi: All

1st: JP1 - SKD - SKD
2nd: JP2 -SKD - SKD
3rd: JP3 - SKD - SKD

Super - Haru Ichiban:

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Stun - Reset
4th: JP0 - Stun - Reset
5th: JP0 - Stun - Reset
6th: JP0 - Stun - Reset
7th: JP0 - SKD - SKD

Ultra 1 - Haru Ranman:

1st: JP0 - AUTO - AUTO*
2nd: JP0 - AUTO - AUTO
3rd: JP0 - SKD - SKD

  • If this hits airborne (Not float) second hit whiffs

Ultra 2 - Shinku Hadouken: & Tengyo

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 – SKD* - SKD

*Removes all Juggle capabilities

Seth

Spoiler

Seth

Diagonal Jump Strong: MP

1st: JP0+ - Stun - Float
2nd: JP1 - Stun - SKD

Yosokyaku: Stomp

1st: JP2 - Stun - SKD
2nd: JP3 - Stun - SKD
3rd: JP4 - Stun - SKD

Tenmakujinkyaku: Dive Kick

JP4 - Stun - Reset

Sonic Boom: All

Each Boom: JP0 - Stun - SKD

Hyakaretsu: All

JP0 - AUTO - AUTO

Shoryuken: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

3rd: JP1 - SKD - SKD

4th: JP2 - SKD - SKD

Shoryuken: EX

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

3rd: JP1 - SKD - SKD

4th: JP2 - SKD - SKD
5th: JP3 - SKD - SKD
6th: JP4 - SKD - SKD
7th: JP5 - SKD - SKD
8th: JP6 - SKD - SKD

Tanden Engine: Normal

JP0 - SUCK - N/A

Tanden Engine: EX

JPX - SUCK - SUCK*

*If hitting airborne, opponent ends up in a standing juggled state until combo finishes. Works normally when hitting a juggled opponent.

Super - Tanden Storm:

Suction: JP0 - SUCK - SUCK*
1st - 22nd: JPX+ - Stun - SKD
23rd: JPX - SKD - SKD

*Puts enemy in a standing/jugglefloat state

Ultra 1 - Tanden Stream:

JP0 - AUTO - AUTO

Ultra 2 - Tanden Typhoon:

Suction: JP0 - SUCK - SUCK
1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD
3rd: JP2 - SKD - SKD
4th: JP3 - SKD - SKD
5th: JP4 - SKD - SKD
6th: JP5 - SKD - SKD
7th: JP6 - SKD - SKD
8th: JP7 - SKD - SKD
9th: JP8 - SKD - SKD
10th: JP9 - SKD - SKD
11th: JP10 - SKD - SKD
12th: JP11 - SKD - SKD
13th: JP12 - SKD - SKD
14th:* JP13 - SKD - SKD

  • Enemy has to be quite high for final hit to hit.

T.Hawk**

Spoiler

T Hawk

Close Roundhouse:** HK

JP0 - SKD - SKD

Heavy Should: Side Jump + Down + MP

JP0 - N/A - Reset

Condor Dive: Normal

1st: JP0 - SKD - SKD
2nd: JP0 - SKD - SKD

Condor Dive: EX

JP2 - SKD - SKD

Condor Spire: Normal

JP0 - SKD - SKD

Condor Spire: EX

JP0 - SKD - SKD

Tomohawk Buster: Normal

JP0 - SKD - SKD

Tomohawk Buster: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Vega**

Spoiler

Vega

Cosmic Heel: Down + Forward + HK

JP0 - Float - Float

Rolling Crystal Flash: All

All Hits: JP0 - Stun - SKD

Scarlet Terror: LK

JP0 - SKD - SKD

Scarlet Terror: MK + HK

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Scarlet Terror: EX

1st: JP1 - SKD - SKD
2nd: JP1 - SKD - SKD

Flying Barcelona Attack: Normal Claw Dive or Izuna Drop

JP0 - SKD - SKD

Flying Barcelona Attack: EX Claw Dive

Launcher: JP0 - Float - Float
2nd: JP0 - SKD - SKD
3rd: JP1 - SKD - SKD

Flying Barcelona Attack: EX Izuna Drop

Launcher: JP0 - Float - Float
2nd: JP1 - Throw - Throw

Sky High Claw:** Normal

JP0 - SKD - SKD

Sky High Claw: EX

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Super - Flying Barcelona Special: Attack

1st: JP1 - SKD - SKD
2nd: JP2 - SKD - SKD
3rd: JP3 -SKD - SKD
4th: JP4 - SKD - SKD

Super - Flying Barcelona Special: Rolling Izuna

JP0 - THROW - THROW

Ultra - Bloody High Claw:**

Launcher: JP0+ - Float - Float
2nd: JP0 - AUTO - AUTO

Ultra 2 - Splendid Claw:

JP0 - AUTO - AUTO

Yang*

Spoiler

Yang:

Close Forward: MK

JP0 - Float - Float

Far Strong: MP

JP1 - Stun - Reset

Far Fierce: HP

JP1 - Stun - Reset

Crouch Short: LK

JP1 - Stun - Reset

Target Combo: Palm

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP1 - SKD - SKD

Target Combo: Kicks

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - SKD - SKD

Dive Kick:

JP1 - Stun - Reset

Tourou Zan: All Normal Rekka

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - SKD - SKD

Tourou Zan: EX Rekka

1st: JP1 - Stun - SKD
2nd: JP2 - Stun - SKD
3rd: JP3 - Stun - SKD
4th: JP4 - Stun - SKD
5th: JP5 - SKD - SKD

Byakko Soushouda: MP Palm

JP0 - Stun - SKD

Byakko Soushouda: HP Palm

JP0 - SKD - SKD

Byakko Soushouda: EX Palm

JP0 - Float* - Float*

*Cause Wallbounce

Senkyuutai: LK Dragon Kick

1st: JP0 - SKD* - SKD*
2nd: JP2 - SKD - SKD

  • Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Senkyuutai: MK/HK Dragon Kick

1st: JP1 - SKD* - SKD*
2nd: JP2 - SKD - SKD

  • Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Senkyuutai: EX Dragon Kick

1st: JP1 - SKD* - SKD*
2nd: JP3 - SKD - SKD
3rd: JP4 - SKD - SKD

  • Adds 2 points of JP to a non juggled enemy. Acts normally otherwise

Ultra - Raishin Mahhaken

JP0 - AUTO - AUTO

Ultra 2 - Tenshin Senkyuutai

1st: JP0 - AUTO - AUTO
2nd: JPX - SKD - SKD
3rd: JPX - SKD - SKD
4th: JPX - SKD - SKD
5th: JPX - SKD - SKD
6th: JPX - SKD - SKD

Yun*

Spoiler

Yun

Close Forward: MK

JP0 - Float - Float

Dive Kick:

JP1 - Stun - Reset

Sweep Target: Crouch HK -> HK

1st: JP0 - HKD+* - HKD+
2nd: JP1 - SKD - SKD

*If specifically traded with another attack (Not projectile) opponent ends in grounded stun, also throwable, very strict timing.

Forward Fierce: F + HP

JP1 - SKD - SKD

Target Combo:

1st: JP0 - Stun - Reset
2nd: JP0 - Stun - Reset
3rd: JP0 - Float - Float

Zesshou Hohou All Normal Rush Punch

JP1 - SKD - SKD

Zesshou Hohou: EX Rush Punch

1st: JP0 - Stun - SKD
2nd: JP1 - SKD - SKD

Nishokyaku: All Normal Dragon Kick

1st: JP0 - SKD - SKD
2nd: JP1 - SKD - SKD

Nishokyaku: EX Dragon Kick

1st: JP1 - SKD - SKD
2nd: JP2+ - SKD - SKD

Kobokushi: Normal Palm

JP0 - Float - Float

Kobokushi: EX Palm

JP1 - Float* - Float*

*Causes Wallbounce

Tetsuzankou: LP Shoulder

JP0 - Stun - SKD*

*Severely limits Juggle potential when hit against a non-juggled opponent

Tetsuzankou: MP/HP Shoulder

JP0 - SKD - SKD

Tetsuzankou: EX Shoulder

1st: JP2 - Stun - SKD
2nd: JP2 - SKD* - SKD*

*Severely limits Juggle potential when hit against a non-juggled opponent

Super: Genei Gin

  • all Ground Normals now cause SKD when hitting an airborne target.
  • All attacks are now JP99 (Exceptions Below)
  • Forward MK is JP7
  • Rush Punch now has 3 hits
  • shoulder now has 2 hits.
  • Ultra 1 Can no longer go in to animation, All hits cause Float & Maintain Current Juggle Point (JPX+ - Float - Float)
  • Ultra 2 is now JP99 but has an alternate AUTO combo on 5th hit.

Ultra 1 - You Hou

1st: JP1 - Auto* - Auto*
2nd: JP2 - Float - Float
3rd: JP3 - Float - Float
4th: JP4 - Float - Float

Auto Causes Float, Adds one juggle point to a juggled enemy.

Ultra 2 - Sourai Rengeki

1st: JP0 - Stun - SKD
2nd: JP0 - Stun - SKD
3rd: JP0 - Stun - SKD
4th: JP0 - Stun - SKD
5th: JP1 - AUTO - AUTO

Zangief**

Spoiler

Zangief

Far standing HP**

JP0 - SKD - SKD

Lariat: Normal + Quick

JP0 - SKD - SKD

Green Hand: Normal

JP0 - Stun - SKD

Green Hand:* EX

1st: JP0 - Stun - SKD
2nd: JP1 - Stun – SKD


#5

Notes/Updates

30/6/11

Spoiler

[LIST]
[][FONT=andale mono][SIZE=3]Updated notes on various characters for AE[/FONT][/SIZE]
[
][FONT=andale mono][SIZE=3]Fixed some layout errors[/FONT][/SIZE]
[][FONT=andale mono][SIZE=3] Updated some minor typo errors[/FONT][/SIZE]
[
][FONT=andale mono][SIZE=3] Updated some move names[/FONT][/SIZE]
[][FONT=andale mono][SIZE=3] Added AE Characters[/FONT][/SIZE]
[
][FONT=andale mono][SIZE=3] Re-organised Character layout.[/FONT][/SIZE]
[*][FONT=andale mono][SIZE=3] Added C.Vipers Far HK[/FONT][/SIZE]
[/LIST]

23/1/12 (2012 alterations)

Spoiler

[LIST]
[]· Ryu - Jump MP = First hit no longer maintains juggle
[
]· Ryu - HP SRK = Single hit, no JP
[]· Ryu - EX Shaku = Many property alterations
[
]· Blanka - HP Ball = Knocks down at close range (SKD)
[]· Blanka - EX Ball = Knocks down at close tange for a free juggle (Float knockdown)
[
]· Blanka - EX Vertical Roll = Knocks down at all times
[]· Zangief - Far Standing HP = Standard knockdown at all times.
[
]· Sim - Yoga Blast = Free juggle state on hit (Float)
[]· Sim - Ultra 1 Corrected = Corrected Sims ultra properties. (2nd/4th hit maintain juggle)
[
]· Vega - Sky High Claw = Causes knockdown on hit
[]· Vega - Ultra 1 = first hit maintains juggle
[
]· Viper - Air EX Burning Kick = all but last hit maintain juggle
[]· Rufus - Ultra 2 = Altered air hit properties.
[
]· Fuerte = Quasadilla Bomb (EX) = Causes wallbounce on counterhit with free juggle (Float)
[]· Dan - Air EX Danku = increased juggle potential
[
]· Dee Jay - Ultra 1 = Changed to JPX when activated during Super.
[]· Cody - Bad Spray = 2 hits now, first hit causes Free juggle (Float)
[
]· Ibuki - Ultra 1 = Causes standard knockdown when hitting airborne (Was reset)
[]· Ibuki - Ultra 2 = Increased juggle potential
[
]· Dudley - Thunderbolt = Increased juggle potential
[]· Dudley - Super = altered juggle properties (first two hits JP5)
[
]· Dudley - Ultra 1 = now causes SKD on airborne hits, increased juggle potential
[]· Evil Ryu - Axe Kick = Altered juggle potential for MK & HK versions
[
]· Adon - Ultra 1 (Tame) = Last hit causes Hard Knock Down
[]· Oni - EX SRK = First hit is untechable.
[
]· Oni - Post Dash EX Tatsu = Added Post Dash EX Tatsu (one hit, SKD)
[]· Oni - Air Super = now hits juggled, increased juggle potential
[
]· T.Hawk - Close HK = Knocks down on hit
[*]· Fei Long - 1st hit of Super = Resets juggle count (similair to Dahlsim Super)
[/LIST]


#6

I got lost in the sea of text. too much for me. I’ll just watch the video. :lol:


#7

very nice video and tutorial
thank


#8

Awesome stuff. Appreciate the time you spent.

Know I understand why anti air duck upper (1 hit) or duck straight doesn’t give full animation when you combo into U2 (Dudley).


#9

Great stuff, this must have taken ages


#10

Absolutely fantastic.

You have given us the blue prints to the game. Creativity and discovery of new combo’s will become more frequent.
Combo videos will become more common place.

New techniques with characters will be found and old ones will be refined.

This is the holy grail


#11

Great stuff!


#12

Fucking. Fantastic. Props! This is really helping out, gunna try some counter hit shenanigans with Fei Long, see what can be extended just a bit more. =) Which I think isn’t too much, judging from the little list you have there. xD


#13

A slight correction…

The last hit of Sakura Otoshi is HKD+, right?

And, I believe the first two hits, even though they don’t slam down, are still untechable…I don’t know what notation you’d use for that.

Great info, otherwise.


#14

^^Cheers, updated^^

Does anyone know the name of any mods here? i really don’t fancy this getting lost in past pages. considering i WILL be updating it when new character come to light.


#15

It’s Sosage. Sosage rules over all. So ask him for a sticky and I’m quite sure you’ll get it here, since this is one of the few useful threads here on this SSFIV board =__=


#16

Woah! Just caught this. Stickied up.


#17

Much appreciated


#18

i have a question. How did you find all of this?!?!?!:looney: This combined with frame data is just too good. Also is there some kind of awesome chart that lists how much pushback a move does on hit and block? Pretty much with Frame data, Juggle Mechanics, Pushback data, and move hitboxes you would literally know every single combo possible. Is there also data about exactly how many frames a move puts the opponent in hit/block stun rather than only frame advantage? I’m just a noob looking for answers:rofl: Also forgot to ask but at around 11:55 in the vid where it explains ryu’s juggle properties. does the light tatsu reset all juggle potential and if so wouldn’t the last two hits of the metsu hado be jp1 an jp2?


#19

To get hit stun… there’s a formula.

it’s something like… get the moves total frames, deduct start-up frames and recovery? then add/subtract the frame advantage value from that. This right? I dunno, I’m just talking out of my butt right now :stuck_out_tongue:

EDIT: According to :d: , :u: is fail. Sorry.


#20

You’ve got it backwards. There’s a formula for frame-advantage, not hit-stun