Juggle Mechanics Video (100MB - 14 Mins)
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.
[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.
Terminology and Notation
**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
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 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*)
Focus Attack Level 3
JP0 - Crumple - Float
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
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.