The SF4 Juggle System:


#1

*Preface: All of this data has been thoroughly tested by me and is accurate to the best of my knowledge. There were certain moves, certain situations in this game, that made me repeat them for hours–I set them up under as many possible scenarios as I could to figure out how they occurred. Ken’s character contributed most of the testing, as his moves are probably the most intricate and mind-blowingly amazing moves in the game for juggling.

There is a rather large section about him and his gdlk SRK’s, but I put everything in spoilers for a reason!*

Not all of this information will be 100% accurate, especially as I venture into unfamiliar characters. If you know of a combo that refutes my data, please tell me so I can update it. It would be best to either PM me the correction (preferably with a video proving it) or post it here on this thread (again, preferably with a video attached).

Any move that has a JP of Infinity, is just my way of saying “There was no situation that which this character could make this move not juggle.” So for all intents and purposes, that move’s juggle potential is infinite.

Change Log:

Update list

Spoiler

Contributors:
Pokey86
Doopliss

[spoiler=First Update–12/16/09]

  • Fixed some incorrect JP and flag properties.

Second Update–12/24/09

Spoiler
  • All data for all characters completed.
  • Added commentary for each character.
  • Added notable juggles for each character.
  • Reformatted all character information layouts to be easier to read.
  • Updated previously incorrect data.
  • Updated main post
  • Backed up all character information in case of loss.

Third Update–12/28/09

Spoiler
  • Bison, Sakura, Rose, Gen, Rufus and Ken all updated.
  • Slight note changes.
  • Added the request for further testing of Balrog’s super and ultra, as I’m not proficient enough with him to connect those juggles.
  • Added Pokey86 as a contributor.

Fourth Update–12/29/09

Spoiler
  • Fixed a series of incorrectly displayed data.
  • Updated many character’s juggle data.
  • Added many attacks that weren’t previously listed.
  • Updated main page Player State information to better reflect what Hard Knockdown State is.
  • Added Doopliss as a contributor.

Fifth Update–1/2/10

Spoiler
  • Fixed a series of incorrect data.
  • Added a bug notice to Ken’s light kick tatsumaki.
  • Added a notice on Fei Long’s ultra, as the second and fourth hits cannot connect on an airborne opponent.

Sixth Update–1/5/10

Spoiler
  • Simplified some of the information.
  • Updated the main post.

[/details]

The Street Fighter 4 Juggle System:

First and foremost, there are a few things that need to be understood about the juggle system. It revolves around 3 things: an imaginary counter that I’ll be referring to as “the counter” or “Juggle Count” (JC from here on out), a series of flags on every hit of every move in the game, and recognizing the current state of your opponent. And I’ll be exploring each of those in reverse order, as that’s how everything will make the most sense.

Player States:

Player States

[details=Spoiler]Odds are, you’re already familiar with this concept. Certain knockdowns you can’t hit people out of, certain knockdowns you can! Well, sort of, on the most primitive level that’s basically true–but the fact of the matter is, some of those knockdowns you actually can hit people out of, you just don’t have a move that has the properties that allow you to do it.

There are probably more states of a character than you’d think:

Standing: This is the state you spend most of your time playing in. You are standing, not knocked down, and susceptible to any attack.

Jumping: This is a state that has subtle differences over Standing. In this state, unlike in Standing, normals will put you in the Reset State, while most special moves that doesn’t grapple in the game will put you in some kind of knockdown.

Reset: This only occurs off of Jumping and Float Knockdown, any normal hit will put your character in this state. You are wholly invincible to being struck, though typically are vulnerable to mix-up games given you’ve no control of your character while landing.

When people refer to resetting, they are referring to deliberately putting someone in this state in order to put them in a situation in which they are required to correctly guess a mix of: where you will be, what you’ll do, which way to block, and/or what to do when they land.

Standard Knockdown: The most common kind of knockdown, the Standard Knockdown is essential to juggling. This is a knockdown in which you are only capable of being hit by moves that have a certain property that I call Juggle Potential (JP from here on out). In this knockdown state, you can “Technical” the knockdown and recover faster than you normally would by either tapping :d: (down) as soon as you hit the ground or pressing any 2 buttons simultaneously.

Moves can only hit you so long as their JP is greater than the current JC on the opponent. Moves that cause the initial Standard Knockdown don’t contribute towards the JC. But that’ll all get discussed much more later.

Hard Knockdown: The Hard Knockdown is very straight forward. Any move that puts someone in a Hard Knockdown cannot be “tech’d” (they cannot quick rise from the ground).

Float Knockdown: Very similar to Jumping, but definitely different. Jumping is a state in which the player is in control of the character–Float Knockdown is a very, very bad state to be in. You have no control of your character and virtually any and all attacks will connect. You are complete at the mercy of your attacker, and typically, they won’t pass this opportunity up. Any attack you are hit by will put you in whatever respective state it can. (For example: if you are fierce punched out of a float knockdown, you will be reset, because it operates under Jumping conditions and normals put people in Reset state when used on someone in an Aerial Float state.)

The relationship between Float Knockdown and Standard Knockdown is sometimes confusing and we’ll be going more in depth on that subject in the next section.

Crumple: Crumples are nothing more than a multi-staged knockdown state. Stage 1 is Stun, stage 2 is Float Knockdown. You’ll know stage 2 of the knockdown has occurred when the opponent has dropped to their knees.

Very few attacks cause this state, as of right now: Viper’s EX Lightning Knuckle and Focus Attack Level 2 or 3.

Stun: The Stun state is reached once your character has accrued enough Stun Points. You are in a Standing state for all intents and purposes, though you have extremely little control of your character. The only control you have is that, any input you push (be it punches, kicks, or movements) reduces the length of the stun.[/details]

Juggle Flags and Move Properties:

Juggle Flags and Move Properties

[details=Spoiler]Now that every possible player state has been covered, we start going into how they actually get there (obviously not including Standing Float and Aerial Float as they imply player control).

Every single attack in the game has a series of properties to it, or as I like to call them, flags. More accurately, every single hit, of every single move, in the game has a series of flags attached to it that determine what happens when it successfully connect.

Some of these flags are actually quite intricate and only occur when certain conditions are met. Also, certain flags have priority over others, such that if they occur then similar flags are ignored.

List of most flags and what they do:

Juggle Potential (JP): Let’s start with the most important one to this thread! Juggle Potential is the numerical value of whether or not a given normal, special, super, or ultra will connect during a juggle. Each hit, of each move, has a designated Juggle Potential.

Knock Down: This is an important flag, as many moves cause Standard Knockdown–but not if the person is grounded. Knock Down is a quality of a hit that actually knocks the person down in some way shape or form.

CC Standard Knockdown (CCSK): A move that has the potential to cause Standard Knockdown, but may not inherently do so. However if the move knocks down, then it will also cause this type of knockdown.

CC Float Knockdown (CCFK): A move that has the potential to cause Float Knockdown, but may not inherently do so. However if the move knocks down, then it will also cause this type of knockdown.

CC Hard Knockdown (CCHK): A move that has the potential to cause Hard Knockdown, but may not inherently do so. However if the move knocks down, then it will also cause this type of knockdown.

Standard Knockdown Reset (SKR): If this hit connects it resets the target back into a 0 JC standard knockdown so long as they are currently in a standard knockdown. Very few moves have this flag.

Float Knockdown Reset (FKR): If this hit connects it resets the target back into Float Knockdown so long as they are already in a Float Knockdown. That part is actually quite key, as there is a difference between Aerial Float and Float Knockdown. Very few moves have this flag. In other words, FKR only occurs given that your opponent is already in a float knockdown state, otherwise this flag is ignored.[/details]

The Juggle Count:

The Juggle Count

[details=Spoiler]The Juggle Count (JC) is an imaginary counter that keeps track of what the current JP is at. There are a few key things to know about the Juggle Count.

First and foremost, each individual hit of a move has it’s own Juggle Potential. That means that the third hit of Akuma’s fp.srk potentially (and in this case does) has a different JP than the first hit. Do not assume that just because a move hits 3 times that it’s JP is 3, as this is usually not the case. Whether or not a move will juggle has little to do with the move, but rather each individual hit of that move and what the JP of each individual hit is. Many juggles, such as Ryu’s Super > Ultra, won’t fully connect because the JC reaches the maximum potential of the last move thrown.

Secondy, each hit during a juggle increases the Juggle Count by 1. So even though a move like Ryu’s Super has a JP of 5 for each and every hit, it doesn’t mean that the JC = 5 when the first hit connects. It means that every hit can connect until the JC = 5. Therefore if the JC = 2, the first 3 hits will connect and the last 2 will miss since 2 + 3 = 5. Or if the JC = 4, the very first hit of the super will connect and the last 4 will miss since 4 + 1 = 5. There’s a reason I refer to it as Juggle Potential, since that’s literally what it is: the potential a given hit of a given move has to juggle.

Third, as briefly outlined above, once a move’s potential has been tapped, it’s done. This can happen mid-move or on the very last hit of it. To be more exact, once the Juggle Count is equal to or greater than the highest Juggle Potential of any hit in a given move, then that move will no longer be able to juggle. Given that Ryu’s super has a potential of 5, once the count hits 5, Ryu’s super can’t connect anymore hits, ever. At that point you need something with more potential, like his ultra. Which has a potential of 8. If you’ve followed me so far, you’d probably have guessed correctly: If you tried to Super > Ultra with Ryu, only 3 hits of the ultra connects: Super sets the JC to 5, Ultra hits until the JC is 8 (3 times), and then stops.

Fourth, moves that cause changes in player state do not, repeat: do not, add 1 towards the JC. Any hit that initially knocks down, any hit that resets, any hit that alters a player state will not add to the JC. Akuma’s light kick tatsumaki changes someone into Float Knockdown state, no JC. The lp.srk afterwards changes them into standard knockdown state, no JC. The shaku afterward would normally put them in standard knockdown, but since they’re already there it’s not changing anything and goes on it’s merry way juggling them.[/details]


Gouken Frustration Thread, Go ahead let it out!
#2

Character Specific Move Properties:

Character List

Spoiler

Legend:
JP = Juggle Potential
CC = "Can Cause"
CCSK = CC Standard Knockdown
CCFK = CC Float Knockdown
CCHK = CC Hard Knockdown
CCR = CC Reset
SKR = Standard Knockdown Reset
FKR = Float Knockdown Reset

[spoiler=Abel]
Crouching Hard Punch:
1: JP = 0 - CCR
2: JP = 0 - CCSK - Knock Down (Float)

Change of Direction (All):
1: JP = 0 - CCSK
2: JP = 0 - CCSK
3: JP = 0 - CCHK - Knock Down (Hard)
== Applies to both punch and kick follow ups.

Tornado Throw (All):
1: JP = 0 - Grapple - CCHK - Knock Down (Hard)

Falling Sky LP / MP / HP:
1: JP = 0 - Grapple - CCHK - Knock Down (Hard)

Falling Sky EX:
1: JP = 1 - Grapple - CCHK - Knock Down (Hard)

Wheel Kick LK / MK / HK:
1: JP = 0 - CCSK

Wheel Kick EX:
1: JP = 0 - CCSK
2: JP = 1 - CCSK

Super:
1: JP = 0 - Grapples out of any float state - CCHK - Knock Down (Hard)

Ultra:
1: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
Things to keep in mind about Abel: The second hit of his c.fp puts you in float state. Because it doesn’t have the float knockdown reset flag, a second c.fp will either put them in a Reset state (if the first hit of it connects) or a Standard Knockdown (if the second hit of it connects) state–you can never put them back into Float Knockdown after the initial c.fp.

Notable Juggles:
C.fp > Super / Ultra / Falling Sky

Akuma

[details=Spoiler]
Hadouken LP / MP / HP:
1: JP = 0 - CCSK

Hadouken EX:
1: JP = 1 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)

Shoryuken LP:
1: JP = 0 - CCSK - Knock Down (Standard)

Shoryuken MP:
1: JP = 0 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)

Shoryuken FP:
1: JP = 0 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 2 - CCSK - Knock Down (Standard)

Shoryuken EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 2 - CCSK - Knock Down (Standard)

Tatsumaki LK:
1: JP = 0 - CCFK - Knock Down (Float)

Tatsumaki MK:
1: JP = 0 - CCSK
2: JP = 0 - CCSK - Knock Down (Standard)
3: JP = 0 - CCSK - Knock Down (Standard)

Tatsumaki HK:
1: JP = 0 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 1 - CCSK - Knock Down (Standard)
4: JP = 1 - CCSK - Knock Down (Standard)

Tatsumaki EX:
1: JP = 5 - CCSK
2: JP = 5 - CCSK
3: JP = 5 - CCSK
4: JP = 5 - CCSK
5: JP = 5 - CCSK - Knock Down (Standard)

  • Estimated JP value *

Air Tatsumaki LK / MK / HK:
1: JP = 0 - CCFK - Knock Down (Float)
2: JP = 0 - CCSK - Knock Down (Standard)

Air Tatsumaki EX: <— Requires further testing, may indicate an alternate property for certain moves (what frame data calls Pursuit).
1: JP = 0 - SKR - CCSK - Knock Down (Standard)
2: JP = 0 - SKR - CCSK - Knock Down (Standard)
3: JP = 0 - SKR - CCSK - Knock Down (Standard)
4: JP = 0 - SKR - CCSK - Knock Down (Standard)
5: JP = 0 - SKR - CCSK - Knock Down (Standard)

Demon Flip Kick (All):
1: JP = 0 - CCR

Demon Flip Palm (All):
1: JP = 0 - CCHK - Knock Down (Hard)

Shakunetsu LP:
1: JP = 2 - CCSK - Knock Down (Standard)

Shakunetsu MP:
1: JP = 2 - CCSK - Knock Down (Standard)
2: JP = 2 - CCSK - Knock Down (Standard)

Shakunetsu FP / EX:
1: JP = 3 - CCSK - Knock Down (Float)
2: JP = 3 - CCSK - Knock Down (Standard)
3: JP = 3 - CCSK - Knock Down (Standard)

Air Hadouken LP / MP / FP:
1: JP = 0 - CCSK

Air Hadouken EX:
(Both) 1: JP = 0 - CCSK

Super:
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Ultra:
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Notes:
Akuma is juggle heavy as hell. His juggles mostly operate off of his air tatsu and lk tatsu both putting people in float state on their initial hit. If you did an air rh.tatsu, and 2 hits connected, the second hit would put them into standard knockdown and you’d limit your juggle options. It’s advised, when using this as an air-to-air move, to use the lk version. It spins the fastest and afaik can’t hit twice. Also, Shaku is trippy as balls. If you do it by itself, they end up with a JC of 1 even though the first hit knocks them down. This makes me assume that the first hit puts them in float state, the second hit then puts them in standard, and the third puts them at JC 1. After a standard knockdown juggle however, the JC is 3 after a fp.shaku since it doesn’t have the properties to put them -from- standard knockdown BACK to float knockdown. LP.SRK > FP.Shaku = JC 3, whereas FP.Shaku > FP.Srk = JC 2. Also, do keep in mind that if you ever air-to-air someone with an air hadouken, you can easily land 2 hits of a fp.srk.

Notable Juggles:
LK.Tatsu > SRK
Air Tatsu > SRK
EX.Tatsu > SRK
Air FB > SRK
EX FB > SRK
Shaku > SRK
SRK > FADC > Shaku[/details]

Balrog (Boxer)

Spoiler

Running Punch (All):
1: JP = 0 - CCSK

Running Low Punch (All):
1: JP = 0 - CCHK - Knock Down (Hard)

Running Overhead Punch (All):
1: JP = 0 - CCSK

Running Uppercut (All):
1: JP = 0 - CCSK

Running Low Uppercut (All):
1: JP = 0 - CCSK - Knock Down (Standard)

Buffalo Headbutt (All):
1: JP = 0 - CCSK - Knock Down (Standard)

Turnaround Punch (All):
1: JP = 0 - CCSK

Super:
All hits: JP = Infinite - CCHK - Knock Down (Hard) – Currently requires further testing

Ultra:
All hits: JP = Infinite - CCHK - Knock Down (Hard) – Currently requires further testing

Notes:
Very little juggling going on here outside of his Headbutt > Ultra > Super (works mid-screen).

Notable Juggles:
Headbutt > Super
Headbutt > Ultra
Ultra > Super

Blanka

[details=Spoiler]
Blanka Balls (All):
1: JP = 0 - CCSK

Electricity (All):
1: JP = 0 - CCSK - Knock Down (Standard)

Amazon River Run:
1: JP = 0 - CCHK - Knock Down (Hard)

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
Essentially, Blanka just doesn’t juggle.[/details]

Cammy

[details=Spoiler]
Cannon Spike (All):
1: JP = 1 - CCSK - Knock Down (Standard)

Spin Knuckle (All):
1: JP = 0 - CCSK
2: JP = 0 - CCSK - Knock Down (Standard)

Spiral Arrow LK / MK:
1: JP = 0 - CCSK - Knock Down (Standard)

Spiral Arrow HK / EX:
1: JP = 0 - CCR
2: JP = 0 - CCSK - Knock Down (Standard)

Hooligan Combo (All):
Air Throw: JP = 0 - CCHK - Knock Down (Hard)
Ground Throw: JP = 0 - CCHK - Knock Down (Hard)
Slide: JP = 0 - CCSK - Knock Down (Standard)

Cannon Strike (All):
1: JP = 0 - CCR

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
Her cannon spike is really legit. Being able to hit-confirm it, FADC forward, and do it again, is really brutal damage. Likewise, for full meter you could hit confirm a cannon spike, FADC into another one, then FADC backwards into her ultra. The ultra is a “half-ultra”, but it does over 400 damage regardless–a bit harder than Ryu’s to connect, but worth it nonetheless. Her ultra is unique in that it stands them up of it connects, even if they’re airborne. So while she’s not intense on the juggling, her limited juggling options are superb.

Notable Juggles:
Cannon Spike > FADC > Cannon Spike / Super / Ultra[/details]

Chun Li

[details=Spoiler]
Jumping Forward/Back Fierce Punch Target Combo:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Jumping Neutral Fierce Punch:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Counter Hit Down-Forward Short:
1: JP = 0 - CCSK - Knock Down (Standard)

Back Medium Kick Target Combo:
1: JP = 0 - CCSK
2: JP = 0 - CCSK - Knock Down (Standard)
3: JP = 1 - CCSK - Knock Down (Standard)
4: JP = 2 - CCSK - Knock Down (Standard)
5: JP = 3 - CCSK - Knock Down (Standard)
6: JP = 4 - CCSK - Knock Down (Standard)

Head Stomps (each hit):
1: JP = 4 - CCSK - Knock Down

Lightning Legs LK / MK / HK:
All Hits: JP = 0 - CCSK

Lightning Legs EX:
1: JP = 4 - CCSK - Knock Down (Standard)
2: JP = 4 - CCSK - Knock Down (Standard)
3: JP = 4 - CCSK - Knock Down (Standard)

Kikoken LP / MP / HP:
1: JP = 0 - CCSK

Kikoken EX:
1: JP = 2 - CCSK - Knock Down (Standard)
2: JP = 2 - CCSK - Knock Down (Standard)

Hazanshu LK / MK / HK:
1: JP = 0 - CCSK

Hazanshu EX:
1: JP = 0 - CCHK - Knock Down (Hard)

Spinning Bird Kick LK / MK / HK:
All Hits: JP = 0 - CCSK

Spinning Bird Kick EX:
1: JP = 9 - CCSK - Knock Down (Standard)
2: JP = 9 - CCSK - Knock Down (Standard)
3: JP = 9 - CCSK - Knock Down (Standard)
4: JP = 9 - CCSK - Knock Down (Standard)
5: JP = 9 - CCSK - Knock Down (Standard)

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
Chun-Li doesn’t have many opportunities to juggle–her ultra juggle isn’t that impressive, nor is her super, but they’re still there. She has some pretty ridiculous corner-combo potential though via EX Spinning Bird Kick. In fact, in a thread about highest combo damage, some of her corner combo’s are tough to compete with. Kikoken has pretty good JP for it’s availability–doesn’t do a ton, but it’s there when the opportunity arrises (like only landing 1 hit of your j.fp).

Notable Juggles:
J.fp > Kikoken / Head Stomps / EX SBK / EX Legs / Super / Ultra
EX Legs > EX Legs / Super / Ultra
EX SBK > EX SBK / Super / Ultra[/details]

Crimson Viper

[details=Spoiler]
Anti Air Standing Roundhouse:
1: JP = 0 - CCSK

Thunder Knuckle LP / MP:
1: JP = 0 - CCSK

Thunder Knuckle HP:
1: JP = 1 - CCSK - Knock Down (Standard)

Thunder Knuckle EX:
1: JP = 1 - CCSK
2: JP = 1 - CCSK - Knock Down (Crumple)

Burning Kick LK / MK / HK:
1: JP = 0 - CCSK - Knock Down (Standard)

Burning Kick EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 2 - CCSK - Knock Down (Standard)
4: JP = 3 - CCSK - Knock Down (Standard)

Seismic Hammer LP / MP / HP:
1: JP = 0 - CCFK - Knock Down (Float)

Seismic Hammer EX:
1: JP = 0 - CCFK - Knock Down (Float)

Aerial Burning Kick LK / MK / HK:
Same as Burning Kick

Aerial Burning Kick EX:
Same as EX Burning Kick

Super:
1: JP = Infinite - CCSK
2: JP = Infinite - CCSK
3: JP = Infinite - CCSK - Knock Down (Standard)

Ultra:
1: JP = 1 - CCSK - Knock Down (Standard)
2: JP = Infinite - CCSK - Knock Down (Standard)
3: JP = Infinite - CCSK - Knock Down (Standard)
4: JP = Infinite - CCSK - Knock Down (Standard)
5: JP = Infinite - CCSK - Knock Down (Standard)

Notes:
When most people think Viper, they think juggling. Which is ironic, because individually her juggling capabilities aren’t that impressive. The only thing that actually has any real value to it is Seismic Hammer, as it puts people in float state and launches them. Her ultra is odd in that it has a very small window of being able to land: either that or I just simply couldn’t do it. But I couldn’t connect it whenever the JC was greater than 1.

Notable Juggles:
Seismic Hammer > Anything
HP TK > HP TK / Super / Ultra
BK > HP TK / Super / Ultra[/details]

Dan

[details=Spoiler]
Jumping Medium Punch:
1: JP = 1 - CCR

Dankukyaku LK:
1: JP = 0 - CCSK - Knock Down (Standard)

Dankukyaku MK:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

DankuKyaku HK / EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 2 - CCSK - Knock Down (Standard)

Koryuken LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)

Koryuken EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Gadouken LP / MP / HP:
1: JP = 0 - CCSK

Gadouken EX:
1: JP = 1 - CCSK
2: JP = 1 - CCSK

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
Grapple - JP = 0 - CCHK - Knock Down (Hard)

Notes:
Jumping medium punch has JP–what the fuck? His damage output is very low, his juggles aren’t very useful.

Notable Juggles:
SRK > J.mp / EX Gadouken
AA FA2/3 > Ultra[/details]

Dhalsim

[details=Spoiler]
Yoga Mummy: <-- Requires further testing
1: JP = 5 - CCR?

Yoga Fire LP:
1: JP = 0 - CCSK

Yoga Fire MP / HP:
1: JP = 0 - CCSk - Knock Down (Standard)

Yoga Fire EX:
1: JP = 1 - CCSK
2: JP = 1 - CCSK

Yoga Flame LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)

Yoga Flame EX:
1: JP = 1 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Yoga Blast LK / MK / HK:
1: JP = 0 - CCSK - Knock Down (Standard)

Yoga Blast EX:
1: JP = 1 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Super:
All hits: JP = Infinite - FKR - CCFK - Knock Down (Float)

Ultra:
All Hits: JP = Infinite - FKR - CCSK - Knock Down (Float)

Notes:
His only real juggle-power rests in his super and ultra putting people in float state and the combination of the two to produce a lot of damage.

Notable Juggles:
Super > Anything
Ultra > Anything[/details]

E. Honda

[details=Spoiler]
Hundred Hand Slap (All):
All Hits: JP = 0 - CCSK

Sumo Splash LK / MK / HK:
1 (On the way up): JP = 0 - CCSK - Knock Down (Standard)
1 (On the way down): JP = 0 - CCSK - Knock Down (Standard)

Sumo Splash EX:
1: JP = 1 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Sumo Headbutt LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)

Sumo Headbutt EX:
1: JP = 1 - CCSK - Knock Down (Standard)

Oichio Throw:
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Super:
1: JP = Infinite - CCHK - Knock Down (Hard)
2: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
Juggle and E. Honda aren’t very synonymous.[/details]

El Fuerte

[details=Spoiler]
Standing Roundhouse:
1: JP = 0 - CCSK - Knock Down (Hard)

Tostada press:
JP = 1 - CCSK - Knock Down (Hard) (can connect after s.HK)

Fajita buster:
JP = 0, grapple, Knock Down (Hard)

Gordita sobat:
JP = 0, CCSK

Calamari Slide:
JP = 0, can’t hit aerial float, Knock Down (Hard)

Propeller tortilla:
JP = 0, grapple, puts opponent in special state, then hard knockdown. (you can connect with s.LK after this move, and they act as if they were standing on the ground)

Quesadilla Bomb (All):
1: JP = 0 - CCSK - Knock Down (Standard) Level 1 does not knock down

Guacamole Slew (All):
Grapple: JP = 1 - CCHK - Knock Down (Hard)

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
Grapple

Notes:
As with most other grapplers, juggling options are limited. True-fact though, you can EX Quesadilla Bomb by holding down 2 kicks for 8 seconds. Noticed that was missing from the EventHubs database.

Notable Juggles:
S.rh > GS / Super[/details]

Fei Long

[details=Spoiler]
Rekkas:
1: JP = 0 - CCSK
2: JP = 0 - CCSK
3: JP = 0 - CCSK - Knock Down (Standard)

Flame Kick LK / MK:
1: JP = 0 - CCSK - Knock Down (Standard)

Flame Kick HK:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Flame Kick EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 2 - CCSK - Knock Down (Standard)

Chicken Wing (All):
1: JP = 1 - CCSK
2: JP = 2 - CCSK
3: JP = 3 - CCSK

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

  • Second and Fourth hit do not Juggle. This is currently under investigation, but the most likely cause of this is that the second and fourth hit are initiators into his full ultra. If they did connect, he’d be able to juggle people out of the air with his ultra. *

Notes:
So even though his super and ultra have infinite JP, you rarely get to take advantage of that, because they’re really, really bad to juggle with. Both of them need the Cammy/Sakura ultra/super property of grounding the fkn opponent on hit. That way he could full-super and full ultra people on juggles. Otherwise, his options are limited and do very, very little damage.

Notable Juggles:
FK > CW[/details]

Gen

Spoiler

Jumping Roundhouse Kick Target Combo:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Crane low short:
1: JP = 0 - CCFK - Knock Down (Float)

Slap Chop (All):
All Hits: JP = 0 - CCSK

Gekiro (All):
1: JP = 0 - CCSK - Knock Down (Standard)
All other hits: Cumulative +1 JP per hit

Jyasen (All):
All hits: JP = 0 - CCSK

Oga (All):
1: JP = 0 - CCFK - Knock Down (Float)

Mantis Super:
Initial hit: JP = 0 - CCFK - Knock Down (Float)

Mantis Ultra:
Initial hit: JP = 0 - CCHK - Knock Down (Hard)

Crane Super:
Initial hit: JP = Infinite - CCHK - Knock Down (Hard)

Crane Ultra:
Initial hit: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
As with several other characters, his primary juggle opportunities are from his Super (mantis) and the options provided thereafter. Other than that, not so much.

Notable Juggles:
Super > Anything
Oga > Anything
J.rhx2 > Super / Ultra[/details]


#3

Character Specific Move Properties (Cont.):

Character List:

Spoiler

Legend:
JP = Juggle Potential
CC = "Can Cause"
CCSK = CC Standard Knockdown
CCFK = CC Float Knockdown
CCHK = CC Hard Knockdown
CCR = CC Reset
SKR = Standard Knockdown Reset
FKR = Float Knockdown Reset

[spoiler=Gouken]
Jumping Medium Punch:
1: JP = 0 - FKR - CCFK
2: JP = 1 - CCSK

Gohadouken (All) Level 1:
1: JP = 0 - FKR - CCFK - Knock Down (Float)

Gohadouken (All) Level 2:
1: JP = 0 - FKR - CCFK - Knock Down (Float)
2: JP = 0 - FKR - CCFK - Knock Down (Float)

Kongoshin (All):
1: JP = 0 - Knock Down (Float)

Tatsumaki Gorasen (All):
Initial Hit: JP = 0 - CCSK - Knock Down (Float)
**
Air Tatsumaki Senpukyaku (All):**
1: JP = 0 - CCSK - Knock Down (Standard)

Senkugoshoha LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)

Senkugoshoha EX:
1: JP = 0 - CCSK
2: JP = 0 - CCSK - Knock Down (Float)

Super:
1: JP = 0 - CCHK - Knock Down (Hard)
2: JP = 1 - CCHK - Knock Down (Hard)
3: JP = 2 - CCHK - Knock Down (Hard)
4: JP = 3 - CCHK - Knock Down (Hard)
5: JP = 4 - CCHK - Knock Down (Hard)
6: JP = 5 - CCHK - Knock Down (Hard)
7: JP = 6 - CCHK - Knock Down (Hard)

Ultra:
Initial Hit: JP = 0 - CCHK - Knock Down (Hard)

Half Ultra:
Basically his super.

Notes:
Christ almighty. Almost the juggle property king right here. Every single one of his moves puts you in float knockdown except his normal Senkugoshoha and the second hit of his j.mp. Other than that–reset’s ALL DAY. The only thing is, it’s a damn shame his Ultra and Super have pretty shitty juggle properties. If they had infinite JP like many other ultra’s or super’s, he’d be a pain-train of scary ass whooping. He is the unchallenged champion of corner combos. If he had better normals and easier juggling super/ultra’s (he really only has 1-2 good setups for his ultra) he’d probably be top tier.

He’s more about resets than juggles however, don’t let the float properties mistake you, if the moves themselves don’t have solid JP, then you’re not going to see the high juggle counts that you can with other characters.

Notable Juggles:
EX Senku > Anything
Back Throw > Anything
AA FB > Anything

Guile

[details=Spoiler]
Guile High Kick:
1: JP = 0 - CCSK - Knock Down (Standard)

Flash Kick LK / MK / HK:
1: JP = 0 - CCSK - Knock Down (Standard)

Flash Kick EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Sonic Boom LP / MP / HP:
1: JP = 0 - CCSK
**
Sonic Boom EX:**
1: JP = 2 - CCSK
2: JP = 2 - CCSK

Super:
1: JP = 1 - CCHK
2: JP = 2 - CCHK
3: JP = 3 - CCHK
4: JP = 4 - CCSK - Knock Down (Hard)
5: JP = 5 - CCHK - Knock Down (Hard)
6: JP = 6 - CCHK - Knock Down (Hard)

Ultra:
1: JP = 3 - CCHK
2: JP = 3 - CCHK
3: JP = 3 - CCHK
4: JP = 6 - CCHK - Knock Down (Hard)
5: JP = 6 - CCHK - Knock Down (Hard)
6: JP = 6 - CCHK - Knock Down (Hard)
7: JP = 6 - CCHK - Knock Down (Hard)
8: JP = 6 - CCHK - Knock Down (Hard)
9: JP = 7 - CCHK - Knock Down (Hard)

Notes:
Guile’s ultra is really designed for people on the ground. It doesn’t actually launch them until the 8th hit if I’m not mistaken. So what happens is, the move was designed in such a way that it’s first kick has very, very low JP (relative to the juggle required to land it). If every hit had infinite JP, this would actually truck people left and right when using it to juggle. People frequently, and incorrectly, state that Guile’s ultra is very weak. It’s not, it’s actually average or perhaps even a little above average at 503. Most ultra’s do between 400-600 at level 2, some do less than 400. All that really needs to be done to fix this thing is give it infinite JP and return it’s input to Back > Forward > Down > Up where any back/forward/down/up satisfies those 4 inputs.

Notable Juggles:
Full Screenish Sonic Boom > EX Sonic Boom
Traded Flash Kick > EX Sonic Boom
Early Flash Kick > EX Sonic Boom / EX Flash Kick / Super / Ultra
Guile High Kick > EX Flash Kick[/details]

Ken

[details=Spoiler]Tatsumaki LK:
All Hits: JP = 0 - CCSK

  • Bugged Move: This move’s actual kick portion for some reason sets the JC to 1 and simultaneously knocks them down. Theory: This move is listed as having 3 hits, but in actuality only has 2, there’s supposed to be a second kick after the first spin. I’m suspecting that, as awkward as it is, only for purposes of juggling that single kick counts as 2 hits somewhere, somehow. *

Tatsumaki MK / HK / EX:
1: JP = 0 - CCSK
2: JP = 0 - CCSK
3: JP = 1 - CCSK
4: JP = 1 - CCSK (MK ends here)
5: JP = 1 - CCSK

Air Tatsu LK / MK / HK:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Air Tatsu EX:
1: JP = 4 - CCSK - Knock Down (Standard)
2: JP = 4 - CCSK - Knock Down (Standard)
3: JP = 4 - CCSK - Knock Down (Standard)
4: JP = 4 - CCSK - Knock Down (Standard)

Hadouken LP / MP / HP:
1: JP = 0 - CCSK

Hadouken EX:
1: JP = 1 - CCSK
2: JP = 1 - CCSK

Shoryuken LP:
1: JP = 0 - CCSK - Knock Down (Standard)

Shoryuken MP:
1: JP = 0 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)

Shoryuken HP:
1: JP = 0 - CCFK - FKR - Special Knockdown (Float) on counter-hit
2: JP = 0 - FKR - CCSK - Knock Down (Standard)
3: JP = 1 - CCSK - Knock Down (Standard)

Shoryuken EX:
1: JP = 0 - FKR - CCSK - Knock Down (Standard)
2: JP = 1 - FKR - CCSK - SKR - Knock Down (Standard)
3: JP = 1 - CCSK - Knock Down (Standard)
4: JP = 2 - CCSK - Knock Down (Standard)

Super:
Theory: The first hit definitely has JP = 0, second hit has JP = 1. If the second hit connects, the rest can as well. If the JC is 1 or greater, this will whiff.

Ultra:
Initial hit: JP = 0 - Locks target into ultra animation - Knock Down (Hard)

Ultra (Half):
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
Essentially the juggling God. His HP and EX Shoryuken’s are the most intricately developed moves in the game, and it took me well over 6-10 hours to wrap my head around how the hell they worked. Once I fully understood them, they really opened up how every other move works and how this game’s juggling system works. His EX Srk proves that there is flag priority, in which certain flags are considered before others, and also proved that knockdown states are resettable if the move has that property.

All in all, he has insane attributes. You can juggle very, very hard with him. If his Ultra’s initial hit had infinite JP, he’d probably be top tier with his other Shoto brethren.

Notable Juggles:
FP.SRK > FADC > EX.SRK / EX.Air Tatsu / Ultra
AA MP.SRK > EX.SRK / Super / Ultra
Super > Ultra[/details]

M. Bison (Dictator)

[details=Spoiler]Air MP Target Combo:
1: JP = 0 - CCFK - Knock Down (Float)
2: JP = 0 - CCSK - Knock Down (Standard)

Scissor Kick LP / MP / HP:
1: JP = 0 - CCSK
2: JP = 0 - CCSK - Knock Down (Standard)

Scissor Kick EX: JP of at least 2, difficult to see how high it goes
1: JP = 0 - CCSK
2: JP = 2 - CCSK - Knock Down (Standard)

Psycho Crusher LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)

Psycho Crusher EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (standard)

Devils reverse:
JP = 0 - CCSK - Knock Down (Standard)

EX Devil Reverse:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (standard)

Head Press:
JP = 0 - CCSK

EX Head Press:
JP = 0 - CCSK - Knockdown (hard)

Somersault Skull Diver:
JP = 0 - CCSK

EX Somersault Skull Diver:
1: JP = 0 - CCSK
2: JP = 1 - CCSK

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
Doesn’t have a lot going on in the juggle department outside of his air combo to ultra. I believe that was Capcom’s half-assed attempt to give him a way to land it that wasn’t a focus attack.

Notable Juggles:
J.mp x2 > Super / Ultra[/details]

Rose

Spoiler

Soul Piede:
1: JP = 0 - CCSK

Soul Spark LP / MP / HP:
1: JP = 0 - CCSK

Soul Spark EX:
1: JP = 1 - CCSK
2: JP = 1 - CCSK

Soul Spiral (All):
1: JP = 0 - CCSK - Knock Down (Standard)

Soul Reflect (All):
1: JP = 0 - CCSK - Knock Down (Standard)

Super:
1: JP = 1 - CCHK
2: JP = 2 - CCHK
3: JP = 3 - CCHK
4: JP = 4 - CCHK
5: JP = 5 - CCHK - Knock Down (Hard)

Ultra:
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Notes:
Not a lot of juggling going on here. She has a setup for one with her soul reflect HP, but it does very little damage and isn’t very practical. If you were going to use it to juggle into her super, then you’d have to hit confirm if, and if it’s hit confirmed, you might as well use something that hits harder before cancelling into your super.

Notable Juggles:
HP.SR > Super[/details]

Rufus

Spoiler

Falcon Kick:
1: JP = 1 - CCR

Target Combo:
1: JP = 0 - CCR
2: JP = 0 - CCSK - Knock Down (Standard)

Far standing roundhouse:
1: JP = 0 - CCSK - Knock Down (Float)

Fragrance Palm:
1: JP = 0 - CCSK - Knock Down (standard)

Jumping HK:
1: JP = 0 - CCFK
2: JP = 1 - CCSK

Galactic Tornaro LP:
1: JP = 1 - CCSK
2: JP = 0 - CCSK - Knock Down (Standard)

Galactic Tornado MP / HP:
1: JP = 1 - CCSK
2: JP = 0 - CCSK
3: JP = 0 - CCSK - Knock Down (standard)

Galactic Tornado EX:
1: JP = 0 - CCSK - Knock Down (Standard)

Messiah Kick LK / MK / HK:
1: JP = 0 - CCSK

Messiah Kick High:
1: JP = 1 - CCSK - Knock Down (Standard)

Messiah Kick Mid:
1: JP = 0 - CCHK - Knock Down (Hard)

Messiah Kick Low:
1: JP = 0 - CCHK - Knock Down (Hard)

Messiah Kick EX:
1: JP = 0 - CCSK
2: JP = 0 - CCSK
3: JP = 0 - CCSK
4: JP = 0 - CCSK
5: JP = 0 - CCSK

Messiah Followups EX:
Same as normal followups.

Snake Strike LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 2 - CCSK - Knock Down (Standard)
4: JP = 3 - CCSK - Knock Down (Standard)

Snake Strike EX:
1: JP = Infinite - CCSK - Knock Down (Standard)
2: JP = Infinite - CCSK - Knock Down (Standard)
3: JP = Infinite - CCSK - Knock Down (Standard)
4: JP = Infinite - CCSK - Knock Down (Standard)
5: JP = Infinite - CCSK - Knock Down (Standard)
6: JP = Infinite - CCSK - Knock Down (Standard)
7: JP = Infinite - CCSK - Knock Down (Standard)

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
As odd as it may seem, Rufus doesn’t really have a lot going on in the juggle department. His ultra and EX Snake Strike are all he can really use for juggling that has any real worth to it. But lucky for him, those two options are all he really needs. EX Snake Strike is the single hardest hitting special in the game at 270 damage and is very easy to land after a j.rh. His ultra is the same way. He has a lot of great ultra setups and EX Snake Strike alone hits harder than many character’s bnb combos.

Notable Juggles:
J.rh > EX.SS / Super / Ultra
TC > Super / Ultra

Ryu

[details=Spoiler]Jumping MP:
1: JP = 0 - FKR - CCFK
2: JP = 1 - CCSK

Hadouken LP / MP / HP:
1: JP = 0 - CCSK

Hadouken EX:
1: JP = 2 - CCSK - Knock Down (Standard)
2: JP = 2 - CCSK - Knock Down (Standard)

Tatsumaki LK / MK / HK / Air:
1: JP = 0 - CCSK - Knock Down (Standard)

Tatsumaki EX:
1: JP = 5 - CCSK
2: JP = 5 - CCSK
3: JP = 5 - CCSK
4: JP = 5 - CCSK
5: JP = 5 - CCSK - Knock Down (Standard)

Air Tatsumaki EX: <-- Requires Further Testing
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 2 - CCSK - Knock Down (Standard)
4: JP = 3 - CCSK - Knock Down (Standard)
5: JP = 4 - CCSK - Knock Down (Standard)

Shoryuken LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)

Shoryuken EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Super:
All hits: JP = 5 - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = 8 - CCHK - Knock Down (Hard)

Notes:
Shoryuken is an awesome juggle setup tool. His normal specials don’t offer much in terms of juggling, but EX Hadouken and EX Tatsu are fantastic for it. It’s entirely possible to EX Tatsu > EX Tatsu > Ultra someone in the corner, though the timing is hella-strict and may be character specific. A lot of Ryu’s strength lies in his ability to easily connect his ultra or super after shoryu’s. Early LP.SRK > EX Hadouken is also one of the best jump-in punishes in the game for how easy it is to connect and how little it costs you.

Notable Juggles:
FP.SRK > FADC > EX.FB / EX Tatsu / Ultra
AA LP.SRK > EX FB / Super / Ultra
EX Tatsu > EX FB / Ultra
Air Tatsu > Super[/details]

Sagat

[details=Spoiler]Forward HK:
1: JP = 1 - CCSK

Jumping MP:
1: JP = 1 - CCR

Tiger Shot LP / MP / HP:
1: JP = 0 - CCSK

Tiger Shot / LK / MK / HK:
1: JP = 1 - CCSK

Tiger Shot EX (Both):
1: JP = 2 - CCSK - Knock Down (Standard)
2: JP = 2 - CCSK - Knock Down (Standard)

Tiger Knee LK / MK / HK:
1: JP = 0 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)

Tiger Knee EX:
1: JP = 0 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 1 - CCSK - Knock Down (Standard)

Tiger Uppercut LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)

Tiger Uppercut EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)
3: JP = 2 - CCSK - Knock Down (Standard)
4: JP = 3 - CCSK - Knock Down (Standard)
5: JP = 4 - CCSK - Knock Down (Standard)

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard) <-- From the uppercut on

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard) <-- From the uppercut on

Notes:
He has a command normal that juggles into itself.
He has JP on his normal fireballs.
Nuff said.

Notable Juggles:
F.RH > F.RH / TS(EX) / Super / Ultra
FP.SRK > FADC > F.RH / TS(EX) / Ultra[/details]

Sakura

[details=Spoiler]Hadouken LP / MP / HP:
1: JP = 0 - CCSK

**Hadouken EX: **
1: JP = 1 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Shunpukyaku LK:
1: JP = 0 - CCR

Shunpukyaku MK:
1: JP = 0 - CCR
2: JP = 0 - CCR

Shunpukyaku HK:
1: JP = 0 - CCR
2: JP = 0 - CCR
3: JP = 0 - CCR

Shunpukyaku EX:
1: JP = 0 - CCR
2: JP = 0 - CCR
3: JP = 0 - CCR
4: JP = 0 - CCFK - Knock Down (Float)

Air Shunpukyaku:
Every hit of every version: JP = 0 - CCSK

Shoryuken LP:
1: JP = 0 - CCSK
2: JP = 0 - CCSK - Knock Down (Standard)

Shoryuken MP:
1: JP = 0 - CCSK
2: JP = 0 - CCSK
3: JP = 0 - CCSK
4: JP = 1 - CCSK - Knock Down (Standard)

Shoryuken HP:
1: JP = 0 - CCSK
2: JP = 0 - CCSK
3: JP = 0 - CCSK
4: JP = 1 - CCSK - Knock Down (Standard)
5: JP = 2 - CCSK - Knock Down (Standard)
6: JP = 3 - CCSK - Knock Down (Standard)

Shoryken EX:
1: JP = 0 - CCSK
2: JP = 0 - CCSK
3: JP = 0 - CCSK
4: JP = 0 - CCSK
5: JP = 0 - CCSK
6: JP = 1 - CCSK - Knock Down (Standard)
7: JP = 2 - CCSK - Knock Down (Standard)
8: JP = 3 - CCSK - Knock Down (Standard)

Sakura Otoshi (All):
1: JP = 2 - CCSK - Knock Down (Standard)
2: JP = 3 - CCSK - Knock Down (Standard)
3: JP = 4 - CCHK - Knock Down (Hard)

Super:
1-6: JP = 0 - CCR
7: JP = 0 - CCHK - Knock Down (Hard)
Yes, her super actually -resets them- if you try to juggle with it

Ultra:
1-2: Unique Trait Stands the opponent on the ground out of the air - JP = 0
3: JP = 0 - CCHK - Knock Down (Hard)
4+: Animated ultra

Notes:
One would think, given her ex.tatsu, that she’d be really great for juggling…but not so much. It’s good for resets, but that’s about where it ends. The biggest improvement to Sakura would be to amp up the JP on her shoryuken’s. If her SRK’s knocked down on first hit and the subsequent hits all had a JP of (Hit Number - 1), she’d be a lot better than she is now–a lot better. Being able to do things like EX.Tatsu > Land a full HP.SRK afterwards.

Also, as I mentioned before. Don’t use her super to juggle…it’s hilariously bad.

Notable Juggles:
EX Tatsu > Anything but super[/details]

Seth

[details=Spoiler]Jumping Medium Punch:
1: JP = 0 - FKR - CCFK
2: JP = 1 - CCSK

Crouching Hard Punch:
1: JP = 0 - CCR
2: JP = 0 - CCFK - Knock Down (Float)

Head Stomps:
1: JP = 2 - CCSK
2: JP = 3 - CCSK
3: JP = 4 - CCSK - Knock Down (Hard)

Dive Kick:
1: JP = 4 - CCR

Sonic Boom (All):
1: JP = 0 - CCSK

Lightning Legs (All):
1: JP = 0 - CCFK Unique Property – Stands a person up out of the air (creating a glitched standing float, where you stand on the ground, but moves affect you like you were in a normal float knockdown, so if you get hit by a CCR move, you’re invurnable until you come out of hitstun, but this only happens if the first hit of LL connects when you are in the air. You can still be grabbed though, and be hit by normal move xx super)
2-16: JP = 0 - FRK - no hitstun
17: JP = 0 - CCSK - Knockdown (standard)

Shoryuken LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK
3: JP = 2 - CCSK

Shoryuken EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK
3+: JP = 2+ - CCSK

Tanden engine:
1: JP = 0 - grapple - can’t hit unless opponent is in standing float

EX Tanden Engine:
1: JP = infinite, Unique Property – Stands a person up out of the air

Spinning Pile Driver (All):
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Super:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Ultra:
Initial Hit: JP = 0 - CCHK - Knock Down (Hard)

Notes:
Talk about a juggle-heavy character. Even his dive-kick has 4 JP. That’s fuckin ridiculous. His Tandem Engine having seemingly infinite JP is from doing things like EX SRK > EX TE. His EX SRK hits something like 6 or 7 times setting the JP very high. It could use more testing, but I’m fairly sure you can’t EX SRK > Head Stomps, if you could (and when I have free time I’ll check, or if one of you could kindly check that’d be great) then it would disprove my initial Head Stomp JP (Not his dive-kick JP though, that’s solid and testable) AND the EX Tandem Engine JP.

Things like j.mp > EX Tandem Engine are entirely possible, and you can do some seriously damaging shit with it.

Notable Juggles:
c.fp > EX Tandem Engine / LL / lp.srk / super / ultra
LL > Head Stomps
lp.srk > Head Stomps
ex.srk > EX Tandem Engine
Head Stomps > Dive Kick
J.mp > j.mp / dive kick / head stomps / EX Tandem Engine[/details]

Vega (Claw)

[details=Spoiler]Down Forward HK:
1: JP = 0 - CCFK - Knock Down (Float)

Rolling Crystal Flash (All):
All Hits: JP = 0 - CCSK

Scarlet Terror LK:
1: JP = 0 - CCSK - Knock Down (Standard)

Scartlet Terror MK / HK / EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Sky High Claw LP / MP / HP:
1: JP = 0 - CCSK - Knock Down (Standard)

Sky High Claw EX:
1: JP = 0 - CCSK - Knock Down (Standard)
2: JP = 1 - CCSK - Knock Down (Standard)

Flying Barcelona Attack EX:
On the way up:
JP = 0 - CCFK - Knock Down (Float)
Claw Attack:
1: JP = 0 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)
Grapple:
1: JP = 0 - CCHK - Knock Down (Hard)

Super:
Claw Attack:
1-3: JP = infinite - CCHK - Knock Down (Hard)
4: JP = infinite - CCHK - Knock Down (Hard)
Grapple:
1: JP = 0 - CCHK - Knock Down (Hard)

Ultra:
All Hits: JP = Infinite - CCHK - Knock Down (Hard)

Notes:
They really tried to give him some juggling options with his DF.RH kick, ST, and EX FBA, but it’s not enough to be a viable playstyle really. He still has basically no hit-confirms that aren’t a series of 1 frame links, nor does he have any useful cancel’s outside of EX FBA. In juggling terms, he’s actually not that impressive, as the juggles he can do are wholly pre-determined and leave you with linear options.

Notable Juggles:
lk.ST > EX ST[/details]

Zangief

[details=Spoiler]Running Bear Grab (All):
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Spinning Pile Driver (All):
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Lariat (All P / K):
All Hits: JP = 0 - CCSK - Knock Down (Standard)
**
Green Hand LP / MP / HP:**
1: JP = 0 - CCSK

Green Hand EX:
1: JP = 0 - CCSK
2: JP = 1 - CCSK - Knock Down (Standard)

Super:
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Ultra:
Grapple: JP = 0 - CCHK - Knock Down (Hard)

Notes:
Lariat to EX Green Hand is all he really has.

Notable Juggles:
AA K Lariat > EX GH[/details]


#4

To answer West’s question from the previous thread:

Shaku does not have 4 JP, though it would certainly appear that way at first. What actually happens is the very first hit causes Float Knockdown, the second hit causes standard knockdown, the third hit juggles and puts the JC to 1.

The next shaku hits twice, putting the JC to 3, then the third hit whiffs.

This is testable by LP.DP > FP.Shaku > FP.SRK in the corner. The SRK totally whiffs because the FP.Shaku wasn’t able to put them in float knockdown (since they were already in Standard Knockdown from the LP.DP).

However, at base, the FP.Shaku > FP.SRK in the corner, does work. The SRK connects it’s third hit, because as I outlined above, a place FP.Shaku has a JC of 1 afterwards, letting a move with JP 2 (the third hit of FP.DP) connect.


#5

^^So in regards to Shaku^^

Hypothetically, if we did LK Tatsu -> Shaku -> We could then do SRK, because the first hit is changing the style of stun.

What i’m saying is, the spacing doesn’t change, from the first hit to the second hit the spacing just desn’t seem to alter. I’ve tried many times at hitting the first combo & many times on the second one & i can do the first consistently, the second however… Never

I’ll glady make a video to illustrate my point :stuck_out_tongue:

& in regards to Able s Cr.HP. Are you saying it puts them in to float knockdown, then the second hit adds one to the counter?I only say this because most moves that offer float stun, usually when hit again keep the character in float stun. (Second hit of kens SRK [Hitting Float stun] Ryu, Seth, J.MP & Rufus J.HK for example… All the first hits in these particular moves, second move can’t hit)

What i mean is Abels doesn’t follow this trend, as, i’m guessing capcom had the forsight to know that this could technically be done forever in the corner.


Wow, youplan on doing every character, that is going to take quite some time. Good luck :P& great job so far


#6

sorry if I’m derailing this thread but… Kich got banned. He got 2 infractions in one page :wow: http://forums.shoryuken.com/showthread.php?t=210268&page=25

He received both infractions from gilley on an argument about CvS2 and Sonic Hurricane. I don’t see why he deserved it though, especially his first post, which was labeled as “trolling”. The 2nd one I guess since he was being sarcastic. But really, no offence to gilley but he seems carried away :confused:


#7

oh.

word?


#8

back to doing your thing kich :tup:


#9

SRK Bans happen out of nowhere, don’t question it. I’ve said too much fearful of ban-hammer


#10

Well now that I’m back from my, let’s say, extended vacation away from SRK coughtempbancough…I have time to update my investigations into the SF4 Juggle System.

A massive update has happened! I suggest browsing the now-very-short list of updates, but suffice to say, I completed every available character.

Later, sometime tomorrow, I’ll answer some of the lingering questions (Pokey’s namely) that have been waiting for my week long trip to be over.


#11

To clarify: Abel’s c.fp (cr.HP) first hit doesn’t knock them down. You can c.fp > FADC and they’ll still be standing. The second hit does though, the second hit knocks them up into the air into a float knockdown.

Now, this second hit doesn’t have any properties that would reset (reset = put them back into float knockdown state, not to be confused with Reset State which is when you hit them out of the air (typically) with a normal attack) their float state, so they go into standard knockdown state.

Float Knockdown lasts 1 hit. Unless the has the property “Float Knockdown Reset” (which abel’s c.fp doesn’t) then anything used on them afterwards will either put them in Reset State, Standard Knockdown, or Hard Knockdown. In this case, Abel’s C.fp second hit will put them into Standard Knockdown if you use it after they’re already in float knockdown.

Ultimately, it’d be easier to show me what you’re describing–include in the video the combo you’re doing that works, and then the one that doesn’t work.

My assumption is that the Ultra either won’t connect because they’re too high / too low to the ground or that the second c.fp you’re trying to do is connect on the first hit rather than the second: the first hit will put them in Reset State, not a knockdown state, which means nothing will combo from there on out.


#12

OK, upon testing my offshoot problem with Abel, i am wrong, & it was simply timing, amazed i can fuck that up 10 times but perform it nearly everytime doing it the other way :stuck_out_tongue:

I had a thorough look through you’re character by character info, thought i’d add some more info to it. & a few corrections, if you think any are wrong let me know & i’ll look deeper.

I can confirm that at least the first 3 hits of Akumas Tatsu is JP 5, i did this by EX Shaku -> EX Shaku -> FADC -> EX Tatsu (Hits twice)

I also learnt that Akuma can do two EX Shaku’s back to back without FADC & it’ll do 300 damage, not really useful, but still. Doesn’t even have to be cornered.

I also did LP SRK -> MP SRK -> HP SRK-> EX Tatsu hits 3 times. As for the air one, i can’t seem to get it to hit more than 4 times, but it ends with the last hit, so i guess it could be a hit box thing.

Akumas second hit of Air Tatsu is also Float, it’s just that if you hit both the JP hits 1

Ican’t say for his ultra (Minimum JP 1) but his Super is a bit more spurious than infinite. First off, you can’t do Headbutt -> Ultra -> Super & second you can’t do Ultra -> Super whilst wall hugging, the first 1 hit has to whiff.

What i thihk is, the Ultra has two knockdown hits at the end (making the enemy end in JP 2. & the Super may have the JP 1-2-3-4-5 for it’s respective attacks. can’t figure out a way to test this though.

I’ve never been capable of standing the opponent up, does it have to be the first hit only? I tested this with FA Lvl 3 (Air hit) -> Ultra
**

Both of these are JP 0, to test, simply do Air Target (single hit)

You also didn’t mention Gens Cr.LK (Crane) whichcause float knockdown

Sadly these arn’t infite, in fact they’re only JP 4, You can do 2 EX Tatsu’s back to back, if the first does 3 hits, the second will only do 2, if you can pull off 4 hits the second will only do 1, which is a shame. I was sure at one timei was able to pull LP SRK -> EX Tatsu 4 hits -> EX Tatsu 1 hit, but i can’t seem to pull it off now.

One of these hits (I think the last) does JP 1, do an air hit of the first hit & the last (or possibly second to last, not sure) will hit, the first hit isn’t float as if you FADC an HP SRK will only hit once. I’m talking about the MK & HK versions only

Bisons Bisons EX Scissors is JP 1 on second hit.

Roses Super only has 5 hits, starting at JP 1, it’s also wise to note that, Her Super benefits from the strength increase she gains from absorbing fireballs, normally it does 300 damage, however with absorption it’s maximum reaches a nice 407.

Rufus’s LK Variation of his MEssiah follow on is actuall JP 1, to test this i did EX Messiah 1 hit on air opponent, then the follow on, then FADC’d & tried Falcon Kick or Tornado

Also Rufus’s Falcon Kick is JP 1, easy to test, do Fragrance Palm in corner then Dive kick, or J.HK then dive kick.

You also didn’t mention his far HK(Float stun) or Fragrance Palm. Which i think are worth mentioning :stuck_out_tongue:

It’s really not, even without testing the JP would make it to high to be worthwhile for the Ultra. But i did test, EX Tatsu x 2 -> Ultra does 519. EX Tatsu -> Ultra does 515 :stuck_out_tongue:

However you can’t knock the 400 that EX Tatsu EX Tatsu does, testing it out i can only consistently do it on Dahlsim, you need a small gap between you, As for combos you can do J.HP -> Cr.lP -> CR.HP -> EX Tatsu -> EX Tatsu For the full whollop (470 damage 735 stun)

Or take off the Cr.Lp for a combo that does less damage -> more stun (775)

I might do a quick test to see who it can hit on & who it can’t. but i’ll post that up in the Ryu section i guess.

Sakuras Otoshi is actually JP 1 -> 2 -> 3 progression, to test this to the simple combo. EX Tatsu -> HP SRK -> FADC -> Otoshi. HP SRK hit’s once making it JP 1 startoff

Not sure how you came to this conclusion, i mean after a LP SRK you can MP SRK, i’ve tried using various ways (EX TAtsu, HP SRK -> FADC -> MP SRK for example) & have been unable to hit 2 hits.

Last 3 hits are JP 1-2-3 not 0-1-2. To prove this, go to the corner, hit EX Tatsu, then do EX SRK, the first upper will hit once, the second will hit 3 times.


& lastly i can say without a shadow of a doubt that you are spot on with Seths Head stomps & Dive kicks. Do 2 SRk’s & you’ll hit the three head stomps but not the dive kick. Do 3 SRK’s & the stomps will never hit (unless you EX Tandem an EX SRK)

Great overview, i’d suggest putting this in the general board so that possibly it can be stickied, this gives people a good deal to go off to find out what is possible & what isn’t.

Hope i helped :stuck_out_tongue:


#13

Kich I know for a fact that you can juggle with a HP FB after a j.MP with Ryu. But if all non ex FB have JP=0 how is that possible? Also I think that you can have a full 8 hit ultra after a juggle ex FB that has JP=2. JC=2 + 6 = 8 =JP Ultra

Confused…

Edit: Also, you you catch your opp in the air with a FA you can juggle with HP srk but not with LP srk, so they must have different properties right?


#14

MP and HP SRK you can usually get people that are in juggle state, although the HP is more fool proof. The LP is a strange thing.


#15

Yes I know but if you look at Kich data there’s nothing that acounts for that. And when you do j.mp if you get only 1 hit you can juggle with lp srk and I think both mp and hp doesn’t juggle in such scenario.

Like I said, confused…


#16

I didn’t even consider that this thread was about anyone other than Akuma’s juggling abilities. Should have actually read the beginning of the post I suppose.


#17

resetting the juggle?

ok ive been doing this in matches on xbox… lk tatsu>hpsrk>fadc>hphado , but when i get them in the corner with this i finish with a ex tatsu not for the damage obviously but in the hope they will sling shot back to the corner with a reset juggle counter for another srk is it even possible they keep going the wrong side of me when i do it so i never get to try the final srk


#18

Is this still a work in progress? Because I see a lot of stuff that is wrong. I can tell you if you want, it’s mainly about Honda.

But why is this in the Akuma section? This should be a sticky in the main SF4 section.


#19

Started as an akuma-only thing that I expanded into the whole cast. And yeah, PM me any incorrect data (preferably with a video) and I’ll change it asap. Looking through some of the replies.

Thank you pokey, huge update ^_^.


#20

I think you’re confused with Kich’s Data

In regards to Ryu J.MP Kich states

JP = 0 means that the first hit of J.MP will not hit in a juggle state (After SRK -> FADC the enemy is in a basic juggle state of JP 1)

FKR = Float Knockdown Reset, this is a rare charecteristic that, when it hits, it puts the enemy BACK in float state

CCKF = Can Cause Float Knockdown, Float knockdown is when the enemy is in a juggle state but anything can hit.


So he did explain it :stuck_out_tongue: If all you hit is the second hit, then the enemy will act as if you hit both, hit the first & you can do what you want after.

As for the SRK’s, it’s either a hitbox or active frame issue.

[media=youtube]KOIjdNaGNj8"[/media]

Could you PM me as well, i’m eager to know any corrections, & yeah i had no idea why he did a full work up in the Akuma section, i thought he’d put it in the general board :stuck_out_tongue: