All moves Juggle Potential

Just going to post all of the JP and Juggle Add for each move for every character, and once it’s complete @Zukuu or @Street11 can add them to the google docs. I will be using the vanilla files as a base for this as they have been decoded while the current ones have not. As I’m using the vanilla files some things have changed since then (such as Raven’s crHP) so it may have a few errors that will need to be double checked.

Note: Juggle potential is actually fair easy to understand, as long as the current juggle value is equal to or less than the juggle potential of a move it will juggle. E.G. a move with a juggle count of 2 can be juggled by JP2, JP3, JP4, ect ect. but not JP1. A move with a juggle count of 0 can be juggled by anything, all initial launching attacks in SFxT start with Juggle count of 0 and when you tag to a teammate the juggle count reverts back to 0. Some moves however add more than 1 juggle count to the current juggle. So a move with a Juggle Add of 2 would increase the juggle count by 2.
All moves that cause a juggle state on a grounded opponent leave the opponent at Juggle Count 0. E.G. A Raw Launcher has Juggle Add 4 but that is only when used as part of a juggle. On a grounded opponent all moves are Juggle Add 0
Tag cancels cause Juggle Count to reset to Zero.

Legend:
JP = Juggle Potential
JA = Juggle Add
cls = Close
cr = Crouching
NJ = Neutral Jump
FJ = Forward Jump
st = Standing
ju = Jumping (no directional requirement)
fwd = forward
b = Back
Universal

Spoiler

Boost Combo Launcher - JP0 / JA1
Raw Launcher - JP3 / JA4 * [Note: Ryu/Ken/Kazuya/Nina/Alisa do not follow this standard.]
Cross Art - JP3 / JA4
Guard Cancel - JP63 / JA63 (multi hit GCs vary but the end result is always JA63 for the last hit)
Throws - JP0/JA0
Air Throws - JP0/JA0

Ryu

Spoiler

Launcher - JP0/JA1

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK - JP3 / JA1 (all hits)

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP3 / JA1

crLP - JP1 / JA1
crMP - JP1 / JA1
crHP - JP3 / JA1
crLK - JP1 / JA1
crMK - JP1 / JA1
crHK - J1 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP (First hit) - JP2 / JA0
(Second Hit) - JP2 / JA1 [Note: 2nd hit is also NOT an overhead attack and can be blocked crouching]
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Forward + HP - JP3 / JA1 (Both hits) [Note: This move is actually special cancel able but only for the last 3F of the move, I guess this is to make f.HP - SRK easier]
Forward + MP - (First Hit) JP2 / JA0
(Second Hit) JP2 / JA1

All Normal SRKs - JP1 / JA1
EX SRK - (First Hit) JP3 / JA1
(2nd and 3rd) JP6 / JA1 [Note: This is for the version that is not a locked in place animation. E.G. not getting the first hitbox to connect.)
(4th Hit) JP6 / JA7

All Regular Joudan Kicks - JP1 / JA1
EX Joudan Kick - JP3 / JA4

All Regular Tatsus - JP3 / JA4
EX Tatsu (all hits) - JP5 / JA1

All Regular Air Tatsus - JP3 / JA4
EX Air Tatsu (All Hits) - JP5 / JA1

Hadoken - JP3 / JA4
EX Hadoken - JP3 / JA0

Super - JP5 / JA6 (only 1 hit box that hits multiple times so Juggle is only counted once.)

Ken

Spoiler

Launcher - JP0/JA1

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP2 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP3 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Forward + MK - JP2 / JA1
Forward + HK - JP3 / JA1
Back + MK - JP2 / JA1
Target Combo - JP3 / JA1

LP SRK - JP3 / JA4
MP SRK (First Hit) - JP3 / JA1
(Second and Third Hit) - JP3 / JA4
HP SRK (First and Second Hit) - JP3 / JA1
(Third and Fourth Hit) - JP3 / JA4
EX SRK (All Hits) JP3 / JA1

LK Tatsu (All Hits) - JP3 / JA1
MK Tatsu (All Hits) - JP6 / JA1
HK Tatsu (All Hits) - JP7 / JA1
EX Tatsu (All Hits) - JP8 / JA1

LK Air Tatsu (All Hits) - JP4 / JA1
MK Air Tatsu (All Hits) - JP5 / JA1
HK Air Tatsu (All Hits) - JP7 / JA1
EX Air Tatsu (All Hits) - JP7 / JA1

Super - JP5 / JA1 (Last hit JP5 / JA6)

Cody

Spoiler

close LP - JP1 / JA1
close MP - JP1 / JA1
close HP - JP1 / JA1
close LK - JP1 / JA1
close MK - JP2 / JA1
close HK - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP3 / JA1

crouching LP - JP1 / JA1
crouching MP - JP1 / JA1
crouching HP - JP1 / JA1
crouching LK - JP1 / JA1
crouching MK - JP2 / JA1
crouching HK - JP1 / JA1

Forward + MP - JP2 / JA1
Forward + HP - (First Hit) JP3 / JA1
(Second Hit) JP3 / JA1
Forward + HK - JP3 / JA1
Back + MP - JP2 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP0 / JA1 [That’s right ZERO juggle potential]
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

stLP With Knife - JP1 / JA1
stMP With Knife - JP2 / JA1
stHP With Knife - JP3 / JA1

crLP With Knife - JP1 / JA1
crMP with knife - JP2 / JA1
crHP With Knife - JP3 / JA1

Jumping LP With Knife - JP1 / JA1
Jumping MP With Knife - JP2 / JA1
Jumping HP With Knife - JP3 / JA1

Zonk Knuckle (All charge levels) - JP3 / JA3
EX Zonk Knuckle -
(First Hit) JP3 / JA0
(Second Hit) JP3 / JA0

LP Criminal Upper - (First Hit) JP3 / JA0
(Second Hit[the first tornado hit]) JP3 / JA1
(Third Hit) JP3 / JA0
(Fourth Hit) JP3 / JA4

MP Criminal Upper - (First Hit) JP3 / JA0
(Hits 2 through 4) JP3/JA0
(Fifth hit) JP3 / JA4

HP Criminal Upper - (First Hit) JP3 / JA0
(Hits 2 through 5) JP3 / JA0
(Sixth Hit) JP3 / JA4

EX Criminal Upper - (First hit) JP4 / JA0
(Hits 2 through 5) JP4 / JA0
(Sixth Hit) JP4 / JA1
(Seventh Hit) JP4 / JA5

LK Ruffian Kick - JP3 / JA3
MK Ruffian Kick - JP3 / JA3
HK Ruffian Kick - JP1 / JA3 [JP1 / JA3on his HK Ruffian which has no anti airing invincibility and a ton of recovery and can’t be followed up mid screen even if you hit on last active frame… wtf is the point of this move?]
EX Ruffian Kick - JP3 / JA1

All Badstones regardless of button or charge time - JP3 / JA3
EX Badstone (First Hit) JP3 / JA0
(Second Hit) JP3 / JA4

All versions of Knife Throw - JP3 / JA3

Bad Spray - JP1 / JA0

Super - JP3/JA0

Guy

Spoiler

clsLP - JP1 / JA1
clsMP - JP1 / JA1
clsHP - JP3 / JA1
clsLK - JP1 / JA1
clsMK - JP2 / JA1
clsHK - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP1 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP3 / JA1

crLP - JP1/JA1
crMP - JP1/JA1
crHP - JP3/JA1
crLK - JP1/JA1
crMK - (First Hit) JP2 / JA0 (Second Hit) JP2 / JA1
crHP - JP3/JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - (First hit) JP3 / JA0 (Second Hit) JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Bushin Chain MP - JP2 / JA1
Bushin Chain HP - JP3 / JA1
Bushin Chain HK - JP3 / JA1
Bushin Chain Throw - JP0 / JA0
MP - HP Target Combo - JP3 / JA1
Elbow Drop - JP2 / JA1 [dare you to try figure out why a move that can’t hit airborne enemies has JP2]
Down Forward + HK - (First Hit) JP3 / JA0 (Second Hit) JP3 / JA1
Forward + MP ******* Needs Testing ******* In vanilla = JP2 / JA1

LK Senpukyaku - (First and Second Hit) JP3 / JA1
(Third Hit) JP3 / JA3
**** Needs Updating for v2013 ****
MK Senpukyaku - (First and Second Hit) JP3 / JA1
(Third Hit) JP3 / JA3
**** Needs Updating for v2013 ****
HK Senpukyaku - (First through Third Hit) JP4 / JA1
(Fourth Hit) JP4 / JA4
**** Needs Updating for v2013 ****
EX Senpukyaku - (First Through Third Hit) JP4 / JA0
(Fourth Hit) JP4 / JA4
**** Needs Updating for v2013 ****

Run - Slide - JP3 / JA3
EX Run - Ex Slide - JP3 / JA3

Run - Neck Flip - (First Hit) JP3 / JA0 (Second Hit) JP3 / JA3
EX Run - EX Neck Flip - (First Hit) JP3 / JA0 (Second Hit) JP3 / JA3

Izuna Drop - JP0 / JA0
MP Izuna Drop - JP6 / JA0
EX Izuna Drop - JP6 / JA0

Bushin Flip - Elbow Drop - JP3 / JA3
EX Bushin Flip - Elbow Drop - JP3 / JA3

All Regular Hozantos - JP1 / JA1
EX Hozanto (Both Hits) - JP3 / JA3

Super
(First Hit) - JP4 / JA1
(Second Hit) - JP5 / JA1
(Third Hit) - JP6 / JA1
(Fourth Hit) - JP7 / JA7

Rufus

Spoiler

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP1 / JA1

cr LP - JP1 / JA1
cr MP - JP2 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP3 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - (Both Hits) JP3 / JA1

Forward + MK - JP2 / JA1
Down Forward + MK - JP2 / JA1
Forward + HP - JP2 / JA1
Target Combo - JP3 / JA1
Down + MK (In Air) - JP2 / JA1

All Regular Messiah Kicks - JP3 / JA3
EX Messiah Kick - (First hit) JP3 / JA3
(Second through Fifth hit) JP1 / JA0
LK Followup - JP6 / JA4
MK Followup - JP6 / JA4
HK Follow Up (Both Hits) - JP6 / JA4

All Regular Snake Strikes - (First through Fourth hit) JP3 / JA1
(Fifth through Seventh Hit) - JP4 / JA1

EX Snake Strike
(First Hit) - JP4 / JA1
(Second Hit) - JP5 / JA1
(Third Hit) - JP6 / JA1
(Fourth Hit) - JP7 / JA1
(Fifth Hit) - JP8 / JA1
(Sixth Hit) - JP9 / JA1
(Seventh Hit) - JP10 / JA10

LP Galactic Tornado - (Both Hits) JP3 / JA3
MP/HP Galactic Tornado (All hits) - JP3 / JA3
EX Galactic Tornado (All Hits) - JP3 / JA3

Super - JP3 / JA1 (First hit)
JP63 / JA1 all other hits
On airborne opponent - JP3 / JA1 (First hit)
JP125 / JA1

Zangief

Spoiler

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP2 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP3 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Down + LK (during forward Jump) - JP1 / JA1
Down + MP (during forward jump) - JP2 / JA1
UP + MP (During Neutral Jump) - JP2 / JA1
UP + HP (During Neutral Jump) - JP3 / JA1
Down Forward + HK - JP3 / JA1

All Regular Banishing Fiats (Green Hand) - JP3 / JA3
EX Green Hand (All hits)- JP3 / JA3

Lariat (All Hits) - JP3 / JA4
Quick Lariat (All Hits) - JP3 / JP4

Vega (Claw)

Spoiler

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP (Both Hits) - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK (Both Hits) - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK (Both Hits) - JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP2 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP3 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Down Forward + MK - JP2 / JA1
Down Forward + HK - JP3 / JA1

Barcelona (Slash Part) - JP3 / JA3
Barcelona (Izuna Drop) - JP5 / JA0
EX Barcelona (Rising Knee) - JP3 / JA0
EX Barcelona (Slash Part) (First Hit) JP3 / JA0 (Second Hit) JP3 / JA3
EX Barcelona (Izuna Drop) - JP5 / JA0

LP Rolling Crystal Flash (RCF) (First Hit) - JP3 / JA0 (Second Hit) JP3 / JA3
MP RCF (First through third hit) JP3 / JA0 (Fourth Hit) JP3 / JA4
HP RCF (First through Fourth Hit) JP3 / JA0 (Fifth Hit) JP3 / JA4
EX RCF (Firsth through Fourth Hit) JP3 / JA0 (Fifth Hit) JP3 / JA4

LK and MK Scarlet Terror - JP3 / JA2
HK and EX Scarlet Terror - (First Hit) JP3 / JA2 (Second Hit) JP3 / JA4

All Regular Sky High Claws - JP3 / JA3
EX Sky High Claw (First Hit) - JP3 / JA0 (Second Hit) JP3 / JA1

Super - (Knee Hit) JP7 / JA0 (Claw Hit if knee hit misses) JP1 / JA1

Balrog (Boxer)

Spoiler

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP2 / JA1 [Note: I found this one odd not JP3]

cr LP - JP1 / JA1
cr MP - JP1 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP1 / JA1
cr HK - JP1 / JA1 [Balrog’s crouching juggle is baaaaad]

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Dash Swing Blow (All Versions) (Overhead dash punch) - JP3 / JA3
Dash Low (All Versions) - JP3 / JA3
Dash Smash (All Versions) - JP3 / JA3
Dash Straight (All Versions) - JP3 / JA3
Dash Upper (All Versions) - JP3 / JA2

Super (Both versions) (First through Fourth Hit) - JP4 / JA0
(Fifth Hit) - JP4 / JA5

Bison (Dictator)

Spoiler

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK - JP1 / JA1
Far MK - JP2 / JA1
Far HK - JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP2 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP3 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Hell Attack (FJ MP - MP) - JP2 / JA1

Psychocrusher (All Regular Versions) - (First Hit) JP5 / JA1 (Second Hit) JP5 / JA3
EX Psychocrusher (First Hit) - JP5 / JA0 (Second Hit) JP5 / JA

Headpress (All Versions including EX) - JP3 / JA3

Skulldiver (All Regular Versions) - JP3 / JA3
EX Skull Diver (First Hit) - JP3 / JA0 (Second Hit) JP3 / JA3

Devil’s Reverse (All Regular Versions) - JP3 / JA3
EX Devil’s Reverse (First Hit) - JP3 / JA0 (Second Hit) JP3 / JA3

Knee Press (All Regular Versions) - (First Hit) JP3 / JA1 (Second Hit) JP3 / JA3
EX Knee Press (First Hit) JP4 / JA1
(Second Hit) JP5 / JA1
(Third Hit) JP6 / JA1
(Fourth Hit) JP7 / JA1
(Fifth Hit) JP8 / JA8

Super (First Hit) - JP4 / JA1
(Second Hit) - JP5 / JA1
(Third Hit) - JP6 / JA1
(Fourth Hit) - JP7 / JA1
(Fifth Hit) - JP8 / JA1

Hugo

Spoiler

st LP - JP1 / JA1
st MP - JP2 / JA1
st HP - JP4 / JA1
st LK - JP1 / JA1
st MK (First Hit) - JP2 / JA0 (Second Hit) JP2 / JP1
st HK - JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP0 / JA1 [Note: This move is also specifically tagged to not hit airborne opponents at all]
cr HP - JP4 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP3 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Hammer Hook (Fwd HP) - 0JP / 0JA [this should seriously cause a wall bounce on REGULAR hit it’s so unsafe and slow.]
Leap Attack (Down Down MK) - 0JP / 0JA
Body Press (Down HP while jumpinp) - 0JP / 0JA

Giant Palm Breaker (All Regular Versions) - JP1 / JA0
EX Giant Palm Breaker (Both Hits) - JP1 / JA0

Shootdown Back Breaker (All Versions including EX) - JP4 / JA4

Monster Lariat (All Regular Versions) - JP3 / JA1
EX Monster Lariat (First Hit) - JP3 / JA1
(Second Hit) - JP3 / JA1
(Third Hit) - JP3 / JA0

Super (First Hit) - JP3 / JA1
(Second Hit) - JP3 / JA1
(Third Hit) - JP3 / JA1
(Fourth Hit) JP3 / JA3

Sagat

Spoiler

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP - JP3 / JA1
cls LK (Both Hits) - JP1 / JA1
cls MK (Both Hits) - JP2 / JA1
cls HK (Both Hits) - JP3 / JA1

Far LP - JP1 / JA1
Far MP - JP2 / JA1
Far HP - JP3 / JA1
Far LK (Both Hits) - JP1 / JA1
Far MK - JP2 / JA1
Far HK (Both Hits) - JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP2 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP2 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Forward + LK - JP1 / JA1
Forward + HK - JP3 / JA4
Forward + HP - JP3 / JA1

Tiger Upper (All Regular Versions regardless of grounded hit or AA hit) - JP4 / JA3
EX Tiger Upper (First Hit) - JP4 / JA1
(Second Hit) - JP5 / JA1
(Third Hit) - JP6 / JA1
(Fourth Hit) - JP7 / JA1
(Fifth Hit) - JP 8 / JA9

High Tiger Shot - JP3 / JA3
EX High Tiger Shot - (First Hit) - JP3 / JA0
(Second Hit) - JP4 / JA0

Low Tiger Shot - JP3 / JA3
EX Low Tiger Shot - (First Hit) - JP3 / JA0
(Second Hit) - JP4 / JA0

Tiger Knee (All Regular Versions) (First Hit) - JP3 / JA3
(Second Hit) - JP4 / JA4
EX Tiger Knee (First Hit) - JP3 / JA0
(Second Hit) - JP3 / JA0
(Third Hit) - JP3 / JA1

Super [Non-cinematic] (First through Third hit) - JP10 / JA0
(Fourth Hit) - JP10 / JA10
(Fifth Hit) - JP11 / JA11
(Sixth Hit) - JP12 / JA6

Dhalsim

Spoiler

LP - JP1 / JA1
MP - JP2 / JA1
HP (Both Hits) - JP3 / JA1
LK - JP1 / JA1
MK - JP2 / JA1
HK - JP3 / JA1

Fwd LP - JP1 / JA1
Fwd MP - JP2 / JA1
Fwd HP - JP3 / JA1
Fwd LK - JP1 / JA1
Fwd MK - JP2 / JA1
Fwd HK - JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP2 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP3 / JA1

Fwd + cr LP - JP1 / JA1
Fwd + cr MP - JP2 / JA1
Fwd + cr HP - JP3 / JA1
Fwd + cr LK - JP1 / JA1
Fwd + cr MK - JP2 / JA1
Fwd + cr HK - JP3 / JA1

ju LP - JP1 / JA1
ju MP - JP2 / JA1
ju HP - JP3 / JA1
ju LP - JP1 / JA1
ju MP - JP2 / JA1
ju HP - JP3 / JA1

Fwd + ju LP - JP1 / JA1
Fwd + ju MP - JP2 / JA1
Fwd + ju HP - JP3 / JA1
Fwd + ju LK - JP1 / JA1
Fwd + ju MK - JP2 / JA1
Fwd + ju HK - JP3 / JA1

Down + LK (while jumping) - JP1 / JA1
Down + MK (while jumping) - JP2 / JA1
Down + HK (while jumping) - JP3 / JA1
Down + HP (while jumping) - JP3 / JA1

Yoga Fire (All Regular Versions) - JP3 / JA3
EX Yoga Fire (First Hit) - JP3 / JA0
(Second Hit) - JP3 / JA3

Yoga Blast (All Regular Versions) - JP3 / JA3
EX Yoga Blast (First Hit) - JP4 / JA1
(Second Hit) - JP4 / JA1

Yoga Flame (All Regular Versions) - JP3 / JA3
EX Yoga Flame (Both Hits) - JP4 / JA4

Super - Yoga Inferno (First through Fourth hit) JP3 / JA0
(Fifth hit) - JP3 / JA3

Super - Yoga Volcano (First through Fourth hit) JP3 / JA0
(Fifth hit) - JP3 / JA3

Akuma

Spoiler

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK (First Hit) JP3 / JA0 (Second Hit) JP3 / JA1 needs to be double checked with v2013

far LP - JP1 / JA1
far MP - JP2 / JA1
far HP - JP3 / JA1
far LK - JP1 / JA1
far MK - JP2 / JA1
far HK (First hit) - JP3 / JA0 (Second hit) JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP1 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP1 / JA1
cr HK - JP1 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

Down+MK (while jumping) - JP2 / JA1
Fwd+MP (Both hits) - JP2 / JA1

Tatsu (All Versions including EX) (All hits) - JP3 / JA1

Air Tatsu (All Regular Versions) (All Hits) - JP3 / JA1
EX Air Tatsu (All Hits) - JP5 / JA1

LP SRK - JP1 / JA1
MP SRK (First Hit) - JP1 / JA1 (Second Hit) JP2 / JA2
HP SRK (First Hit) - JP2 / JA1 (Second Hit) JP3 / JA1 (Third Hit) JP4 / JA4
EX SRK (First Hit) - JP4 / JA1 (Second Hit) JP5 / JA1 (Third Hit) JP6 / JA6

Gohadoken - JP3 / JA4
EX Gohadoken (Both hits) - JP3 / JA0

LP Shakentsu Hadoken - JP3 / JA3
MP/HP/EX Shakentsu Hadoken (All hits) - JP4 / JA0

Zanku Hadoken (all versions) - JP3 / JA4

Demon Flip Slide - JP3 / JA3
Demon Flip Dive Kick - JP3 / JA3
Demon Flip Palm - JP3 / JA3

Super (Misogi) - JP3 / JA0

Ibuki

Spoiler

cls LP - JP1 / JA1
cls MP - JP2 / JA1
cls HP (Both hits) - JP3 / JA1
cls LK - JP1 / JA1
cls MK - JP2 / JA1
cls HK (Both Hits) - JP3 / JA1

far LP - JP1 / JA1
far MP - JP2 / JA1
far HP - JP3 / JA1
far LK - JP1 / JA1
far MK - JP2 / JA1
far HK - JP3 / JA1

cr LP - JP1 / JA1
cr MP - JP2 / JA1
cr HP - JP3 / JA1
cr LK - JP1 / JA1
cr MK - JP2 / JA1
cr HK - JP3 / JA1

NJ LP - JP1 / JA1
NJ MP - JP2 / JA1
NJ HP - JP3 / JA1
NJ LK - JP1 / JA1
NJ MK - JP2 / JA1
NJ HK - JP3 / JA1

FJ LP - JP1 / JA1
FJ MP - JP2 / JA1
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1

B.MP (both hits) - JP2 / JA1
B.MK - JP2 / JA1
Fwd.LK - JP1 / JA1
Fwd.MK - JP2 / JA1
Fwd.HK - JP2 / JA1
Fwd.HK - JP2 / JA1
DF.MK - JP2 / JA1

TC Far HP ~ HP - JP3 / JA1
TC1 J.HP ~ Fwd.MK - JP2 / JA1
TC2 J.LP ~ Fwd.HP - JP3 / JA1
TC3 J.LK ~ Fwd.MK - JP2 / JA1
TC4(and 6) cls.LP ~ Fwd.MP (both hits) - JP2 / JA1
TC4 cls.LP ~ Fwd.MP ~ Fwd.HP - JP3 / JA1
TC5 far.LP ~ Fwd.MP - JP2 / JA1
TC6 cls.LP ~ Fwd.MP ~ Dwn.HK - JP3 / JA1
TC6 cls.LP ~ Fwd.MP ~ Dwn.HK ~ HK - JP3 / JA1
TC7 b.MK ~ Fwd.MK - JP2 / JA1
TC8 cls.HP ~ Dwn.HK - JP3 / JA1
TC8 cls.HP ~ Dwn.HK ~ HK - JP3 / JA1
TC9 LK ~ f.MK - JP2 / JA1
TC9 LK ~ f.MK ~ f.HK - JP3 / JA1
Fun note: she actually has her TC10 from SF4 in her data file though she can’t use it

Hien (Both hits all regular versions) - JP3 / JA3
EX Hien (All but last hit) - JP3 / JA0 (Last hit) - JP3 / JA3

Kazakiri (All versions including EX) (First hit) - JP3 / JA1
(Second hit) - JP4 / JA1
(Third Hit) - JP5 / JA5

Neckbreaker (all versions) - JP3 / JA3 Note: Cannot hit airborne enemies or ground bounces… oddly.

Raida (All versions) - JP3 / JA3

Tsumuji (All Versions, every hit) - JP3 / JA3

Kunai - JP6 / JA3
EX Kunai (Both) - JP9 / JA3

Super (Full Version) - JP3
Super (Non-cinematic fireball, all hits) - JP1 / JA1 [Frankly this is stupid, if she hits an airborne opponent she only gets TWO hits before they fall out.]

Reserved

Reserved

Reserved

Reserved

reserved

reserved

Just wanted to let people know: I will put these in alphabetical order once I’m done don’t worry. I’m just doing em in pretty much random whatever I feel like it order :stuck_out_tongue:

Why vanilla version tho?

As I said, the files were dumped and decoded for modders while the latest files have not been. So I use vanilla as a base and then things that were changed I can double check. I could do it via hex editing but that’d be a TON of work and I’m really not an expert at that.

Aren’t there tools to dumb and decode them?

they haven’t been released yet. No tools for SF4 work with SFxT.

Write one or alter the SF4 one :smiley:

That’d take forever since I know next to nothing about coding lol.

Those moves can still hit on ground bounce. MY question is: Why does a move that’s a true grab have JP? (Izuna Drop)

Also, launcher JP varies between characters.

@Doopliss actually after looking into it I think that having 90% of the cast’s launchers be 3JP / 4JA is enough to call it universally the same. There is only 5 outliers: Ken/Ryu/Kazuya/Nina (go figure the original 4) and oddly… Alisa. Every other character is JP3/JA4

I see. Still, might be worth a quick mention in the OP at least?

I’ll put it in each of those 5 characters sections. Thanks for the heads up though, since 90% of them ARE the same after checking 15 of them I figured they were all the same and I wouldn’t have caught it.

Have those 5 chars a higher or lower JP?