Kazuya/Ken/Ryu/Alisa = JP0 / JA1 (Lower than the standard JP3/JA4)
Nina = JP4 / JA1
Nina’s is higher than normal. JA for all of them is kind of pointless even though it’s lower, hitting an opponent who is airborne with a launcher still causes an unjugglable knockdown state where they have no hurtbox. But Nina having 4JP does mean that she can do a launcher much later in a juggle than anyone else.
Great work! I’ve got a feeling this part may be a part of the purposes of the posts ;):
“NJ HP - JP0 / JA1 [That’s right ZERO juggle potential]”
It certainly is weird that he has all sorts of “low JP” moves.
I can sort of understand why they put Cody’s JP to 0 on his nj.HP tho. This could happen:
I know it’s extremely situational (in the corner, have to air-to-air with nj.HP, etc.) but if it happens and its JP is like any other fierces/roundhouses the damage can be scary. This can be made easier with certain tag cancels. In order to increase JP I feel they’d have to decrease the length of ground bounce.
I’ll try to check v2013 for changes. It’s gonna take a while tho.
Actually increasing the JP to 3 would prevent that I believe. Ogre can do it with his jumping MP but he only gets 3 reps because he has JP2 / JA1 on his jumping MP.
Also holy crap is the timing on that strict. I tried ~40x times and only got it once with Cody but I could do it way easier with Raven/Ogre
Thanks. I only tried against Lei and it seemed super difficult. I guess Lei is the weird one.
It would certainly let him only do a max of 4 times. I simply changed JP to a high value to test how it may change and if I can read bac files correctly.
oops I had a typo I meant to put “I tried it only 40x but I couldn’t get it once”. Anyways at JP3 he’d be able to do it 4x that isn’t that bad. 100+100+80+70 is only 350 which is really low for something that is corner only. Most characters can beat that in the corner meterless.
I really don’t know why they gave some characters such low JP on normals but not others. Like I thought I had it figured out that it had to do with the recovery or total frame count of the move but then I see stuff like Cody’s cr.MP vs Law’s cr.MP which are basically identical outside of the fact Law’s causes less pushback and has JP2 while Cody’s is JP1. Or why Ken’s sweep is JP3 while Cody and Ryu’s are JP1. Cody can’t cancel his like Ryu and it’s also got more Recovery than Ken’s. It’s like they did some of them arbitrarily lower while MOST of the stuff has a standard of JP1 for lights JP2 for mids and JP3 for heavies.
Does Blanka’s electricity cause some sort of unique knockdown state? It’s the only move I know of, other than guard cancel attacks, where it is arbitrarily impossible to juggle off the knockdown.
IIRC, 2nd hit of cl.HK is JA2 in v.2013. Also, you should test demon flip palm and demon flip dive kick. IIRC, one of them had more JA than the other. I might just remember that incorrectly though. You should be able to land them both by cancelling into demon flip from cl.HKs ground bounce.
Yea, Akuma’s cl.HK has JA2 for 2nd hit, though it has JA1 when it’s Boost version.
Demon Flip Palm and dive kick should be correct.
I had an attempt at creating a BAC reader just for Juggle Potential and Juggle Add. As I only had a small time to work on it, the code is dirty and you have to identify which ones are the correct data and which ones are not as I didn’t clean up anything :p. I used net framework 4.5 so you would need that too to run this: http://s000.tinyupload.com/?file_id=65960449511404773593
The “JA3” means that DURING a juggle, you’ll have 3 added to the count. However, when starting a juggle, it will always start at 1 (except for some cases when tag canceling).
In other words, if you somehow TC’d into Bison during a juggle and landed a Devil’s Reverse, the juggle counter would be incremented 3 times.
Here’s a breakdown:
Devil’s Reverse hits: Juggle starts at 1.
St. MP hits with JA1: 1 + 1 = 2.
St. MK hits with JA1: 2 + 1 = 3.
Cr. HK hits with JA1: 3 + 1 = 4. <- At this point, we have used up 3 JP.