IMO, if you can touch him, it should connect. This would give indirect buff to some characters like Dan. Ex cancel Koryuken (Dragon Punch) -> Nothing, because nothing connects unless you want to waste another bar to do 1 hit from a ex gadouken
To be honest, I think what you’re trying to do wouldn’t work very well.
You could compile a listing of all the moves, along with their frame data, knockdown and juggle attributes, etc, and with such a listing you can just LOOK at it and be able to tell what can work together in a combo… Does it have eneough frame advantage? Is the current move in the sequence able to hit the opponent in the state the previous move left them in? Stuff like that… I think the best you could hope for would be to come up with program like that… you select a sequence of moves, and the program tells you if it is “technically” possible.
I say “technically” in quotes, because in practice, it will not be accurate.
For knowing what can juggle, it would be great for just quickly letting you know if certain moves are capable of juggling opponents in specific situations. As long as you accurately determine the juggle values and conditions of each move, the states they cause, and the states that can hit people in, it’s pretty straightforward… But in practice, in the real game, moves have recovery, each character may have a unique hitbox and falling speed, etc. Certain juggles only work midscreen, near the corner, in the corner, only when you yourself are in the corner, etc. The distance between you and your opponent (along with the distance from the corner) at any given time will greatly influence your ability to actually LAND these “possible” hits in real gameplay. To maintain these values, for every character, and to accurate predict their outcome outside of the game, is a task that I would think to be almost impossible… There’s no way you could accurately predict it every time. If would be leagues easier to just look at the bare data, and then go try it in the game.
Frame data concerning startup/recovery and +/- advantage is another mess that I don’t think you would be able to accurately represent. Any listing you will find doesn’t account for distances and height, for example.
I’m surprised no one has mentioned Gen.
Mantis Super->Waterfall/WTF kick/ Gekiro.
If I Understood this thread correctly(which i most likely didn’t) shouldn’t the super only be able to be followed by ultra(which it does) But it can also be hit with a special non-EX.
I’m guessing Gen’s super puts them in float state since any move will connect.
to my knowledge no, no othre character has properties like this which is why i brought it up as a possible bug.
So this is how I would explain it.
For the Akuma combo:
HP Red Fireball: 1st hit non-knockdown -> JC = 0, 2nd hit knocks down/launches -> JC = 1, 3rd hit juggles (3 JP) -> JC = 2
HP Shoryu: 1st hit misses (0 JP), 2nd hit misses (1 JP), 3rd hit juggles (2 JP) -> JC = 3
HP Red Fireball: 1st hit juggles (3 JP) -> JC = 4, 2nd hit misses (3 JP), 3rd hit misses (3 JP)
For the Gouken combo:
Backthrow: launches (JC resetter) -> JC = 0
MK Hurricane 1st hit, FADC: juggles (JC resetter) -> JC = 0
J. MP 1st hit only: juggles (JC resetter) -> JC = 0
Cr. HK: juggles (0 JP) -> JC = 1
Looking at some of your explanations again, I think you are not counting the initial knockdown as a juggle hit, and your rule is if JC < JP, then it will juggle? Whereas I DO count the initial knockdown as a juggle, so my JC is always 1 greater than yours, but I offset it by saying if JC <= JP, then it will juggle (notice “less than OR equal to”). So it’s the same thing in that regard. But when you say the opponent is in a float state, to me the JC is at 0, whereas under your rules it would be offset to -1.
Actually, Dhalsim’s super has JP and also causes float (you can juggle after it with a normal). So you could do anti-air mummy (D+HP in air, knocks down), juggle with super, then still juggle with a normal.
Yeah, just one number off for the knockdowns. This may be easier to understand as it’s probably more intuitive, knowing you can juggle with anything when the JC is at 0. Although I don’t think it helps explain away any of the inconsistencies like I had hoped…
The reason I think this requires a condition is because the first hit of fierce red fireball actually causes knockdown. This combo shouldn’t work, regardless of whichever system you choose to use. It seems that if you use Fierce red fireball to initiate the first true knockdown (aka your JC is at 0), the 3 hits of the Fierce Red Fireball will only add 2 points to the JC, not 3, like it does in every other situation.
Another condition still has to be applied to the first hit of hurricane, because of how it only causes float (aka resets the JC to 0) in specific situations.
So, is this correct… (ignoring float state for now)
After an opponent enters a knockdown state he can be hit by moves with juggleable hits.
Special moves have none, some or all of their hits flagged as juggleable.
If any of these juggleable hits of a move connect once the opponent enters a knockdown state a Juggle Counter (starts at 0 when the opponent first enters knockdown) increments by 1 for each hit that connects.
Any subsequent moves with juggleable hits will first whiff a number of their juggleable hits equal to the juggle counter before the juggles start hitting again. Each of those then further adding to the juggle counter.
^ Generally, yes.
If you get a listing of the values for each of these hits, you should be able to tell what is “possible” to connect with, simply by keeping track of the JC.
You’re right. I tried HP red fireball on an airborne opponent, this way the first hit is sure to be a knockdown. You still get 1 hit out of the HP shoryu, even though it should whiff entirely. It seems like HP red fireball ALWAYS adds 2 points to the JC instead of 3. For example, LP shoryu fadc, HP red fb fadc (3 hits), HP red fb (1 hit).
Best I could come up with is that one of the hits of the red fireball adds 0 to the JC, which isn’t an elegant explanation I know, but if there were other instances of it in the game I might be more accepting of it.
This is an example of the float restriction I was talking about. First hit of Gouken’s tatsu floats, but there’s a restriction on it. For the first use in a combo it will float (reset JC to 0), but for any use after that it simply adds 1 to the JC. His fireballs don’t have this restriction. Dhalsim’s super in another example of a non-restricted float (you can do [yoga inferno] x N in the corner). Gen’s cr. LK launcher and the second hit of Abel/Seth’s cr. HP are restricted floats.
Did anyone figure out how Ken’s [EX shoryu, fadc] x N works? Looks like all the hits behave normally, except the second hit always resets JC to 1 (not 0, lol). And there is no float state involved on any of the hits. 1st hit has 0 JP, 2nd hit has 1 JP and resets to 1, 3rd hit has 2 JP, 4th hit has 3 JP. Another exceptional case.
After some testing, I’d like to revise what I said about the float restriction. There are two kinds of floater hits: restricted and non-restricted. Non-restricted floaters will cause the float state anytime they connect. Restricted floaters will cause the float state if a floater hit (restricted or non-restricted) hasn’t already been used in the combo, and will add 1 to the juggle count otherwise.
Looking at Gouken again, try HP fireball on an airborne opponent (non-restricted floater), then do tatsu (restricted floater), fadc, LP. The LP misses. Now try the tatsu first, then fireball, then LP. The LP connects.
But, what about Gouken’s backthrow? I guess backthrow must then also be a special case. Otherwise, that seems to be a pretty neat answer. I guess there will be special cases no matter how you do it… i mean, look at Ken!
Gouken’s backthrow doesn’t even register as a hit on the combo counter, right? So I’m gonna go with it’s not even a hit so it doesn’t count, lol.
But yeah, Ken is pretty jacked up.
Isn’t it just possible that the EX Shoryu has infinite juggle potential, like his ultra? So, the juggle counter keeps going up, but it doesn’t matter.
Sorry to get in the middle of the thread, but I have a question. Does anybody know where I can find juggle data for all the PGs, like the one listed by NOS99?
I’m trying to figure out what has juggle proprieties among Sakura’s moves. But from what I read in this thread I can’t really figure it out
I did Air EX Tatsu on an airborne opponent for 4 hits, then tried to EX Shoryu when landing. The EX shoryu whiffs clean right through them, so it has limited juggle potential
In the frame tables of the wiki, under Notes, it denote moves with juggle potential as “pursuit property”. It doesn’t list the exact values though. And no mention of float properties.
def subbing to this and gonna read later when i get a chance
nos99/greg: good shit on the juggle ingo