Kazuya BNB & Basics Thread _ updt: Currently working on a V.2013 Update

If you can land cr. :mk: instead of :hk: then you can go into Mist Step :lp: > :down: + :lk:, though that assumes you haven’t used up your juggle potential.

Still kinda confused how to determine how many juggle points a move has for a character. Otori tried explaining it to me in a previous post, but I’m still not sure how juggle points work and how can I find out how many juggle points a move has for a certain character. Any help is greatly appreciated.

I’m still kind of up in the air about it myself, honestly.

I know you get something like 7 juggle points? Certain moves give you + (similar to frame advantage), but can’t extend you beyond a certain number. I feel like EX moves tend to give you additional juggle points (not many) and switch canceling resets the counter, but I honestly couldn’t tell you.

I just know that [cr.:mk: xx Mist Step :lp: > down + any kick] is a combo ender because it works after [Slaughter Hook > cr.:mp:]

No. Let me try to give a practical example.

  1. You hit someone with an ewgf, they’re put in a juggle state.
  2. For whatever reason you follow the juggle with a st.jab (or any move actually, it doesn’t matter). This puts 1 point in the juggle counter, so now anything below 1 will not connect (but I don’t think there are any 0 juggle points moves in the game).
  3. Now you go for another jab and it connects. Your juggle counter is at 2.
  4. You go for a third jab but this time it misses. This means the juggle potential of a jab is 1. It will connect if there are no juggle points added (which means no juggle attacks beforehand) or at most 1 juggle attack before.
  5. You start over and at nº 4 you go for a medium punch instead of a jab. This adds another point to the juggle counter, making it 3.
  6. You go for yet another mp, but it misses. This means the juggle potential of a medium attack is 3.
  7. You repeat everything and go for a heavy instead of a medium attack. It connects, leaving the counter at 4.
    And so forth.

So in theory you can add as many juggle points to a combo as you want, though you will eventually be limited by what can connect. Also note there are some exceptions to the points added (namely ex wall bounce moves for sure) and that tag cancelling resets the juggle counter.

Aah, so the juggle potential the move has to be equal or greater than the count to connect? That makes sense.

Yeap, that’s exactly it. Like i said before i think ewgf has the highest potential in the game so it should always finish a combo.

what would be the best ewgf corner combo starting with st.hp xx ewgf? and what of ewgf superr combos since my execution isnt on point to land 4+ i think supers and team supers have a juggle potential number that is lower than 6 but yeah if someone can shed some light that would be helpful

St. Hp xx EWGF Cr. Hp xx EWGF Cr. Hp xx QCF+P, Meterless combo, ends with a untechable knockdown so you have some Okizemi, instead ending with EWGF you actually lose damage and Oki.

1.If i tag cancel ewgthe last f if i finish the combo with it is continuing the combo possible with my tag character (bad wording- does the ewgf launch them to a good height)

2.also instead of devestator/qcf+p could you do mist step LP followup instead for maybe a tiny bit more damage?

3.hmm it should be possible to fit a rep of cr.hp xx ewgf after the ewgf at the start of the combo right as im sure ive done it before would add up to max juggle i think aswell

4.I assume i can exchange the qcf+p for super/team super special of my choice right or might there be juggle restrictions?

  1. Yes you can combo off it with a tag cancel.

  2. It doesn’t do more damage, because the kick will miss. St. Hp, EWGF, CR. Hp EWGF, Cr. Hp xx Devastator does 446 damage. Meterless, 591 Damage if you end with Super instead of Devastator, 638 if you end with Team Super (Ryu), he does 300 off his super, so more or less anyone is in that range.

  3. You can do Cr. Hp EWGF, EWGF Cr. hp EWGF, Cr. hp xx nothing. Any special will miss.

  4. 591 Damage with Super, 638/660 with Team Super depending on your team-mate.

  1. ah okay cool ewgf has a juggle property of 6 and i assume hp/cr.hp has a 4 or 5, for a tag combo st.hp xx ewgf juggle- cr.hp xx ewgf, cr.hp xx ewgf, cr.hp ewgf TAG cancel should work right? if it does work, would it be the most damaging as i see you can do 2 ewgfs in a row so for scaling it might not be optimal

  2. Ah awesome devestator ender it is then, does 120 is pretty good even when scaling is getting on top

  3. related to no.1 i guess Cr. Hp EWGF, EWGF Cr. hp EWGF, Cr. hp xx super is this valid?

  4. ah awesome

  1. Super/Team Super will miss. It’s better to do Cr. Hp after you done the EWGF.
    Cr. Hp xx EWGF, Cr. Hp xx EWGF, Cr. Hp xx EWGF - Tag > Combo does work.

went on the 1st page and saw the new ewgf combo, EWGF>EWGF>S.HP>EWGF> S.HP>EWGF>EWGF, id assume this is the most optimal meterless and tag cancelling the last ewgf should be good to continue off for team combos?

EWGF>EWGF>S.HP>EWGF> S.HP>EWGF>super ive got an inkling this might juggle if it doesnt work then id assume
-this combo EWGF>EWGF>S.HP>EWGF> S.HP>super or would be kazuyas best super combo?

For that first combo you mentioned, I think you need s.MP instead of the first s.HP. The hp doesn’t come out quick enough (the combo should be ewgf ewgf s.mp ewgf s.hp ewgf ewgf midscreen)

and in terms of supers, all I’m able to land midscreen ewgf s.hp xx ewgf s.hp xx super (559 dmg) or ewgf ewgf s.MP xx super (496 dmg). In the corner I can get ewgf ewgf c.hp xx ewgf super (568 dmg)

If I add any other EWGFs to that i’m unable to combo super. Either i’m doing something wrong or it’s impossible :expressionless:

I’ll try that out! Thanks!

Yes. This is correct for mid screen. Deeeejay’s post above is right on. Since there was a question about it, I will add it to the front page.

Don’t bother ^^ s.hp xx ewgf, sh xx ewgf, ewgf uses less juggle points but does more damage according to crushingyen

That’s the follow up I have been using. I am hitting it pretty constantly off-line, on-line is another story. :slight_smile:

Nice. This brings me to another point, i feel techable knockdowns are way better than untechables in this game. I was ending my ewgf juggles with sweep or that qcb+hp in the corner to get some oki afterwards, but i feel that they can react to what you do and decide to roll out or not. With techables, they have to decide firt whether to roll, tech or just stay on the ground, letting YOU react to that. I’ll definetly start ending combos with ewgf now.

IRC, I have done St. Hp xx EWGF Cr. Hp xx EWGF Cr. Hp xx Spinning Demon Hook. You get a bit more damage compared to the Demon Punch and the untechable knockdown. But, the timing is tight.

To be honest I have just been going fro the raw damage of the straight EWGF combos. Most of the hard knock down options push the opponent to far away for my game play preference at this point. After the EWGF combo, most players freak out, even if they quick stand/ roll I am still in a good position and their blocking or trying to tag.