Another thing I think about is, if Fukiage hits grounded opponents, technically the first hit isn’t airborne.
So the go to combo would probably be FFSxxEX Fukiage, Kara HP Fukiage, HP Fukiage, EX Tsurugi. HOLLA DAMAGE. lol. Hell a stun too.
Another thing I think about is, if Fukiage hits grounded opponents, technically the first hit isn’t airborne.
So the go to combo would probably be FFSxxEX Fukiage, Kara HP Fukiage, HP Fukiage, EX Tsurugi. HOLLA DAMAGE. lol. Hell a stun too.
Nope. It will be no different than doing a grounded Fukiage off a focus crumple.
The difference is that a the grounded opponent after a focus crumple becomes airborne after a while, so the Fukiage isn’t hitting a grounded opponent like EX Fukiage will be so it going by that it won’t be the same.
I think he is talking about juggle potential, in response to Mossad post.
In this regard he is right, you wont be able to do grounded-fukiage>grounded-fukiage>grounded-fukiage>EX tsurugi .
Fukiage is a 1 JP(juggle potential) move, hitting grounded or airborn doesnt change this property.
EX Fukiage put opponent in JP1 juggle state,
then kara HP Fukiage hits and increase JP to 2, so you can only follow with EX Tsurugi afterward (JP2 move)
I don’t tthink that’s true at all.
JP doesn’t change but the launch itself doesn’t count as a juggle. As proof, if like to present as evidence:
Opponent in the corner
FA3, delayed U2 (no animation), Fukiage, Fukiage, EX Tsurugi
If you’re saying the JP of Fukiage is currently 1 then that should not work. But it does. I think that Fukiage x 3 could work if they don’t change the properties.
They could easily fix this by making grounded Fukiage knock the opponent back out of range of a second or just the third Fukiage or making grounded Fukiage count towards the juggle overall, but if they don’t then we are looking at Fukiage x 3 combos or Fukiage, Tsurugi, Fukiage, EX Tsurugi combos. With the current properties this would work
I don’t tthink that’s true at all.
JP doesn’t change but the launch itself doesn’t count as a juggle. As proof, if like to present as evidence:
Opponent in the corner
FA3, delayed U2 (no animation), Fukiage, Fukiage, EX TsurugiIf you’re saying the JP of Fukiage is currently 1 then that should not work. But it does. I think that Fukiage x 3 could work if they don’t change the properties.
They could easily fix this by making grounded Fukiage knock the opponent back out of range of a second or just the third Fukiage or making grounded Fukiage count towards the juggle overall, but if they don’t then we are looking at Fukiage x 3 combos or Fukiage, Tsurugi, Fukiage, EX Tsurugi combos. With the current properties this would work
I take this (great) thread as reference:
Juggle Mechanics Video (100MB - 14 Mins)
Youtube Link
Update Notes:
1: Character names with stars (*) in them have been adjusted for AE, any character without one has no changed juggle properties.
2: With the altered characters, the moves underlined are the altered moves. I would’ve loved to have made it more obvious but i can’t seem to change colour of text anymore.
3: Evil Ryu, Oni, Yun & Yang have been added.
4: If you notice anything wrong with the info in this guide, please let me kno…
Fukiage is definitely JP1 and being grounded doesnt change how juggle works.
As for the reason why this U2 combo works I sincerely dont know. All I know is that the fukiage part of U2 is not a standard fukiage, it apparently has different properties (flagged as JP1+ in previously linked post). This weird juggle combo must be related to how non animated U2 handles juggle points, since it doesnt work with animated U2. Maybe it can be explained, maybe it’s a glitch, I couldnt say.
Still, according to how SF4 juggle mechanic works , EX Fukiage, Kara HP Fukiage, HP Fukiage shouldnt and probably wont work.
Most likely you’re right. Although I’m always looking for loopholes lol. You’re right though… And I also may misunderstand why that combo works. It doesn’t make sense. Especially since it only works in the corner.
There may be some subtle points to SF that are still undiscovered (mechanics wise). That combo not working outside of the corner and also FA3 Dash, FA2, Dash FA1, Dash U1. U1 doesn’t have juggle at all but for some reason it works here.
Interesting discussion.
@mossad:
You cannot do fukiage *2 after EX hayate. So you wont be able to do it after EX fukiage neither (both put opponent in juggle state)
Most likely you’re right. Although I’m always looking for loopholes lol. You’re right though… And I also may misunderstand why that combo works. It doesn’t make sense. Especially since it only works in the corner.
There may be some subtle points to SF that are still undiscovered (mechanics wise). That combo not working outside of the corner and also FA3 Dash, FA2, Dash FA1, Dash U1. U1 doesn’t have juggle at all but for some reason it works here.
Interesting discussion.
that combo works anywhere on the screen you can hit the non animated Hk version of ultra II, not just the corner. it’s the non animated HK version of U2 that has that extra juggle potential. yeah, like everyone said, more than likely it’s going to work similar to fuki after a crumple…
@mossad:
You cannot do fukiage *2 after EX hayate. So you wont be able to do it after EX fukiage neither(both put opponent in juggle state)
And as usual, vryu makes sense of it all lol. Thanks bud.
I’d still like to know why you can do it 2x after full screen non animation U2
that combo works anywhere on the screen you can hit the non animated Hk version of ultra II, not just the corner. it’s the non animated HK version of U2 that has that extra juggle potential. yeah, like everyone said, more than likely it’s going to work similar to fuki after a crumple…
Hmm I’ve tried and have been unable to duplicate it. Do you mean like of you catch them in the air?
And what you guys are saying makes sense. Just trying to put it all together.
yup, it’s the only way to land the non animated version of U2. have the dummy set to jump, if you try after a crumple i doubt you can land HK version outside of the corner.
I don’t think it has have to be full screen to get the extra juggle. As long as you get the first hit on non animation U2 you should be able to get the bonus juggle. Although, I personally almost never use U2. So I could be wrong.
It must have something to do with the air state the opponent goes into when you get the non animation U2. Notice how the opponent spins in the air when you get that first hit? It is the same state and animation as air borne focus counter hit. This allow you to combo into U1 due to the opponent technically not being put into a real juggle state (considered normal air borne after the hit).
Go to the lab. Turn on counter hit and set the dummy to jump. Focus attack them when they are air borne and you can dash up and combo U1. Should also be able to do full Fukiage combo just the same as U2 non animation hit.
Oh i see! I remember I used to have a set up in Super. Back throw then FA3. Beat blocking, jumping, back dash, mashing and anything besides ultra or armor breaking. I remember i they jump or bask dash they went into that spinning state, flying pretty high in the air and you could dash Fukiage, Fukiage, EX Tsurugi. Understand now.
I’d like another setup like that lol. Back dash avoided most non horizontal moves while reading their reaction to the focus. If they back dash or jump next time hold focus and do fuki combos. Otherwise react to what they did accordingly. It’s risky but it was great lll
Now that I have the PC version of the game I’ll record my matches and post them for you guys. give me some time, I’ll finish by this weekend.
The reason you can do non-cinematic U2 - Fukix2 - Hayate is because the U2 doesn’t use up any juggle points. All of the hits cause zero juggle add so hitting the opponent with a Fukiage after the U2 is the same as if you had hit them with a Fukiage while they were jumping. That is why you can hit the opponent with normals that under normal circumstances do not juggle (such as s.HK or cr.LP)
The same is true for the situation with the focus attack. When you hit an opponent with a focus attack while they are airborne it puts them in a “Free juggle state” and their current juggle count is considered to be zero. So the level 1 focus puts them in a free juggle state which allows you to combo to U1 which has no juggle potential. You could also hit the opponent with any normal that has zero juggle potential in that situation.
A characters weaknesses are just as important as their strengths when it comes to character design and originality. If every character had all the same strengths and weaknesses this game would be boring.
The fun part of the game, even inside of combat, is working around your strengths and limitations–both as a character and as a player.
Understand that’s the fun of the game.
Yes
So according to Di3mini0n Twitters a new focus attack is being added called the “Red Focus”. At the cost of two bars the character can absorb multiple hits, level 2 is unblockable. So how do we feel about this? Think it’s true or not?
I can understand why they would put it in the game ( way to get out of some blockstring without reliying on a fadcable uppercut ) but I’m really not sure if it’s a good addition or not.
It would break some characters offence pretty badly.