New(ish) Feature at Sonic Hurricane

Because we were wrong about the way multi-hit fireballs juggle. We thought that the first hit of a 4-hit projectile had 0 juggle potential, the second hit had 1 juggle potential, the third hit had 2 juggle potential, and the third hit had 3 juggle potential. So if you somehow got rid of the first hit, the second hit would juggle after a sweep or something.

Sagat’s uppercut in cvs2fbjuggle01.wmv sets up the temporary free juggle state that allows his LP high fb to connect. Similarly in cvs2fbjuggle02.wmv Morrigan’s uppercut super sets up the first hit of the super fb to connect. But the uppercut hit is the knockdown hit, and the first hit of the super fb takes the juggle count up to 1. So if the second hit of the super fb had only 1 juggle potential, the super fb would only hit once and the last two hits would whiff. I was surprised when that didn’t happen.

In the Akuma combo, one of Rolento’s lvl2 knives touches the super fireball so only three hits are left. It turns out all three of those hits have juggle potential at 4. So the LK hurricane kick knocks down and juggles once, and the remaining three hits of the super fb all connect. At that point the juggle count is at 4, and the only thing that will connect is the second DP of Akuma’s lvl2 uppercut super which has a juggle potential of 6. So that connects for both possible hits and then i cancel into Taunt, s.HP xx HP DP.

Now if instead of the LK Hurricane kick i had done LP DP for 3 hits before the super fireball connected, the juggle count would be at 2. So out of the three remaining hits of the super fireball, only two would connect and the last one would whiff.

Pretty simple straightforward stuff. We just made an incorrect assumption early on about the way super fireballs juggle.

i see. therefore, this applies to kaiser wave and for that matter all other multiple fireball juggles? we actually carried on with an erroneous assumption all these years :wow:

neat maj. excellent work! :tup: