FJ LP - JP1 / JA1
FJ MP (First hit) - JP2 / JA0
(Second Hit) - JP2 / JA1 [Note: 2nd hit is also NOT an overhead attack and can be blocked crouching]
FJ HP - JP3 / JA1
FJ LK - JP1 / JA1
FJ MK - JP2 / JA1
FJ HK - JP3 / JA1
Forward + HP - JP3 / JA1 (Both hits) [Note: This move is actually special cancel able but only for the last 3F of the move, I guess this is to make f.HP - SRK easier]
Forward + MP - (First Hit) JP2 / JA0
(Second Hit) JP2 / JA1
All Normal SRKs - JP1 / JA1
EX SRK - (First Hit) JP3 / JA1
(2nd and 3rd) JP6 / JA1
(4th Hit) JP6 / JA7
All Regular Joudan Kicks - JP1 / JA1
EX Joudan Kick - JP3 / JA1
All Regular Tatsus - JP3 / JA4
EX Tatsu (all hits) - JP5 / JA1
All Regular Air Tatsus - JP3 / JA4
EX Air Tatsu (All Hits) - JP5 / JA1
Hadoken - JP3 / JA4
EX Hadoken - JP3 / JA0
Super - JP5 / JA6 (only 1 hit box that hits multiple times so Juggle is only counted once.)
Eternal, why not make an own thread for juggle data? That way you can compile them in a huge posts and spoiler tag them for easy access. If you’re finished, I could grant you access to the doc and you could incorporate them.
Juggle Potential seems pretty difficult to actually complete, considering how arbitrary juggle potential and juggle cost/add works for the Tekken side of the cast.
Btw, the Juggle Potential of Launchers are the same as the characters HK and HP. The Juggle Add for Launchers are basically infinity,
Actually juggle add for launchers is 4. You can follow it up with some characters. For example if you did Ken - Launcher - Ryu - Launcher - Ken - EX Tatsu it’d work.
You’re right it doesn’t work I was mistaken but I checked it out and the reason isn’t because of juggles its because when you hit someone with a launcher while they enter a special hitstate called “LAUNCH_AIR” and while in this state they have no hurtbox. So their juggle count is still correct but they are invincible. It’s basically a variation on how there are moves in SF4 that have a juggle potential and juggle add value but can’t continue a juggle combo because they cause an air reset like Cody’s f.MP.
normal wake-up face up is 50 frames total 20 frames grounded then 30 rising except for Orge who rises in 49 frames.
normal wake-up face down is 40 frames total. (you wake-up quicker on your belly) except for Kazuya who wakes up 11 frames SLOWER then eveyone else. Kazuya wakes up in 51 on his belly basically as if waking up on his back.
Quick rise is the same for everyone except Ogre who QR’s in 29 frames instead of 30 like everyone else.
Rolls are 31 frames total and standard for everyone.
it actually takes longer to roll and move then getup in place. Also with the limitations on rolls now it’s usually not the ideal choice to roll.
That’s the standard anyway. There is inconsistentticy like how Julia’s tiger crush you wake-up incredily quick even though it’s a hard knockdown. or hugo backbreaker’s that keeps you down for at least over a full second. I forgot to mention that. though that seems to be hard KD’s only though.
Oh and Zuk could you tell me when Jin is able to cancel from power stance. is it on the 3rd frame right when it becomes active? because if he cancels PS into MA into swaying willow that adds up to…19-20 frames just to get swaying willow out right?
Standard for soft KD I assume, but it’s hard to categorize those anyways since there are also frames involved until you can QR (eg. after juggle. You can only QR after you touch the ground so you also have to add airborne frames since they are technically in knockdown state). As for the QR frames themselves, I think you’re right, tho I cannot say anything about Ogre since I didn’t test him.
I just read it off the strat guide. for Qr I’m pretty sure it’s universal, being KD’ed in the air shouldn’t judge that. Since every character falls the same way and QR’s in the same number of frames (except ogre) should anyway… example Juri’s forward throw knocks her opponent to the other side of the screen. they are down for so long she can dash up to them and still be at an advantage. That’s a long time.
Juggling an opponent may or may not affect a Qr…(it shouldn’t wouldn’t make any sense).
Oh that’s not what I meant. What I meant is that a total number of knockdown frames would change in juggle because of different height and stuff, and that technically they are in air knockdown state.
You are right in QR frames staying consistent.
I think I’m gonna test Ogre QR frames. I lost faith in strategy guide a long time ago.
I tested it several ways and none of em work. The easiest test is actually that Hugo can’t hit Cody’s crack kick once it’s airborne, which is pretty funny because on the same note Cody can’t hit Hugo’s cr.MP with crack kick so it’s the perfect test.
Bingo. Ground bounces aren’t airborne. That is why you can’t do Hugo’s backbreaker after a ground bounce unless you hit them first to put them in a juggle state.
@street11 Your Lei frame data isn’t fully complete! I’ve found a bunch of stuff that you didn’t include in terms of states:
Snake stance:
Lei is considered crouching during snake stance. Except while walking. When walking forward or backward Lei is considered standing. (However, while Cody’s crack kick will hit him and his HK Ruffian will hit him. Neither King’s giant swing OR tomahawk can hit lei while walking forward/backward in snake stance.)
All normal attacks are considered crouching.
Back Turned:
Lei is considered standing.
MP is considered crouching
HK is considered standing until 1F before active then it is crouching until a couple frames before it recovers (not sure exact amount)
Other normals are standing.
Drunken Walk
Lei is considered standing
All normals are standing
Panther (Leopard according to game files) Stance
Lei is considered crouching while neutral but while walking neither “standing only” or “crouching only” moves seem able to hit him. Cody can’t hit with crack kick or HK Ruffian and King can’t hit with either tomahawk or giant swing.
LP/MP/HP are all considered crouching for the full duration
LK/MK/HK Are considered crouching for ONLY the startup of the move. Once active it becomes standing until fully recovered.
LP~MP is considered crouching
MK-whatever chains are standing
Tiger Stance
Lei is considered standing
Crane Stance
Lei is considered standing
MP is considered crouching during the high crush frames. Oddly though King’s Tomahawk whiffs still (but Cody’s crack kick and HK Ruffian also whiff so I think maybe he just can’t be thrown by King’s tomahawk during this state)
Dragon Stance
Lei is considered crouching. In this one however Lei is capable of being hit by King’s tomahawk while walking unlike Snake or Panther.
Play Dead
Lei is considered crouching
At some point during EX Orchid Palm Lei has Projectile Invincibility. It’s not right at startup but its during the forward movement.