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Super Street Fighter 4 juggle mechanics guide by Pokey86

Posted by Catalyst
September 5, 2010 at 7:24 a.m. PDT
Pokey86 created a video showing the properties of the juggle system in Super Street Fighter 4. The video is fairly technical, and it's the kind of thing you might have to watch 2, 3 or 10 times to fully grasp it.

But if the inner workings of the game are something that interests you, proceed.

There's also a post here which provides a bit more insight into the juggling abilities of each of the characters.

Comments

Struggs's avatar
Struggs said on September 5, 2010 at 7:28 a.m.

Head... spinning... can't... make it... stop.

You need a PHD in astro Street Fighter physics to understand this stuff.

#1
R4HU1's avatar
R4HU1 said on September 5, 2010 at 7:57 a.m.

WOW! MINDHASEXPLODED!

#2
Default avatar
hetisvet said on September 5, 2010 at 8:01 a.m.

You still need to learn all kinds of properties of moves so it's the same as just learning what works I'd say.

#3
Default avatar
TheParryIsPro said on September 5, 2010 at 8:25 a.m.

that was actually fairly easy to understand. ^what he said

#4
TheMasterPlayer's avatar
TheMasterPlayer said on September 5, 2010 at 8:36 a.m.

I just want some combos! lol

#5
Timefall's avatar
Timefall said on September 5, 2010 at 8:38 a.m.

just learn it by doing..jeez..

#6
x_Who_Is_Alpha's avatar
x_Who_Is_Alpha said on September 5, 2010 at 8:47 a.m.

Well he did a damn good job explaining the system, I have been playing since the game came out but I never completely understood the juggle system. I just went with "if it juggles it juggles" but still I was aware that some moves had more juggle potential than others.

#7
Default avatar
Jaf said on September 5, 2010 at 9:23 a.m.

Good watch and read! I learned you can juggle into Rufus' Ultra 2 if you do it as early as possible after far s.HK or if you do a late jump in HK and only the first kick hits (and they're airborne)

#8
Default avatar
BisonBetterBeGoodInSSF4 said on September 5, 2010 at 9:30 a.m.

pretty hard to learn, but to me frame data is a killer lol.

#9
DomDaDude's avatar
DomDaDude said on September 5, 2010 at 9:35 a.m.

MATHS!? oh come on

#10
Existent's avatar
Existent said on September 5, 2010 at 10:48 a.m.

I gave up on it at 3 minutes after I realized that I could get more for my return by, you know, playing and stuff.

#11
Default avatar
Yun said on September 5, 2010 at 10:56 a.m.

Damn jesus christ, too much talking for that??

E=MC² - Shoryu, AFUHC; GOICJ, UIFGE

#12
Default avatar
Zeidust said on September 5, 2010 at 11:03 a.m.

When it comes to all fighting games, the juggle system is what makes or breaks a fighting game. If a games juggle is too loose allowing almost game breaking infinites then it might be abandoned; if the system is too tight, then it is somewhat boring. I really love how they worked it in SSFIV. It was an improvement on SFIII. It always bothered me that some characters had so many juggle options while others had maybe one.

#13
Default avatar
giefgrief said on September 5, 2010 at 11:31 a.m.

interesting. wish there was a character specific juggling video out there besides c.viper

#14
JIHADJOE's avatar
JIHADJOE said on September 5, 2010 at noon

That's awesome!

Knowing the JP data on moves will give you pretty good idea of what will work and what wont, in case you find yourself in a strange situation during a match.

#15
rpgfighter's avatar
rpgfighter said on September 5, 2010 at 12:20 p.m.

Juggles in super?

Heh go figure.

#16
Default avatar
Throwryuken said on September 5, 2010 at 12:33 p.m.

I love the "super understanding Streetfighter scholar". I also love how old school players beat him every time. Compute that

Knowing helps to a certain degree but it doesn't win for you.

#17
Default avatar
Shredelicious said on September 5, 2010 at 1:19 p.m.

@8

It's actually after the second hit. ;)

#18
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Paine said on September 5, 2010 at 5:54 p.m.

And that's how Yun's GJ is going to function. It's probably going to be given a JPX value for all his normals, but most likely the combo that can get them airborne will be around JP1 or JP2 so once the Ultra is done with, I doubt you can hit them. I wouldn't think he has any JP3 moves tbh.

#19
Default avatar
Felecorr said on September 5, 2010 at 7:03 p.m.

Gouken And Makoto combo's at the end were god tier.

#20
Default avatar
Sairus said on September 6, 2010 at 6:53 a.m.

Wow, that was fairly friggin in depth. I doubt it'll help my ability to juggle any, but it's really interesting seeing how the system works!
And as stated, those combos at the end... kwahoon.

#21
Default avatar
Pokey86 said on September 6, 2010 at 6:46 p.m.

@18

No 8's correct, if you only hit the first hit of his jump HK rufus's Ultra 2 will connect.

@17

Are you referring to me? I never claimed to be an elite player, i'm good with combos but i have poor footsies. That said i didn't make this video to show how big my e-penis was.

---

& yeah i understand it's very confusing, but honestly this is the simplest i could make it.

Thanks for watching.

#22


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