WickedElement 🍻 retweeté

The only thing I would add to this is (and this is just my OCD talking and a personal major nitpick of mine) that there’s really no such thing as a “Juggle State”. Even in Alpha 3, there’s no actual “Juggle State” outside of a very few specific examples. They’re all actually just KnockDown States that are all exactly the same and allow for Juggles. There’s no such thing as a “Juggle State”.
Whether you can Flip or not is determined by a single factor: does the attacker return to Neutral State while you are in the air? If so, you can Flip. If not, you can’t Flip.
(There are a lot of details to this rule regarding corners and lots of other stuff to make it work, you can see the entire Flow Chart in my FAQ under Section 8: Juggling: gamefaqs.gamespot.com/arcade/564869-… )
In general, for Street Fighter, there’s basically no such thing as a “Juggle State”. I know people use it for convenience, but Juggle State is very often exactly the same as a Knock-Down State. Sweeps are often the main exceptions.
Here’s a video all about how Juggling in Street Fighter has worked from Super Turbo ALL THE WAY to Street Fighter 6. It’s all been mostly the same system the entire time, shockingly enough (excluding the III series and Alpha 3):
“What Are The Juggling Rules In Street Fighter? (Applies To SF6, Too!)”
youtu.be/dK9NS26OwII

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Kyokuji@KyokujiFGC
Quick video on how Alpha 3 added depth to the simple act of getting hit. The tech flip/roll recovery system is something that we only saw a single time in a SF game, and I think it did a lot to make soft knockdowns both more interesting and less potentially round ending.
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