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Juggles

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After you launch your opponent into the air (usually via super), you'll get a chance to get more damage with your attacks. Once the opponent is in the air they are in a free juggle state and you can use any attack to juggle them.

 

In FEXL, gravity scaling is added to your combos the more hits you land even BEFORE you launch them with a juggle super. Therefore, different combo routes on the ground give you less or more gravity and sometimes your juggle combo might need to be adjusted.

Once you start juggling, you must time your attacks close together, if you delay your hits too long in the juggle, they will fall out. To use an example, if you use Shirase's "Rensho-Geki" super (qcf.x2 P), you could do jump HK, jump HP.

 

 

 

However, if you tried to do jump HK, wait, jump HP, they'd fall down, even if it appears that the normal connected. 

 

 

 

 

 

 

 

 

 

 

As long as the normals connect relatively soon after each other, then the game sees it as one big chain, even if the normals do not normally chain. For example, after the mentioned super, you can do jump HK, s.LP, s.LP xx s.MP xx s.HK. The third hit is difficult to time and takes practice because you must cancel into run after the first s.LP.

 

 

 

 

If you are having trouble timing the jump HK into the first run s.LP, this is because the delay was too long and the game ended your "series". In order to connect with an air normal and then a grounded normal, you'd have to delay the jump in to hit late enough so that when you land, you can immediately use your grounded normal. From this point, you can chain together other normals to finish your combo.

Take to the air!

BasicJuggleExample.gif
SimpleJuggleFail.gif
RunJuggleExample.gif
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