Basic Q&A Thread

Okay, thanks guys, this stuff really helps. Now I do know when I'm doing a JF when I'm practicing, so that's a good start.

Frame data is mainly important for priority and recovery times I guess? The fact that 236:B launches the opponent more than 236B isn't expressed in frame data then?
 
236:(B) removes the air control ability from a juggled opponent, and re-launches. It makes certain combos possible that are otherwise impossible without it; for example:

33B A+B 236:(B) 4BB:A

-Idle
 
ah alright. So, what I get from it: to summarize the physical difference: both 236:B and 236:(B) cause the opponent to lose air control, as opposed to 236B and 236(B), which makes it easier to do some juggling. Damage wise and frame rate wise it all stays the same.

Assuming it will take a while before I can consistently hit the JF's, I should just try to use these moves, and whenever a JF comes up, I should follow it up with, for example, 4BB:A, or other juggling moves, and if it's not a JF, I should just block or do something else less risky.

Is this correct?
 
236:B does not remove air control, only 236:(B) does. The combo Idle suggested only works with the 236:(B) version. 236:B is the flashier version of 236B.

You can also practice 236:(B) juggling by going into training, setting the attack properties to counter and trying out the combo: CH236:(B) 236:(B) 236:(B) 4BB:A
 
Alright. So to conclude this (again), as opposed to what senzait said, there is no difference between 236:B and 236B, except visuals. The difference between 236(B), and 236:(B) is the fact that the JF version has juggling opportunities.

To pull off 236:(B), I need to press and hold B at the exact time when my control stick hits 6 right?
 
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