Okay…Juri. this cirque du soliel bitch has got to go! Before when i played and lost to her it was apparent that i simply didn’t know the match up so it didn’t matter the opponents skill. They have juri and i lose. Now, while i still don’t know the match up, my fundamentals are much better so I can be the lower skilled ones. But I fought one last night (quite skilled) and it really seemed unfair. She has lots of high low options on your wake up but on her wake up, that ex pinwheel is just too damn strong. It’s like a rotating forcefield of pain screaming out, get the HELL off me! So i can’t get any pressure going. To me its worst then srk because atleast you can make that possibly wiff after cross up tsurgi. Not pinwheel, no. Can’t neutral jump it , can’t back dash it. And she can mash it. What do I do?
There’s standin hk setups that stuff it in our favor. If they have meter bait them into something on wake up. Ex pin is super punishable block/miss. Her other options are easily destroyed by makoto. Don’t jump at her on wake unless you’ve trained them to block or are safe jumping. I had 100% win rate against her until I fought a really good one but once u learn her tricks it’s not that hard imo.
What h k setups? And you say they beat an ex pinwheel on her wake up?
Ultra 1 only has upper body invincibility so sweeps always beat it.
Another question, how can I tell if I properly backdash cancelled?
I should have worded it better. They trade with it. I don’t know them of by heart cause I much prefer safe jumps and baiting on her wake up.
You dont really need setups for s.hk on Juri’s wake-up just as long as it’s not super meaty it should trade with ex pinwheel heavily in your favour. Safe jump os u1 also works well against Juri, it’ll beat out ex pinwheel and tag her backdash. The only problems I face against competent Juris is working my way around her fireballs and defending against her Feng Shui Engine.
Do we have a consistent anti-air for Cammy? When she dive kicks she is in the air for daaaaaays, is MP Fukiage our best bet even though it can still be beaten? I know if it’s meaty you can Focus dash away. I was playing at a friends house, completely forgot that I had MP Fukiage. I wasn’t really thinking much last night.
Jump back HP and Fukiage are the only consistent AAs I know of against that bitch. Technically Cammy has a no-fly-zone against Makoto with perfect play and reactions, but it’s so discouraging to eat a 300+ damage combo into knockdown after failing due to lag or just plain late reactions
[media=youtube]Vtx0Wq17r2M[/media] Does it work in 2012 patch?
The backthrow ones don’t work anymore.
So… You can plink two standing MP’s?
How does one input this?
Hit MP a frame before LP. If you do it right, with inputs on in training mode, it will look like this:
LP MP
MP
Essentially, just hit LP and MP at the same time, but start with MP, if that makes any sense.
The back throw dash ones don’t work or none of them work (i haven’t been in training in sooo long), cause i used to do backthrow, crouch roundhouse
for the 2x s.MP it’s
LP MP
MP
LP MP
MP
It’s a tiny difference, but it still feels a little smoother coming out. Thanks for the help, yet again, Robokoto!
@KtWdA- A good way to get a feel for how plinking her mp’s works is to first just hold index and middle fingers at exactly the same level and tap LP and MP at the same exact time. Now raise your index finger about 1/8" and hold that position with both fingers. Now by tapping LP and MP at the “same time” you should be hitting the LP about a frame later because of the distance your index finger needs to travel.
Crouching Honda is the bestest to practice her s.mp, s.mp, s.mp on; because you can hit like a million in a row before whiffing.
So AE 2012 is finally on PC, been toying with some of her new technology. (Hey, it’s new to me!)
What do you guys recommend after the safejump setup? (The Backthrow => Dash => j.MK)
I know I should be able to figure this kind of stuff out myself, but I’m very indecisive is all I can say. Is there an option-select that’s good to use? I tend to go for something like j.MK => cr.LP => st.LP => s.MP => (EX)Hayate/Oroshi but obviosuly that’s not so great if blocked.
OS cr.HP into j.HK as your safe jump; cr.HP works on almost everyone. IIRC, only Seth and Chun-Li can dodge the cr.HP, maybe Makoto. I prefer to go into st.MP immediately as you have enough time to hit-confirm off of the jump-in + the one st.MP, so you get more damage off that. If the st.MP gets blocked, at that point, you have a lot of options:
cr.LK xx EX Hayate to frame trap/target jumpers or throw mashers/play high/low
st.MP xx EX Oroshi to frame trap/play high/low
Blockakusa to target blocking, or st.MP xx Hayate Cancel, HK Karakusa if you wanna get old-school with SSF4 Makoto
st.LK xx Hayate Cancel, EX Karakusa, to target people hitting buttons so as to not whiff a Counterhitakusa …
Fukikusa to target jumpers/backdashers
Bait reversal by blocking momentarily into f+MP CH combo cr.LK xx EX Hayate if they block, like a shimmy
IA MK Tsurugi to target throws/crouch techs
Kara-throw into look for neutral jump Fukiage AA
Hi there,
I have some questions regarding AE2012.
I’m currently training for a tournament, and it will be my first … I hope i will get on the TOP32 (even if i don’t believe it …) … Anyway, here’s my questions :
- i have trouble doing consistently the 4f safe jump after the backthrow (backthrow > dash > NJ MK). Is there a specific timing or something ? because i get thrown out of my jump =/
- Is there new setup since AE2012 ? does the vryu videos are still ok and working ?
- <noob_question>does the HK tsurugi has to be blocked high ?</noob_question>
- Does anyone 's got any advice for my first tournament ?
- Does the “ridoukan bible” will have a new version ?
- If i remember well, robot makoto said that he was preparing some videos tutorial or something … any updates ?
Thanks a lot : )
-Which character are you trying to do the safe jump on cause some characters have different wake up times. Sagat seems to also need a different safe jump set up I think but I can never remember it.
-Set ups all work the same except for ones off of back throws.
-HK Tsurugi can be blocked low. It isn’t an overhead, EX Tsurugi however has to be blocked high.
-I don’t want to destroy any confidence but…you will do bad, just try not to concentrate on making your opponent get mind fucked. You aren’t known at all and as a result your Mak probably won’t be feared, keep it to a simple game and stay in control of what you’re doing. But just try to take in the experience of a tournament so you can prepare yourself for the next one…
As for the last two questions, I dunno.