xx means Cancel.
So cr.mk xx HK Pinwheel means cr.mk canceled into pinwheel.
xx means Cancel.
So cr.mk xx HK Pinwheel means cr.mk canceled into pinwheel.
I’m having trouble dealing with pressure. Against characters like Ken, Yun and Evil Ryu, I often find myself having to just sit there blocking and wait for them to try and throw me, or make some other mistake that lets me get away and continue zoning. Sometimes, I can push them away with EX pinwheel, but they either SRK through it or predict it and block for a massive punish.
tHats the crutch with juri. reversal ex pinwheel Is soo do or die that is hard to not want to do it, you gotta makes good read or punish with that or block till you’re in a good range or even try to counter, and get out that way.
Any particular parts of their pressure giving you trouble?
EX Pinwheel can be FADC’d. 3 bar but it’s worth it rather than eating a full punish.
Well, for example, when a Cody just sits there and keeps punching me, eventually I’ll try to break out of it, or catch him off guard, only to eat that short “something into Criminal Upper” combo. If he blocks the EX Pinwheel, I’m even more screwed. That’s just for Cody, I end up in that position against a ton of characters.
Against Cody, after 2-3 punches you can focus backdash. Takes practice to see where you can do it though - it’s after you’re a certain distance away from him. Plus it’s probably possible for him to option select a ruffian kick, but I’ve never had a Cody do that to me.
Also EX Kasatushi
Juri rushdown is very very risky and should be tried only against spammers or pure zoners characters. Never try to rushdown a calm player with a good DP.
I don’t use the s.MP that much cause if it gets on close version, looks like you don’t have the time to cancel into Fuhajin charge.
Imo, you can already win many games just by “L fuha release , AA xx L Fuha charge” loop.
One of her best AA combo is j.mp, st.HP xx EX Senpusha (or L Senpu / fuhajin charge (and medium release in corner) for meterless). And if you get used to it, this AA combo beat Adon divekicks.
Kasatushi is a good option if you don’t know which AA to use or the jump being amibguous or cross-up. Mind to never use the H version though, it is very easy to punish.
For corners, starting with cr.MP is a great option as it has good active frames. It makes it easier to hit and can hit some jumps whereas I always have problems beginning with cr.mk (it always looks to whiff but visually, my foot is hitting). Also cr.MP xx fuha release, cr.MK xx fuha charge is safe combo in corner, use it against characters with weak reversals. If you see the opponents getting hit, you can replace the charge by senpusha for max damage and time to recharge fireball freely.
Against chars with good reversals / DP, don’t fear to keep a distance and just zone with fireballs in the corner ; the M version can punish some jumps and pokes, the H version too but if you want to hit a standing char, you’ll need to be closer.
To get used to fuhajins, you need to get when you can safely charge’em. With time and training, you’ll notice that Charge can beat some moves and jumps. You can also counter a projectile but once more, don’t try it against a quick projectile caster like Ryu. It is safe only against Rose/Dhalsim long rangefireballs.
But remember that charges are safe on block, can bait some knocked down opponents. Most of the time, you can charge after AA.