Rose should be a lot easier now since they nerfed her a lot. U2, c.MP, far s.MK, her meter gain from Sparks, etc.
Kaiten Izuna OS? What is this? I’ll go check the guy forums.
Guy matchup feels pretty even to me; neither has good options against the other once knocked down. I’m new to Juri but I session with a solid Guy player on the regular. From what I can tell, his improved s.MK is a poke he can use liberally against Juri; it beats just about all her footsie normals clean and I can only whiff punish it with a guess-sweep (maybe c.MP can work too) or random fuhajin store. If he has meter, EX run-slide will go through any of her fuhajin zoning, EX or no, and scores a hard knockdown for Guy.
Sure man, I’d love to play, XBL in the signature feel free to add me. Hopefully we both learn something. Although I can’t claim any sort of top status in the game, I feel like I’m a good opponent!
I haven’t seen any KD tactics with guy that have been frustrating so lay that beatdown on me!
What is the deal with Ken’s Shoryuken? Can someone explain to me why I can’t punish it with c.hp > EX Pinwheel? I wait till he has hit the ground and instantly try to punish it only to get hit in the face with another one…
Punish Faster.
explain her cr.mp and far s.mk nerf to me please. i never really kept track of her nerfs besides ultra 2 being ass now.
c.MP has a bigger hurtbox and far s.MK lost a lot of range - in Super, the hitbox went as far as the point of her foot. Now it only goes as far as her ankle.
Mike. Rose is an annoying match no doubt. Most rose players are not good rose players. They’re all offense + reversals. Most rose originals from vanilla are gone. All that are left are people who play her because of ultra 2.
With that being said…
I have pretty good success poking rose out of c.mp now. I would test it for yourself. Training room cmp xx drill traps and practice stuffing it. It might be rose players aren’t timing it well but ive been far mking them more after drill and you can ex pinwheel her drill. Just gotta time it till after it becomes active I believe… On the thrust. Again. Training room.
Zoning she can’t win. She can just build meter an annoy you. Obviously dive kick her fireballs and reflects Her slide is great to cover ground and can stuff fuhajin release. After a reflect they wanna rush in. I like to counter away.
When she has orbs you cant run. She’s faster. Just block. The worse that can happen is a throw. If you’re on offense a ex low will beat it clean, maybe a regular low will also. Orbs ain’t shit.
I personally keep distance until a kd. Then I start looking at what they’re doing on wake up. If they back dash you can option select her.
C.lk, ex pinwheel, c.lk xx mk pinwheel.
You time the ex pinwheel well enough and on block it’s just a s.lk. If they backdash the first lk they get caught. If they ex spiral they get caught.
Obviously you fuzzy guard when you think she’s gonna block. :3
Just some basic advice.
I think it was stated before this but ex high fireball takes out both orbs.
I think it’s the other way around. The remaining Rose players are either newbies, or those that stick by her despite the nerf on U2 (ie the OGs/U1 users). Those who were spoiled by Super U2 and don’t like the loss of invincibility in AE U2 are those who switched to someone else.
Huh…came in here for Rose, and I guess I’m frustrated with that matchup because my friend plays Rose all the time and I have all the trouble with him. Feel like I can’t get in, or defend when he starts rushing me down. But c.mk actually works? hnnnngh Seems like it varies if you play the same guy too much.
Or it’s just a bad matchup.
guess i have to sit in the lab forever then, blarg.
I want to say its a bad matchup, between cr.mp, slide and drill it feels like way too much frame trapping to deal with. Reversal ex pinwheel keeps trading with everything, her grab is practically unavoidable, has some sort of vacuum magic on it and her normals practically always beat Juri’s.
Although if you dont give her room to breath you can gain some momentum, if they start doing the runs on you its really fucking annoying to deal with. Its a doable matchup, nowhere near as bad as lets say Honda/Fei/Twins, but theres something there that makes it not feel 5-5.
Anyone have any tips for the adon matchup? I can’t get through to him at all. I feel like most adon players are really stubborn and won’t let me control their momentum. Some are just jokes with jag tooth and a stupid followup. But the ones who can jag kick, fuzzy guard, and stuff is like the biggest killer for me. His whole character annoys me. Plus his weird jump arc. I don’t know what to do.
I dunno, I usually keep Adon out. And when he gets desperate I punish him and bait stuff. If he gets in I just play very safe and defensive.
I like to get in and close. You should know me by now. I’m all about frame traps. But I guess I should zone because he’s better up close.
Juri only has one option against Adon’s Jag Kick frame traps, which is to dash under them (a pretty big risk), they break armour so no counters and they beat pinwheel clean. Option selected normals dont work either and it catchs backdash and jump back moves, needless to say it literally covers 99.9% of your options.
Keep him out to begin with but when you get the chance to start some oki on a knockdown you might aswell take it, chances are with EX jag kick and EX jag tooth he will eventually get in on you so id support the method of rushing him down too. Its certainly a 5-5 matchup, doesnt feel gimped like Rose does (…fuck Rose).
lol k thnx. I need to find some adon players. Yea dash under works but I’ll have to work on the reaction for it. Also I’m not a big U2 fan but I’m guessing you could U2 on reaction for the jag kick pressure. Just a thought, haven’t tested yet.
It probably works but then again you might aswell be mashing ultra on his strings, dash under you need to do in anticipation aswell, reaction is nay impossible. Though what might work is activating FSE just before the jag kick hits you, use the invincibility to go through it and get a really beefy punish, im at work right now but im certain that should work, ill test it later but 100% sure it works. Its unsafe but safer than Ultra 2 which can otherwise lose you the entire round with the amount of time they get to prepare a punish. Theres other benefits you get from activating, such as the pause button effect, can catch them jumping or see what their next move is, its scary to punish it because they cant see where they are in perspective to what they can punish activation with, and your mashing on pinwheel for all they know as your next move so more often than not they do nothing anyway, still unsafe though.
Oh wow. Didn’t even think of something like that. And btw just fought a Rose… Yea, that’s all I’m saying
I think there is only like 2 frames of invincibility in FSE activation. You gotta be lucky to do it on time.