Actually that 8-2 vs Akuma is very well justified for a number of reasons, at the most fundamental level for example, Akuma who has really low health and stun vs someone like Yun who has high damage output, high reset potential and EXTREMLY high stun values on his moves. Its actually something that gets overlooked alot, but consider that Yuns divekick does 100 stun unscaled and that his Medium Punchs all do 100 stun, if your a poor soul who gets hit by 4 medium punchs it wont take alot to stun you after that, and the stun state is a terrible mixup to be under vs someone with that kind of command grab…game over.
Hey guys, any idea on the Oni match up? He’s and E. Ryu aren’t listed on the front page for some reason…
heh no I got that, I just figured that it goes both ways considering how good Akuma’s mixups and Oki are, Akuma can probably get a stun on Yun in a few combos/resets too. Not to mention that Akuma has some of the best options to avoid mixups and wake up pressure where Yun’s options are average. I honestly see it as a 6-4 to Yun, then again I dont play any of those characters well enough to be a fair judge.
yeah my bad on that, Honestly I cant give any advice on those 2 matchups as I’ve yet to play a good E.Ryu/Oni, and I dont think I’ve seen any posts here discussing the MUs against them.
and I havent really updated this thread with AE info, I’m working on a few uMVC3 threads atm, as soon as I’m done with them I’ll skim the Juri forum to find info to add about the AE Matchups, or maybe just till v2012? idk…
I guess it doesn’t matter till 2012 too much. Probably gonna drop this game after the patch anyway if Juri doesn’t get any solid buff’s. Thanks anyway
If you’re fighting Onis just go into training mode against CPU… Once you learn how to recognize Oni’s mixup speicals - M/H slash, EX slash and EX stomp - he’s pretty much just a weaker version of Ryu. Very basic, he’s only allowed to be gimmicky against people who don’t know how to fight him (I’m sure we can all relate to that). His fireballs are slow so you should be able to divekick on reaction all day. Remember he can only FADC uppercuts if they /hit/, not if they’re guarded. Because of this his wakeup is terrible, you can often get free pressure, and if it turns out they’re actually pretty DP happy you can get rewarded huge for punishing. Remember to punish a bit early though, his DPs have quicker recovery than the other shotos (though they’re still horrendously unsafe of course).
As for Yun… Even playing a bad one for the first time, I think my blood pressure went up just from fighting him. Yun with super is just absolutely stressful because any hit can be 60% into 50/50. Against Juri specifically, EX Lunge is great for punishing Kasatushi, or at the very least getting back in your face for free. Basically everything he has will trade or beat EX Senpusha because of his priority, and he can upkick all day with basically no threat of a big punish. And of course, with Kasatushi being the closest to a reliable ‘reversal,’ his command grab just becomes even scarier.
re: Kazunoko, I think Juri being as ‘high’ on tiers as she is, is because of how little people know about her. People don’t know the timing to properly punish L Senpusha like they learn very quickly vs similar pressure moves, people don’t know her frame traps, her cross-unders, or that same cross-over EX Kasatushi HK Ultra thing everyone uses. Against someone like Kazu who actually knows every character well, none of Juri’s incredibly unreliable and unsafe gimmicks would work. Every even marginally incorrectly spaced guarded dive kick would be punished properly, same with L Senpusha. To anyone who actually knows her tricks and plays someone better, yeah, I don’t think 8-2 is a stretch.
You’re most likely going to come across 2 different types of Oni players: There’s the solid typical shoto type style, who will zone you out with a tonne of different fireballs and use his (godlike) normals for keep away, footsies, anti airs etc until he builds enough meter to heap on the pressure and get some good solid burst damage out of you (similar to Juri, I guess). Then there’s the “I don’t give a fuck” Oni players that are going to get in your face from the get go and try to put you in as many 50/50’s as possible. I find the higher level the Oni player, the more he plays to the former.
While he has a ridiculous oki game, you have to remember he’s free so long as you guess right/block. Any blocked crossup slash is punishable with pretty much whatever you like, RH Slash is -8 on guard, EX is -10. Short Slash is -2 (safe on block) and Forward is -4 so if you block these, don’t try to punish (these don’t cross up either). You’ll find most Oni’s won’t use his RH Hammer (the jumpy overhead looking thing) as the startup is a joke (30f). Short (18f), Forward (18f) and EX (23f) are very usable though, but only EX is an overhead. These are very punishable on block too, Short is -7, Forward is -6 and EX -9 (RH is -1 but as I said, I doubt they’ll use it). Try and bait out as many DP’s as you can as he can’t FADC on block, so again he’s free. All his FB’s can be punished with a dive kick quite easily too. He does have a very good kara throw, and can gain ground on you without jumping quite well with his step kick (watch out for Demon cancels out of the step kick and the kara Demon in blockstrings too, can also do in the air but pretty useless). Air dash - Tatsu cancels are a good tool but incredibly hard to space so only the very high level/very confident Oni’s can really scare you with that. Another thing to look out for (and I learnt this the hard way, unfortunately) is Ultra 1 at point blank spacing… If he doesn’t combo into this, you might presume “Oh it’s a projectile ultra, I might counter, taunt (I do it, lol) and punish OR I can just EX Pinwheel”. Don’t do it, you’ll get hit by the full animation. It only becomes a purely projectile ultra at a certain range.
In terms of playing the matchup… It’s probably a 5-5, maybe 6-4 to Juri (due to his oki and our wakeup though, I’d stick at 5-5. He can ruin you if you guess wrong). Punish him for throwing fireballs with dive kicks. This way you limit his meter building and you’re in on him for free, and he doesn’t really have much on wakeup. His DP is 3 frames, so while it may be enticing for him to throw it out, and scary for you to go in on it, remember if you block it he’s going to take some serious damage. If he knocks you down, try to keep calm and pay close attention to what he’s doing: block and punish cross up Slashes, block and continue blocking/try to run away after a front on slash. Block and punish or counter out of his Hammer. He has a great set of anti airs for multiple ranges so don’t just jump in all day like a spastic. If you know your FS.RH range quite well, try to stay around this area as you can virtually get a free crumple on his command normals (-> Fierce and -> Roundhouse) which are quite similar in rage to our FS.RH. Respect those pokes though, because they can catch you off guard and they hurt, too.
I think that covers it. Let me know if I got anything wrong
Oh, also… @Blaze: I came on this thread recently for some info on the Ibuki matchup and there was nothing there, so I headed over to the Ibuki forums to see if I could sneak any info and found their matchup thread to be very well organized and a similar set up on ours could work really nicely (maybe for 2012?). Basically they have a legend of character specific info with dot points that’s listed with the information so you’re as informed as possible. We could do a similar thing, which would basically be a combination of Mike’s “what works on who?” and Kail’s fuzzy guard threads, on top of this one, eg:
- Does S.Jab hit on crouch?
- Does mid screen, full BnB Pinwheel combo work?
- Can we dash under their Fireballs?
- Is Fuzzy available?
and then for each matchup just apply:
- Yes
- No
- Yes
- Yes
or something similar. Just an idea.
Anyways, sorry for the essay TL;DR etc etc.
haha Shinkada, too quick for me
Thats definitely possible, and its probably the best way to do this so that the thread will be as useful as possible.
Assuming all the info thats needed is available in Mike’s and Kail’s threads it shouldnt be too hard, just a tad time consuming. However like I mentioned before I’m working on a few other threads atm so this is on hold till i finish the first ones.
Support is also very appreciated coz I do have other things to do (2 jobs+school+random stuff) so If people want to help just organize whatever info about said character (you’re welcome to add stuff to it too) and PM it to me so I’ll update the First post with the new organized form. All I ask is that if you’re working on a MU let me know so that we dont have everyone working on the same one. If you Juri fellows finds this a good idea then we can start asap and I’ll put the name’s of people working on MUs in the first post so that people would know what MUs to work on if they wanna help.
Opinions on this guys? Am I gonna get some help with this?
If anyone does use my fuzzy information it’s important realize a few of the fuzzy resets are very difficult to hit so it might not be best to include some. Maybe I should revamp it with a ratings system.
I was thinking about that. Is it possible you could sift through all the different set ups and number them? This way, for example: if you had the Sakura fuzzy set up (S.Short reset, FADC, J.Strong for those who don’t know) as, say number 9, we could have that list along with the legend and then refer to said setups in the matchup description. It’s still easier than trying to sift through a few threads (especially as some fuzzy stuff is only in your thread which isn’t sticky):
Legend:
[details=Spoiler]
<Kail’s fuzzy list here>
1.
2.
3. After sweep knockdown - Short/LK Pinwheel, Instant J.Strong/MP.
4.
5.
6.
7.
8.
9. Crumple or Air to Air Reset w/ S.Short/LK, FADC, J.Strong/MP.
10.
- Does S.Jab hit on crouch?
- Does mid screen, full BnB Pinwheel combo work?
- Can we dash under their Fireballs?
- Is Fuzzy available?[/details]
Sakura:
[details=Spoiler]1. No
2. Yes (Short Pin only)
3. No
4. Yes - Setup/s: 9[/details]
Balrog:
[details=Spoiler]1. No
2. No
3. N/A
4. Yes - Setup/s: 3, 9[/details]
Something like this, so you can get all the information you need from 1 organised, sticky thread rather than sifting around for different information. If someone picks a character I’m not really familiar with, I’m normally straight on to my phone and SRK so I can do a turbo lesson on the matchup, so it would definitely be helpful to other people who do this too.
Thoughts?
Second this motion. Strats need to reviewed and updated. A top ten fuzzy list would help out those who want to use it in battle or before a match up.
I’ll team up with Kail and try and put most of it together and help you out, if that will be of any use. Any other help would be much appreciated, though, and that’s if Juri’s are keen for something like this.
Hi all. After blocking Cody’s c.LP > c.LP > c.LK > Criminal Upper LP block string, what is the best course of action?
Criminal Upper LP is -5 on block so it is possible to punish with a far LK > Pinwheel. But personally I found it very risky as it is a 1-frame punish, and if the pinwheel is blocked, even the LK pinwheel, it is punishable by Cody’s retarded c.LK > Criminal Upper, and I then need to deal with real/fake cross up on wake up. Also I found that back-dashing or not doing anything is a bad idea in this match up as Cody can keep his highly damaging pressure on.
Probably is made safer with distance. So that -5 can be tricky.
Just block afterwards… That’s what I do.
Far mk. 5 frames of gdlkness
Too far for the first hit
The only punish is far lk, nothing wrong with just not cancelling it into anything though, can stick another one out if your in range of another, get 40 damage and frame advantage off of it if it hits. In 2012 with meter its probably worth doing far lk xx pinwheel FADC to hitconfirm a better punish or start some offence if you miss the punish, so that will get better in time. Buffering cr.mp into pinwheel for footsies gets good results too, think it catchs crack kick, slide and ruffian pretty well though i forget. Kind of have to take a risk on a reversal for Cody offence though or stick a normal out when he starts getting out of range to try reset the situation. Zoning doesnt work in the matchup due to rock archs and EX crack kicks. And you might want to consider crouch teching with cr.mk so that you get under frame trap Ex Zonk and can punish with poke x pinwheel.
Think the matchup will be 5-5 in 2012, but it is in Cody’s favour right now, purely because of his high damage and stun capability and Juri’s lack of.
I find this to be one of juris easiest matches. It’s a first blood match. Both parties have tools to murder the other. Cody does hit harder but juri can maul Cody.
The first kd is very important.
In 2012 it will be solidly in Codys favor IMO.
i agree with this. i honestly feel it’s slightly in cody favor just because he has better buttons and damage. and let’s not forget about his gdlk 3 frame low with retarded reach that punish just about everything juri does. and his pressure/frame trap game is on another planet compared to juri. she’s really only scary vs him when she activates FSE on cody while he KD.
I found this to be in Cody’s favour already if the Cody knows the match up, simply because of dat c.LK.
It’s retarded Cody can just keep throwing it out buffering into criminal upper. It beats or punishes everything Juri has even her c.MK or kara throw