I’m not interested in debating this, as it’s rather insignificant. I’ll try to add something more constructive to the topic at hand.
Pretty much all of Juri’s moves are useful, the least useful being far standing HP and close standing HK (also neutral jump LP/MP/HP). One of the hard things about playing Juri is that although she has a nice set of normals, you need to be smart about how you use them and press the appropriate/optimal one in various situations (and also recognize when you shouldn’t press one) to get results, especially because we have a below average walk speed to work with. A lot of times, when I’ve reviewed my matches, my mistakes tend to boil down to small things like “should’ve used far MK instead of standing LP here”, “should’ve used crouching HP instead of crouching MP here”, “should’ve just dashed here”, etc. Far MK has a great hitbox for various purposes, but the thing that holds it back is that it’s not cancelable. Just because of that, if you have an opportunity to hit with crouching MP or crouching MK instead, it’s worth it to use those. Cancel into Fuhajin store (anti-air) or Fuhajin release or Senpusha (vs ground). The reward for landing that hit becomes much better.
The whole point is if you have a choice in which they both will hit you should go with mp. If mp will whiff, go mk. I feel that people will use mk at times they should use mp… Or hp…
brain explodes. What situation? I gave a list of reasons why you should use mp. You haven’t given me any response to that. You haven’t told me how mk can be superior in a case where they both hit.
The question isn’t why mk is good. The question is why is mk a better choice over mp in a time where mp will cleanly hit
far mk trades less, has better priority, just as many active frames (5 to mps 6) and trades where cr.mp is sometimes beaten outright. Its often a safer bet than cr.mp from certain angles against certain jumpins etc etc everythings ambiguous theory fighter yay, this is actually pointless lol.
There is no reason to give up 30 damage when the risk is equal. If you’re SURE your attack will hit you should go mp. If you’re not sure use mk. I don’t see why you wouldn’t.
For real. I get trades or stuffs way too often (e.g. like the one at 1:02 of this vid). It’s a reminder that I have to play the wakeup game a lot smarter than I do.
Same thing with wakeup teles, which I really shouldn’t be doing anymore. :lol: :sad:
Has FSE sekku always traded with Honda’s wake up reversal U1? Sorry for the noob question, I dont use U1 often against Honda and that trade won me a game a couple days ago.