It might not have alot of invincibility, sekku is a slow move so by the time it connected you probably hit him on the frame when he wasnt invincible.
You’re right Mike. You have to do the sekku so late that Honda can jump out of it lol.
I watched my replay and tried to recreate it in training mode. The timing is hard to nail down and If you mess up the timing you eat Reversal/Non-revesal U1.
I did (in FSE) Forward throw, dash x3, walk forward a step and a half(very hard to gauge), sekku.
It trade’s with Reversal U1. Beats LK, HK reversal Butt Slam and all Ochio throws. Juri hops over reversal Super. Loses to Non-reversal U1 and all Headbutts and EX ButtSlam.
Probably not the best thing to do lol.
Now that Honda has his Lp headbutt AA back, trying to rush him down in general with Juri is very fucking hard. Especially since Juri gets no Okizeme midscreen with any of her knockdowns, the corner however, bares alot more options for alot more knockdowns. Matter of fact he has a way to go through meaty fireballs on wakeup now (mp headbutt), so its even harder to truely cover a good amount of options. Best thing to do is zone him and get your damage from fireballs, AA’s and footsie normals, dont rush down unless you have to (or he has the life lead) but take advantage of any corner opportunities, because thats the only real time where you can limit what he can do (e.g. being able to punish blocked headbutts, cross him up easier to take away charge etc).
There are setups on kds to take his headbutts away… And also some to take his buttslam away. You still have command throw.
There’s nothing that covers everything that I know of.
Any chance of some help with Ken? I have read the match up analysis but am needing more help. His pokes are hard to deal with and keeping him out doesn’t work for the entire match. Any tricks you guys use that help you deal with this guy? Any help would be appreciated, thanks.
Is it possible to get a write up in the Ibuki section of this thread? It’s the only one blank out of the whole cast. Looking through this thread there was some discussion on page 6, some discussion on page 15, and 1 post from Kail on page 16 on Ibuki. Don’t know if any of that info is irrelevant due to changes in 2012, but it would be nice to have something on page 1 for Ibuki.
The whole thread needs to get touched up. The matchup data is all ages old, the links in the first post quicklink to the old forums (read: nothing), Yang is also a blank post, “Juri makes you look bad” in the first place made me think it was a terrible matchup (Juri making me look bad), etc. But that’s a load of work and should be done by someone with an actual clue (read: not me).
I guess i can do it. Ive fought everyone in the cast and at many different lvls. I’ll work on it as soon as i can.
Tried looking in the Ibuki forums?
[details=Spoiler]
[INDENT=1]**Originally Posted by Shinkuu Tatsumaki **[/INDENT]
[INDENT=1]Her dive kick on block is HIGHLY punishable. Block it, then punish with s.mk -> neckbreaker or whatever and mix it up from there.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]**Originally Posted by Bibulus **[/INDENT]
[INDENT=1]Juri[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Fireballs ? Low Half screen blocked you can neck breaker to beat spamming. You can also jump it with 6MK and Hien. EX neck breaker is invincible to this move for its duration.[/INDENT]
[INDENT=1]Mid ? Neck breaker and slide go under. Hien can still jump with all heights if you time it properly.[/INDENT]
[INDENT=1]High ? This will AA Hien as well as jump ins of every kind. You need to be close and jump before she starts if you want to try and go over this… but everything else will hit her.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Dodging with Tsuijigoe into Kunai works but after she has more then once fireball charged it’s not a very good idea because she can release one after seeing you in the air and punish you.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Pinnwheel - LK MK is free but spacing may be an issue at tip…[/INDENT]
[INDENT=1]MK MK is free on block and neck breaker goes through the later part even on block unless you block it close… there will be a small gap in the block stun because your at a distance[/INDENT]
[INDENT=1]HK sweep or MK on block neck breaker beats the later half of the move from full screen[/INDENT]
[INDENT=1]EX MK on block and neckbreaker does not beat this EX or not[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]MK punish into option of choice with SJC U2 or special cancel[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Divekick can turn into a string… clHK beats all the string options on block and is acombo with HK Kazegiri for 220. This will also punish the divekick if there is no string followup.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]It is possible to block one in front of you where the string will become a block string but you lack the frames to do anything and simply holding back while you mash out HK upon blocking the divekick will punish all string options and be safe with an easy hit confirm combo.[/INDENT]
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[INDENT=1]Counter ? this has the same properties as super armor but it beats target combos. Your only answers are to hit her after she is done taunting and in recovery or use Raida or Neckbreaker to break the armor.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]**Originally Posted by CoosCoos **[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1]Juri: Pinwheels are throwable/stuffable. If it isn’t a spaced lk pinwheel you can punish with st. mk xx neckbreaker/sweep. Free after you normal throw her or neckbreaker her. All dives stopped clean by b + mp or raida. Counter attempts are beaten by wait then hit her hard.[/details][/INDENT]
I proposed redoing the whole thread a few pages back, with added info like the fuzzy list… however, for kail and i to do the whole lot by ourselves would be pretty straining and i’m not sure we would’ve had the time. i do still have the fuzzy list, unfinished but still with quite a lot on it, and would still be willing to contribute to a re-do. just need a few people is all.
I can help with the general design and posting links to the different places and stuff but I can’t do work on the stuff where one has to know shit. :3
Sounds good. If we all pitch in it would be great!
i was thinking of doing a list for safe jumps (in the same manner as the fuzzy list) too. a lot of us know the general idea behind most of them, but there still seems to be a lot of questions via srk, youtube etc about them. i need to get a list of as up to date as possible frame data on each characters’ predominant wake up reversal so under each matchup we can have available safe jumps. any help would be amazing, and i’m already confused about one of them: ibuki ex kazegiri (her dp). afaik it’s 5f startup, yet the forward throw, wait, dash x2, j.roundhouse safe jump (for 5f reversals) gets stuffed. short/lk is also 5f and juri hits her out of it with this setup. similar to adon, juri stuffs his short/lk rising jaguar, forward/mk and rh/hk both whiff, ex she will block. it’s just ibuki’s (so far) ex kazegiri that hits… has it been changed at all?
Hi, my mate was using Honda (I was Juri) and he was doing the Belly Flop Butt Slam (landing next to me) straight into Honda’s grab landing it everytime. is there anything i can do to avoid this? (obviously i can run away but sometimes this isn’t possible ¬_¬)
cs.forward (close standing medium kick) is airborne from startup to active. it’s immune to throws so use that
genkibot wins. ty
TK Divekick would also work, as would neutraljumping (or anti airing the buttslam in the first place)
tkdk risky on wakeup. but vulpes also wins with nj, and as he said you should be anti airing it in the first place. cs.fierce should get out of it too.
(Continuing the Sakura discussion - I thought this was a more appropriate thread)
Well I’ve tested it more in depth, and when Sakura times her jumping fierce right (not too early, not too late) then there’s very little Juri can do to anti-air it reliably. far st.hk and close st.hp sometimes work but you have to be a jedi basically and always be on the right spacing.
Best options I found are still air to air with jb.mp xx dive kick (I find jumping back easier and safer on reaction than jumping forward + jb.mp can lead to a lot more damage than jb.hk). Another interesting air to air is jf.lp. I find that one interesting because it always wins even if you react a little late + you can follow it up with some shenanigans (jf.lp can be followed with either close st.mp to cross-under Sakura or instant air dive kick that can potentially cross her up and lead to Super or even midscreen U2). Those 2 air to air options will beat her early j.fierce, air tatsu and j.roudhouse. If Sakura does air tatsu very early then it might trade but good news is you will be full screen distance lol.
One ground option I found is using cr.lk to modify Juri’s hittable box and avoid Sakura’s j.fierce. I like it because it’s faster than cr.mk and you can also use it to hit confirm. If you do it too early, you will miss but also likely avoid her j.fierce. If you do it too late, you will eat a counter hit. But if you time it right, you can hit Sakura before she’s even able to crouch block. On a side note, cr.lk and cr.mk both lose to Sakura’s j.roundhouse. Which makes this a 50/50 gamble basically.
Also, something I noticed is that Juri can avoid Sak’s early j.fierce with her weird jump arc. Like, you can just empty jump forward on reaction to her j.hp and Sakura will miss 80% of the time. So jf.lk (late) is a viable option imo. This probably loses to air tatsu.
Last but not least is using kasatushi to escape her jumping attacks. That option obviously loses to empty jump throws. But it’s still decent considering Sakura will most certainly abuse j.fierce since that is one of her major advantages in the matchup. And in a way, kasatushi can be used to condition Sakura into using empty jumps more often. Which are easily punishable of course. H Kasatushi could be used to bait her anti-air, then quickly dive kick behind her instead of doing the usual nj.hk. Or instant dive kick in front and follow up with EX pinwheel frame trap. L kasatushi followed by fs.hk or dash throw/cs.mk. M kasatushi followed by pinwheel FADC, cr.mk, Sekku, fs.hk or IA dive kick. I think using kasatushi is better than trying to focus attack dash under / backdash.
So considering risk vs reward, I’ve come to the conclusion that jb.mp xx dive kick and jf.lp are Juri’s best counters to Sakura’s jump ins.
And considering Sakura’s godlike anti-airs and her EX shoryuken, I think I would opt for Juri’s U2 in this matchup. I haven’t had much success with applying decent FSE pressure on a good Sakura yet.
ultra 2 is better for the matchup. i used it pre 2012, but can’t fathom using it now. you also gain the 3 meter fuzzy setup into u2 for around 700 damage from air to air j.strong - reset or 600 from a crumple - reset. that being said she’s got nothing special to stop you from using fse, so it’s really preference. considering the way juri should be approaching the matchup, fse can be good to get your own time to pressure and force mistakes.
still not sure about jb.strong in comparison to jb.rh as it doesn’t have as much reach, so while it may lead to more damage, it also leads to less if it doesn’t hit. will give it a run against my sakura playing friends though.
I was playing vs my friend’s Rose a few days ago and came across a particular meaty pressure tool. I’m not sure if this is already known or not, i did a quick scan of this thread while searching for rose. If you do cl.mk with the right timing you can stuff reversal EX spiral. I don’t know an exact setup for it but i was able to set up a dummy juri to do forward throw -> cl.mk in the corner. In addition to stuffing ex spiral:
-Rose can’t cr.jab out of it
-Rose can’t throw
-Ex soulthrow escapes it (but looks like it can be punished)
- Loses to reversal U2 activation clean
That’s all I tested
I recorded a cell phone video of it that I can upload later. Also I don’t have a proper setup for it yet. The timing is roughly Forward throw -> Dash x4 - > Slight delay -> cl.mk. Only played around with it for a short while yesterday so that’s all i got.
Edit: Here’s a quick vid i did yesterday. Second to last try is me failing at doing rose’s u2.
[media=youtube]kZksmoyeAlE[/media]