Apparently I posted that on Deejay day because I went back and player a thousand of them in a row. It’s the ex sobat that messes up my spacing pace.
Not an unfamiliar match by any means, but after a successful win vs the DeeJay I had to face, next up is Ken.
Thoughts/special tips on the Ken match up? I know the general strategy is keep away (as it usually should be).
most kens can’t help but to jump in or do forward mk to close the gap. bait them in by storing fuhajins so you can anti air or cr.mk their pokes for a combo. if they jump and tatsu, cr.mk blows them up every time even when they knock you down and do so on your wakeup. ken has shitty fireball game so you can reaction HK divekick their fireballs. Once you have lifelead, set distance so you can force Ken to rush you and make stupid mistakes. This isnt for the absolute best kens but for your average ken players and even your advance ken players.
Your worst situations are probably gonna be in his f.mk range, kara throw range, and up close. Ken is pretty easy to block till they start using his two overheads. F.Hk is easier to see coming but is feint-able beware of that. B.mk is quicker but is still pretty easy to spot. From his far mk range I personally like to randomly charge up a Focus attack and hope uses f.mk to get a crumple combo. when hes up close I like cr.teching with cr.mk. Sometimes Ken players will jab you move back a bit then kara throw you which puts you into a mixup with his overheads. If you cr.tech with cr.mk you’ll be hitting him when he tries to play that shit with you.
I dont like pressuring ken. Nor playing footsies cuz His cr.mk is too good to go up against with Juri’s poor buttons.
You know how to zone. Just try to play a good keep away game. Mp srk is safe jumpable not the other three. But most good kens will probably be using mp srk anyway. Cuz its that good. Not much else to add. I think the match is in Kens favor compared to Ryu or even E.Ryu. He has better tools to pressure Juri and we all know how much she likes being pressured.
She does pretty well against Sagat, gief and T Hawk from what I remember
is there any way for me to be able to read whether el fuerte does his splash or his command grab once he goes airborne?
or is it all guesswork whether he’ll do one from the other?
The sound he makes lol. It all sounds like gibberish imo. IIRC he doesnt make a sound when he does the command grab and makes a sound when he starts the splash. You can always FA back dash to try and avoid both. Backdash shouldnt get grabbed but if you mistime it the FA will get grabbed.
You can also just straight up dash forward to avoid either of them. But if he Run>stop then tick throw or Run>sweep you’ll be caught.
I dont know too much about the matchup tbh. I rarely ever see any El Fuerte players.
I’ve played against iPeru online and offline (sent me to losers at CEO 2012 2-1 close games)… Fuerte is a Viper type of character where he has a chance against every other character. His splash can be does running forward or backwards, but his best run grab is done backwards (Tortilla). TBQH, there is no best way to fight a Fuerte. Guess and keep pace with how fast he’s playing and you can bring it to a coin flip. Otherwise he will mix you up for days. Meaty divekicking is good if you think he’s going to ex.Run his way out of mixup attempts, and most of his crossup setups you can dash forward out of like Lion_Jak said. Your choices are Focus, Focus dash, ex.Counter, Block, U1. Try not to get knocked down T_T
Anyone have any tips on Seth. I just got blown up by one who just showed up on my scene at a local tournament. I really just can’t get my head around that matchup because he just has so many tools. All I really need is a basic Meta, something to work off of.
As for Boxer, I have to agree. It’s in Juri’s favor. Right now, I think it’s my personal favorite matchup. A little part of me jumps for joy whenever I see my opponent select boxer. He can’t handle Juri’s fireball game, period.
I use her counter a lot against Seth. If he tries a sonic boom->teleport mixup I just counter the boom and avoid it. Same with his dive kick. Forward or backward, just don’t get caught in a corner and don’t go up. High fireballs are fairly useful to keep him from jumping in, but not guaranteed to hit him at every angle. Maximize damage every time you hit him and, as usual, try not to get knocked down.
Can I have help vs Blanka! He can slides or hops over all of my projectile!
Yea I’ve played a bit of blanka and I find the best way to fight him is to not rely on fireballs. You can counter most of his shenanigans. However, you really need to prove it and prove it well before he will start respecting you. c.hp beats his overhead balls (kinda unreliable for rainbow.) and you can s.mk his slow moving forward balls (the ones where he is just trying to get in front of you to throw.) Just block and punish the EX version. Oh, and practice practice practice all of your punishes, if they aren’t perfect and consistent your going to get overwhelmed.
I find in blanka matches your first goal is to get blanka to respect you. Don’t attack him. Just counter all of his random balls, bait and focus slides, and AA all his jump in attempts. Hops are a bit annoying but he is not invincible during them. So your lk hit confirm combos are an absolute must to learn and master. Unfortunately, I find any store is kinda a liability in this matchup as you need all your buttons to counter what he is doing. Dont’ jump, like I mean it just don’t. His AA balls are just plain mean and immune to crossup, as well juri’s basic hit confirm crossup combos are unreliable on Blanka.
Once he is respecting you the match can actually begin. Meaty c.mk is a good option on wakeup as it goes under his reversal balls. Learn to punish these though otherwise it’s a free escape from the corner. Watch out for wake up ultra’s. Blanka really really likes these. For a noob blanka I like using Ultra 2, as I can guarantee they are going to try the lightning ball at some point in the match, and ultra 2 is free after blocking that. However, if they get smart, play smart, and use the right Ultra, then your gonna want FSE. As it vastly limits his wake up options. If he gets the knockdown just block, seriously. He can destroy you if he catches you trying any kind of wakeup reversals, and all of the EX.PW trades are bad.
All in all this matchup really rewards fundamentals. You do have options for everything he does, so you just gotta work on your defence and keep it rock solid. Watch your blanka matches, learn their mixups and tendencies and practice your punishes. Blanka is a hard sucker to zone (although it is not impossible) so fireballs won’t net you much damage or screen real-estate here, but they are excellent tools for baiting. Don’t fall for his bull, trick him into doing something stupid, and punish hard. This matchup is very winnable.
Oh and one more thing, start playing the game offline. Blanka is a completely different beast offline. Even the tiniest bit of lag can make the difference between countering everyone of his balls, and getting counterhit to oblivion. He gets easier the less lag your dealing with.
So your gameplan basically boils down to “hope the blanka player has no fundamentals and gives you free damage”.
How did you even know blanka is being discussed in here lol? Just wondering.
My Blanka-sense was tingling
I would say blanka can be zoned, you want to stay around 3/4 screen distance, use lk and hk fuha, lk stops straight blanka ball and river run, hk for jump in and rainbow, obviously ex can’t be stopped so don’t become predictable, I use ultra 2 regardless because even the best blanka (I know sounds dumb) will eventually mess up if using ultra 1, if they have ultra 2 and your 3/4 screen distance chances are they will use the ground version which you can ex dive kick through to connect your ultra, I don’t advise being close to blanka unless he has no meter because most of his options beat you and counter is not reliable considering he can beat you with ex straight or up ball
^ thats pretty accurate on how to zone blanka. Just beware that he can hop over lk balls. If he can punish after i dunno. But if you store again he can river run you. And you’re knocked down.
Little notes. Ultra 1(unless its a reversal) can be ex parried out. If you have the health to take the chip from his U1, punish with Ex dive kick then Ultra 2 or ex pinwheel or whatever you can punish with lol.
Dash pinwheel on blocked lk hori balls is your go to punish. If you have the meter to fadc the pinwheel you can net more damage. With our ultra 1(reversal ultra 1 then dash doesnt punish) dash we can easily punish hori balls and corner carry him. Once in the corner blanka should lose convincingly.
His j.hk is good against cr.mp. Like annoyingly good. River run(slide) is really good to shut down your store. I think both ultra are pretty good against him.
Punish ultra with j.MP -> cl.HP -> ex.Pinwheel.
Hmmn, I never done this in a match (that I recall) but since yall were talking about Blanka I fired up training mode and I think you can land a jump forward attack after blocking his ultra 1. With two bars you can get ultra level damage
jump fwd rh, cr.fierce, 2-hit hk pw, fadc, st.jab, cr. fierce, hk pw - 415 damage
once i think I needed to lead w/ a j.mk or else the attack would whiff but I didnt explore why it happened since my joystick spring has seen better days and has a mind of its own :sad:
with one bar I think you can get 344 if you go w/ ex pw instead of the fadc.
One random note about his ultra and juri is if you block the 1st part and cant afford to take the chip damage, if it was done in your face you can dash under then hit him w/ a cr jab> pw when he lands
Another random note: I dont know if yall know this but you can actually combo into Ultra 1 from a pw fadc. Its a 1-frame link, so it’s probably not for us mortals, but it’s good to know its possible if you got the balls to try it.
Does the low hit of his ultra 1 do any damage? I dont think it does but i could be wrong idk.