Nope it doesn’t, doesnt do any chip. And you can’t raw U2 the 1st low hit, reversal U2 when he does the leap.
so juri can duck and avoid certain characters’ focus attacks with crouching mk.
i just found out she can duck & avoid vega’s lvl 3 focus with properly timed cr.mk
i’ll assume she can do the same with some other characters. i’ll assume she can use cr.mk against gouken’s FA.
If you make a theory on something you should test it in training mode at least.
oh i’ll check out who else it works on but i’ll be busy on a online tourney today.
cr.mk and forward dash can be used to avoid some special moves and ultras i.e. cody’s ultra 1. doesn’t mean it should be included in your gameplan as I feel that for some moves its not required to avoid attacks.
Expect a video from me in the coming weeks. I need to run the tech by some people first, but after that, it’s gonna go to work. What’s it concern? ANTI-CAMMY-TECHNOLOGY!~
Obligatory Video:
[media=youtube]JwKQ5fHCGHo[/media]
You sir, are hilarious.
But seriously, nothing against a good blanka?
I HIGHLY look forward to that good sir. KITTY NEEDS TO DIE!!!
You ever find that anti Cammy tech viable? in serious need of it against GOOD Cammys online. The bad ones i can deal with that do horribly spaced spiral arrows, and think that the dive kick breaks armor. (foolishness.)
But Good cammys with safe pressure and rushdown? Can’t do it. Cant seem to zone her out for long either, they wait till Im either too still or i do a fuhajin release and then they ex hooligan. I try to rush her the eff down, and i end up eating bee stings and glorified doll boot - whether its ex spiral or DP.
Maybe it’s just me. Couldnt stand Cammy since vanilla, then theres the fact now that everyone knows she’s “top tier” and delta red recruiting is massive at the moment. But she does too much damage once shes in. Hard to get back out.
I tried going into training mode to see if I could break that dumb cannon strike vortex, and I came up with a way to do wakeup Ultra 2 that accounts for both front and back landing – but I might’ve been setting it up awkwardly. Also, Ultra 2 does so much shit damage that it may not even be worth using because the timing is also pretty difficult – something that may not be worth using online.
I’ll get a chance to sit down with some people tomorrow and really figure this thing out – I’ll get back to you guys after that.
I am in the “take that guaranteed safe chip damage” mind set vs juri. Which leaves cammy +3 or +4 on block.
Meaty spin knuckle from hk arrow knockdown or aa spike or forward throw (cammys most useless special), is actually good vs juri. Beats all reversals/backdash. Force trade with ex pinwheel in cammys favor, can link straight into far mp xx hk arrow.
standard cammy combos dont work on her. Crmk doesn’t combo from crhp on standing juri, must switch to far mp xx arrow instead. However, damaging combos work on crouching juri such as ex tkcs, cl hp, far hp xx arrow or ex tkcs, clmp, crmp, crmk xx arrow. Next wakeup oki+combo = stun.
Generally speaking juri is actually one of the hardest characters to crossup using strikes. Cammy player must know exactly what combo/knockdown to use, spacing, timing… Etc. So 90% of the time just block regular. And watch out for jlk crossup (unless proven otherwise)
Yeah I’ve started to notice that even the divekicks that land on the other side aren’t really crossups =\ I don’t know how hard it is exactly to make it crossup but I’m starting to like the odds in our favor to block regularly (hold back). Is it easier to land a crossup ex.Divekick as opposed to regular?
I was testing some stuff out in the lab. Im a long time cammy/now juri main, but i never bothered to test stuff out against juri cause i’ve never played a juri that couldnt deal with cammys general gameplan.
Anyways eish, assuming you are talking about cannon strike off of hk sa knockdown reversal u2 beats most common cs setups, except the common hk strike crossup that works on the shotos (really tough to crossup on juri though). It beats j.lk crossup too, but loses to empty jump.
If you are doing a non reversal u2 motion, you will def lose to j.lk, and probably a more delayed divekick (that wont let the ultra autocorrect) in addition, it will most likely lose to earliest timing strikes (strikes have 4f recovery lag, but you can still safejump with it, only slower reversal).
Imo the best option juri has is earliest tech, and if you saw the cammy jump into the air, wakeup focus dash.
Spin knuckle is somewhat gimmicky, off hsa you have to manually time it to beat ex pinwheel, and off of cannon spike earliest tech juri can hold up and punish on reaction because its not perfectly meaty (actually thats only grounded cannon spike, i need to test against hitting them in air… will change wakeup timing so it might work then)
Its so difficult to crossup cs juri, still trying to find a consistent setup and i cant. Even with ex.
But theres always j.lk which while isnt ideal (hard to beat ex pinwheel with it for some reason, cs beat expinwheel, so it keeps juri honest)
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after hk arrow: actually if juri (quickstands no delay) focus dash forward, juri completely avoids ALL regular strikes. doesnt matter at which height the cammy player cancels into strike or to which strength, juri will always forward dash under cammy. (unless low ex strike is used juri will dash into cammy)
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crossup strike is (EDIT) hard to do as far as i know if juri quickstands after hk arrow (just like balrog, rufus, gen…etc)
examples of crossup strike:
backthrow: wallk to juris head, delay, jump mk strike (manual timing)
backthrow: FA dash forward (as soon as possible), jump lk strike.
it is possible to crossup mk strike vs juri (no quickstand) after hk sa only if you switch position using jump lk first. like hk sa, jump lk, delay, jump mk strike (crossup)
- spin knuckle setups hit meaty, juri cant jump out or backdash, beats all reversals, trades with ex pin wheel into combo.
example: any hk sa knockdown, lp spin knuckle as soon as possible:
quickstand with juri. try to get out. pick a reversal, hold upback, or backdash (anything other than wakeup u2 lol ), +4 on block.
- another way to force trade vs reversal ex pin wheel. (not cammy specific) is to do a frame trap with a 5f gap.
example ex tkcs close mp cr hp. if you reversal in between clmp and cr hp, reversal ex pinwheel will trade with cr.hp in cammys favor = into trade combo.
EDIT: other characters can do the same.
Can we break down the Juri/Guy match? This match-up feels in Guy’s favor, but I keep seeing 5-5.
Where does Juri win this, or rather, where does Guy lose this? Zoning Guy seems very hard to do.
I’m no expert on this matchup but as far as what I know I normally try to stay in between full screen and half screen distance from Guy to prevent him from flipping off of the walls of the screen to get inside of Juri. Watchout for his run cancels as well as his slides as its used very frequently. Once he is knocked down there is little he can do without meter so keep pressure on him. His elbow drop doesn’t work well on Juri as you can cr.mk on reaction and land a hit confirm into a combo. For his EX tatsu, work on the sekku option select to go underneath it on his wakeup. Other than that it comes down to the players gameplan.
I never heard of that one, how did you make it work ? Doesn’t the sekku only hops over stuff ? Or are you talking about c.mk ? but it doesn’t work anymore
Guy matchup is ugh for me personally. If I look at my matches objectively I feel I hold back in the matchup. The ex tatsu buff made the matchup very fair and I hate it lol.
Idk if its just me but I always have trouble safe jumping ex tatsu as well. Forces me to just empty jump. He can also ex run->slide straight thru low fireballs. Its frustrating to say the least.
When he is in on me I feel he has a really good frame traps to catch however late I delay my crouch tech.
If Guy is jumping I feel more secure about the matchup. If the Guy player has a good ground game I feel its in his favor. Maybe you can just neutral jump and catch whatever recovery he has with nj.hk. But I’m not sure.
Usually I sit and watch the Guy player from across the screen and watch him. Run overhead is cr.mp’able lol. Run->slide is unsafe. Regular slide is pretty unsafe. So those things are kept in check. Run->stop pressure is scary to me though.
Idk too much about the matchup. I think its in his favor but it could be more my personal faults than guys.
think about it this way. when Guy hits the floor, what options does he really have? he needs meter for ex tatsu. w/o that hes pretty open. watch out for midscreen stores as you’ll see some ex shoulder ram action.
I personally suck at vortex character matchups. Like what do we do about Akuma? demon flip is SOOOO ANNOYING.