I’m still new to SSF4 AE. I haven’t really played any fighting games previously, so I’m learning as I go. However, I feel like instant dive kicks can be very helpful for Juri. Does anyone have any tips on master this move? I can’t figure out what motion to do in order to input the dive kick fast enough. Is there a trick to it? Any help would be much appreciated. I tried to search for the answer, but couldn’t find anything… Thanks!
I find it easier to do ddbbbu then press kick. The only thing is you kinda have to delay the kick a bit otherwise you either get pinwheel or nothing. If you get jump back lk it means you are pressing kick too late.
In a lot of cases you don’t need to make it a perfect instant air. Meaning you can just jump normally and quickly dive kick and it will be good enough to blow up a whiffed stand throw and catch backdashes. You do need perfect IA to blow up crouch techs though.
The motion used is a backwards Tiger Knee motion. ***Down, Down Back, Back, Up Back + Kick. ***
The stick motion does not have to be very fast. Do the motion the same speed you would do any special attack.
The tricky part of Instant Air Dive Kicks is not the motion, but rather the timing you press the kick button. The dive kick has a height restriction. If you push kick too soon you will just get a normal jump back kick. If you do it too late you might get a high dive kick(very punishable) or you might miss the input window and get a jump kick.
Try delaying the kick button until you get the divekick to come out. Then practice the timing so you hit kick right when you leave the height restriction.
A trick I used when my execution was a lot sloppier, to get more consistent timing is ending the motion with Up Forward, so the motion becomes - Down, Down Back, Back, Up Back, Up Forward + Kick.
This helps because doing the extra “Up Forward” will delay your kick button ever so slightly. ***However this can still be risky because if you still mess it up, you will jump at the opponent.
This is why I recommend doing it the standard way first. Your execution will be a lot cleaner that way.
To be honest, Instant Dive Kicks can be risky, and shouldn’t be high on your list of things to learn if your still new.
Yeah also remember that Juri has cs.hp and cs.mk to blow up throws/crouch techs so you might want to look into these first. cs.mp and cr.mp are also good for frametraps.
Plus she can low crush with her overhead and hop over lows with fs.hk. So IA dive kick really isn’t a must have if you have strong fundamentals and advanced footsie knowledge. But you should definitely practice it at some point because it can be useful in some MUs for its armor breaking properties.
It clicked for me when I started thinking of it as doing down to back and then jumping with a kick rather than a single motion. I dunno if that helps you any, but it helped me start getting them to come out more consistently.
If you do the motion too fast, you get Pinwheel, If you do it too slow, you get a j.Kick
You can try doing 214789K fast, the up- and upforward-parts of the motion are just there to waste time (giving you the necessary frames to rise from the ground)
^ this is probably the most consistent way imo. I use it too.
What element of cs.hp and cs.mk makes them good against throw/tech?
cs.mk is airborn the first few frames which beats stand/throw techs.
cs.hp can be used in a similar fashion but is very punishable on block, use sparingly.
cs.mk > cs.hp
cl.HP also beat low attacks after frame 3, so it beats throws AND tech throw, like Rose’s cl.MK.
But still barely unusable because unsafe. I have to try, if you do cl.hp xx Teleport, does a 3f normal move counterhit Juri ? In this state, you can use it more against opponents who heavily rely on 2lk, like Cody, ChunLi or Dictator. still high risk/low reward. What the fuck is the purpose of this move ??
This move will be better if they make it airborne frame 1 for USF4, but risky. Prefer cl.MK, 1 or 2 hits, canceled by Raise. On corner, you can link into u2. Anywhere, you can link your freshly stored Fuhajin, or EX.senpusha. you’re just -1 on block. It’s a Juri’s core mechanic.
CS MK is airborn on frames 1-6
CS HP is airborn on frames 3-22
actually cl.HP doesn’t beat tech throw if an option select like cr.MP or cr.HP is used (cammy, ryu, rufus etc.) and characters like Bison can hit you straight out of it if you don’t cover the 3 startup frames with frame advantage.
bison cr.LK = 3 frames
juri cr.LK on block = +2
cl.HP 6 startup frames
If people tech immediately even 4 frame normals (ryu cr.MP tech) will counterhit the cl.HP and depending on how late you press cl.HP or which button you used earlier he will be able to combo into sweep (or you will get an air reset)
The Risk reward is silly too. You can try to cancel into teleport however if your opponent is good you won’t even be able to cancel. I don’t know the exact frames though.
cl.MK is pretty decent but personally I prefer cr.MP. You can combo easily on counterhit (even into cl.MP if you’re close and walkup 1-2 frames) and your offensive followup options are better especially if you timed it meaty.
cl.MK is also a frametrap in itself if you delay the cancel of the first hit into store.
Also, you can combo into ex wheel after store too midscreen or you can cancel into MK store then link a LK wheel and release the MK fireball for a fuzzy fireball midscreen. These options completely outweight the use of cl.HP as an offensive tool outside of FSE imo.
But at the end of the day these are just gimmicks.