Juri Combos: What works on who?

Thread Content Update:

  • Added in a new section called Ex Divekick xx J.HP, covers who you can do the combo on and the difficulty level.

  • Added in Kails corner combo video to supplement the corresponding section.

  • Updated the Spreadsheet to include the new section and the changes i made earlier with the Fuzzy Guard j.mp.

  • The Spreadsheet should now be viewable in your web browser.

If anyone has any feedback, concerns, complaints, constructive critizism and what not be sure to post it and make it heard, always trying to improve this thread and what not.

Hey mike, [media=youtube]VgKyXgy8Te0&feature=youtube_gdata_player[/media] I reupped the video. Use this link. Should work for everyone.

done

Up to you if you wanna add this, but I did another corner combo to ultra 2 video on Zangief. This shows what normals you can use to hit the jumping strong as well as how to beat his ultra 1 and super into the setup. I plan on doing more videos but im trying to find ways to open up an opponent with it, you know?

[media=youtube]u3Nq6r0VgZE[/media]

its not needed really, its pretty much the same as your other video against juri.

On another note im in the lab testing corner J.mp, its a good ambiguous mixup but its going to take awhile to completely cover, id need to go over:

Can it hit meaty?

Then it would be seperated into two parts, right and left corner:

Right corner:
What side do you end up on when it hits?
What side do you end up on when its blocked?
Can you cross them up with altered timing?

Left corner:
What side do you end up on when it hits?
What side do you end up on when its blocked?
Can you cross them up with altered timing?

Also the corner crossup can only be done on the characters it hits meaty on, otherwise if they block crossup, they walk out of the corner and you miss the J.mp. So with all that in mind, it might take around a week or two to do, plus i still have no idea how im going to incorporate it into the spreadsheet, it might actually need its own small one, on a seperate sheet maybe.

add balrog into the j.mp fuzzy guard list, under “works on jumpin block only”, off a blocked jumpin in lk/mk, you are able to do the jump mp.

a blocked jumping lk or mk doesnt provide enough blockstun to do a fuzzy

actually scratch that, i dont think you can get j.mp to hit crossup, what happens is if you delay it abit you can come out behind the opponent, but once again its pointless if the opponent thinks its a crossup and walks forward because he blocks crossup.

Which means its only a real mixup vs the characters that you can hit it meaty on, otherwise your opponent HAS to block normal, because you might run the risk of him on reaction blocking crossup and walking out of the corner unharmed.

Against said opponents that can just willy nilly walk forward to avoid it, its best to try to a meaty j.hp or j.mk (for crossup), and mixup your jumpins with j.mk and j.mp/j.hp.

The best use of j.mp is that you get to apply safe pressure on jumpin and keep them in the corner, like against cammy and the shotos you can bait a reversal which will whiff and you punish with ex dive kick or pinwheel combo. The reversal cant auto correct because you arent crossing up, so its for the most part 100% safe if done right.

You can do j mk fuzzy. I believe on rog

ill check it out like next im in training mode, wasnt aware that a j.mk cant allow for fuzzies.

I believe so. I also believe a deep cross up mk fuzzy is possible.

Again. It’s another one of those rare 1 frame window things. I forget where and who… Lab work tonight.

just went on, cant get it to work, on balrog at least. Recorded juri doing a meaty j.mk to j.mp which on hit comboed. But when i blocked it, no fuzzy.

Ah. I see. Makes sense. I didn’t know there was a difference of block and hit.

Instant Dive Kick > U2

Was fucking around with Juri in the lab these past few days and have been messing around with her instant air dive kick as crouch tech/throw punish. It works really well and the one thing I love about it is it’s ability to [reliably] combo into her Ultra 2 (as well as lk/ex pinwheel and ex low fuhajin). The dive kick needs to hit at waist height or lower. Works well in practice. It takes a fair bit of execution and practice to execute. Verifying the hit into her Ultra can be tricky at first since you have a small window to work with but experience is all you need really (I don’t have much trouble verifying the hit). Just react to what your opponent does; if you see him crouch tech/throw before the dive kick connects, then immediately activate the Ultra (because you know the dive kick is gonna connect). If not, then don’t activate the Ultra.

So today I went over the entire cast to see which characters Juri can combo into her U2 off her instant dive kick.

For starters, she can combo into her U2 off her LK dive kick against everyone in the corner EXCEPT Blanka and Gief (NOTHING WORKS ON THESE TWO CHARACTERS). Everyone else is fair game.

Outside the corner, MK dive kick is the best choice to use. The timing is a bit more strict compared to doing it against an opponent in the corner but still doable.

Characters that you CAN’T combo into her U2 off her dive kick outside the corner are:

Blanka
Dee Jay
Dudley
Guy
Hakan
Zangief

I tried, but I just couldn’t get U2 to connect. Remember: excluding Gief and Blanka, the characters listed above can still be comboed into her U2 off her dive kick in the corner.

To me, it seems like a practical [and underused] tactic to combo into her Ultra. Works really well in the corner during her corner pressure.

Yes, that’s one of the important ways to land Ultra2 beyond Fuhajin FADC. Actually, I was surprised we didn’t have a list up there.

I think we should make a primary list for those who LK dive > U2 works on, and then separate those who need MK/HK Dive. Simply because, LK dive is easiest to setup safe on block, an MK dive from throw range is likely to be not fully safe on block.

There was a test done for LK Dive some time ago:

TK dive kicks are too close to the ground; some crouch techs can catch her and if the opponent starts to crouch tech with [for example] Ryu’s cr.mp, then that will knock her out of her dive kick. I just do input the motion quick enough to go over the opponents waist and yet still be able to land U2.

That’s why I said Instant dive kick as opposed to TK dive kick. The latter imo, is not very practical.

Edit: You’re right. MK dive kick is not safe on block when used that range… guess it aint that practical outside the corner. =\

For some strange reason, I thought only HK dive kick was unsafe… fml.

The dive kicks are all equally (un)safe. The question is where it hits them. head = -10, under waist = roughly -4 or thereabouts, under knee = -1 to -2.

I got confused because I use Instant Dive Kick as a synonym for TK Dive Kick. Now that I think of it, doing a non-TK Dive Kick might actually be an interesting punish for someone OS Teching Dive Kicks.

We should definitely have a Dive Kick > Ultra2 list though, so we know against whom it can be used.

They’re equally unsafe? I was under the impression that the heavy version was -4 at best, whereas medium was -3 and light was -2.

I repeated some of my old dive kick tests now, the dive kicks seem to be all -2 at best. HK is the hardest to space safe though and to test, because the perfect spacing leaves you out of range of most fast punishes. I seem to remember having done a dive kick that was -1 (safe against Chun’s Super) but I can’t repeat that now in training. doesn’t matter anyway, since if you can’t get the spacing in training, you aren’t going to land it in a match.

Aight, i remember touching upon this, maybe in this thread even, but cba to look. So heres the low down with TK Dive kicks. Yeah they can be beaten out by OSing with med or hard normals, but IA divekicks can also be hit out, it just depends what character your facing. If you notice they are doing it then adapt the spacing of the divekick as appropriate, not many people do it because they dont think juri can TK dive crouch teching.

Now when it comes to getting a list prepared theres actually alot to take into consideration. Im not one for leaving things ambiguous, i like having everything down in stone, that way no one can complain pin the blame on the list. Because i tested the j.mp to lk dive on all the cast i know pretty much how each character launchs off a divekick of my heart. I remember how hard it was to get anything done on Blanka, Gief and Sagat and how easy it was on Gen. Stuff like that, but in terms of getting an actual list going for TK dives, i dont want to just cover U2, i want to cover expinwheel/lk pinwheel too because thats equally as important. Super is also really easy to get out on a tk dive, not sure if that needs a list because its that easy to connect with.

Basically ill do the list but it needs to factor the following:

Midscreen and Corner Positioning
Expinwheel and U2
Which divekick to use for better success of connecting
Difficulty in timing and spacing

Its hard to put it into the format that i have the spreadsheet set out. It might require its own table/sheet. And even then it ultimately comes down to your knowledge of how they launch on hit with divekick, if you havnt done it on each character in training mode, its hard to really give you an idea how how easy/hard it is to connect followups on them.