i smell okizeme shenanigans
Wait a minute… then you’re talking about her old news Jumping “Akuma Palm”-like move… and here I was thinking I was getting some hardcore headstomp shenanigans…
Hopefully you’ll be able to instant overhead it. That way you’ll get constant knockdowns on peeps.
If it’s like Vipers far s.HK, no one.
Sorry if this question was already answered – do we know if Juri’s high flaming kick (the one that can chain into spawning one of her fireballs) can destroy projectiles? Was wondering if it could have a similar function to K`'s Ein Trigger chains in KOF.
It was seen to work in one of the first Juri vs DeeJay videos, but it might have changed by now.
Yes, this was said by Seth, and its one of her main features. So unless they changed it, (this being a pretty major change), yes, it does.
But, it doesn’t combo into the fireball, for whatever reason.
Probably so it can’t be used as a reliable focus breaker.
Oh boy we got our own character forum!
Yeah, I’m thinking of starting a placeholder matchup thread, if just to give me a reason to keep checking back and learning all the matchups. Hmm, now what to call it? Purple Pairings?
EDIT: Created. Now let it sink to the bottom of the thread list until we have actual info from the release version.
So what anti air options does juri have?
wheelkick looks like it will trade alot
Counter is dangerous
Are there any normals so far that can be used as anti air?
cr.HP or Cl.HP might get the job done, maybe even cr.mp. Outside of those, the pinwheel kick and the upwards projectile, I can’t think of anything.
HK projectile (upwards) could be interesting if you’re able to juggle your opponent after it
Indeed. HK projectile,juggle into heavy pinwheel into Ultra for one of many examples.
Hmm, wonder if this’ll work for FSE. HK projectile, FSE then juggle.
Anti air? Uh… Counter?
Boy you crazy.
Maybe, but theoretically, using the HK projectile combined with it’s quick recovery could lead into a situation where the attacker is now facing counter attacks from 2 vectors: one from the projectile, and the other from Juri herself who is likely setting up an attack below the guy. With a stored HK projectile, you could theoretically seriously limit your opponents jump in options.
empty jump in,delayed jumpin and fake jumpin all day vs the counter
HK projectile looks interesting,i like the juggle state you get from it
Agreed, IMO the only time you should pop the counter against AA is if a) you’re sure they’re going to attack and b) you haven’t used it predictably before. If your opponent know’s you’re going to counter, then it becomes useless since they can just do any of the aforementioned options.
Getting on the topic of storing multiple fireballs for combos. I was listening to the wakeup SRK live stream again and someone said that he saw c.jab, s.jab, c.strong, release forward fireball, c.forward, release short fireball, c.forward, pinwheel. Granted, he sounded a bit hesitant on the full string but christ that sounds incredibly sexy but having to store the fireballs before hand and landing them in one combo seems incredibly hard to do when you have to hold the buttons down.