Lip licking videos. The Juri Video Thread(Match up, Combo vids, tutorials and more!)

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Yet another ranked match, dropped a few combos but oh well…

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A certain combo video.

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Recent ranked match… and one of the few where my opponent wasn’t in full-blown retard mode :o

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Did a first to 5 with Robofobe, both going Juri on point. Starting to understand how to approach the Juri mirror matchup.
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More videos! 15 minute set from the karastorm lobby

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Using Ryu/Juri synergy to complete challenge mission 3 for the lulz.

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and my first online ranked match for 2013. Looking at this video, things are not looking up for me this year. :frowning:

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Please indulge me. After a lot of horrifying losses this 2013 this would at least compensate for my broken ego. :lol:

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Another certain combo video. :lol:

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Last batch before 2013 patch from me from my trip to A rank. Enjoy!

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Video featuring one of my endless battles with Fivz, who beat the shit out of me. I picked this one as this is the only video where I managed to fight back.

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Alright, so I’ve finally figured out Kasatushi’s potential and the diseaster you can wreck upon your victims.

So let start shall we? I’m going to cover everything about Kasatushi (her counter dodge)

Everyone knows it’s input. QCB+ punch.
Starts up in 1f and is active on the 1st frame for 32 frames (33 for ex) then has a recovery period of 16 frames. totalling 48 frames (49 for ex)
Kasatushi enables you to go in 5 different difrections (EX verison included), forward L, back M, up H, Diagonal back H and diagonal forward H (D.F/B only through ex verison)
Kasatushi is a very useful tool that is very overlooked. One of it’s many secrets is that you can canel it’s recovery frames to save yourslef from being punished.
Now by now you should already know that once Kasatushi has countered an attack you cannot cancel into the following block, jump, taunt or launcher, dash or back dash. Everything else is cancelable.

However there some things that Kasatushi cannot counter. Some of them are rather strange. Capcom should fix it.

Kasatushi can go through the following:

Projectiles (all non ex projectiles, including projectile type attacks, ex. Kaz’s Demon god fist.)
strike attacks
King’s SA

Cannot go throuugh:
Jin’s projectile (why can’t you counter it? It’s a projectile…)
Cody’s projectile (see jin)
Orge’s anicent power (the projectile verison) (See Jin)
Ex projectiles (actual projectiles like ex hadoken) (Well maybe so it’s not OP’ed…)
Throws (Makes sense or else Juri would be untouchable)
SA’s (Kinda makes sense Juri could be OP’ed if she could)
CA’s ( see SA)
Alisa’s projectiles (see jin)
Cole’s projectiles (see jin)

Now some more good stuff. You know those really crappy moves that leave your opponent -3 on block yet your are unable to punish it despite being in range? Well have I got news for you!

The great thing about kasatushi is you can punish moves that leave the user only at negative 3. How you ask?

Well Kasatushi isn’t based on what’s +/- on block, nor the startup frames of a move. It works towards how long a move is active for and it’s recovery period. Since using kasatushi negates block stun for you certain moves that were unpunishable before might just become punishable!

I’ll break it down easy.

Any move with a recovery period of 23 or more leaves your opponent at -4 on “block” which means you can punish the attack with any of the following, cl.lk, cr.lp/lk.
As the recovery increases so does your opponents negativity on block by 1. 23=4f punish 24=5f punish 25=6f punish and so on.

Anything below 23 cannot be punished…however that doesn’t mean your opponent gets a free combo off you no no no.
A move with 22 frames of recovery is -3 on block. Which means anyone trying to press buttons against you (that’s not invinicble obviously) you will score a CH every time.

So it goes like this. 22f= -3, 21= -2, 20= -1, 19= 0, 18= +1 (for the opponent) and so on. Be aware of characters with 3f normals. since Juri doesn’t have a 3f attack of her own, starting pressure against something that is -1 can be risky. Especially if someone is jab happy. Keep that in mind. (This only applies to L and M verions of kasatushi the H verison requires more frame recovery since you’re in the air.)

Also keep in mind of the distance when using kasatushi. Just because you have successfully dodged the attack doesn’t always mean a free punsh. Ex. Juri counters Law’s Shaolin spin kicks with L Kasatushi putting her behind him but Law moves forward too far to punish in time even though the active window and recovery time is long. In that situation using M kasatushi will net rewards. Always be aware of what kinds of moves propel your opponent forwards, backwards or don’t move at all.

Also note since your negating block stun during Kasatushi it also makes you vulnerable to throws during the animation. (Not tick throws since the opponent has to wait to recover from attacking in order to do that throw.)

ex: Gief is harassing you with cr.lp, you reversal through the second jab to zip behind him but he cancels the jab into a SPD…guess what? You just got grabbed…however this only works on the L and H verison of Kasatushi (ex too). But using M Kasatushi causes him to whiff. Thereby resetting the situation back to neutral and start over. So this is a 50/50 chance for your opponent, guess right you take damage, guess wrong, situation goes back to neutral or in some cases your favour.

Don’t let ^ this discourage you from using it though.

Also it’s very useful for Sekku opportunites. Since you can keep a CH stored while blocking and since Kasatushi negates Block stun…well use your imagination.

ex. Juri counters Kaz’s rising uppercut now, since you can’t punsih kaz directly…but what if he crouches? Since Sekku is so fast for an overhead smack in the head plink cr.mp go for a combo. That should make him worried next time leaving him vulnerable for a low attack which is much quicker then Sekku. Allowing mind games.

The default position for blocking is crouch correct? 90% of players after a blocked move will instantly go for a crouch block regardless how safe a move is (unless it’s in the + then why are they blocking anyway?) You can use that to your advantage.

And another thing, Kasatushi can beat out moves that are bufferable.

ex. Juri counters ryu’s cr.mk during a footsie scuffle. Ryu has hadoken buffered to cr.mk. The cr.mk connects but is countered. Even though block stun is negated the hadoken still comes out as if Juri was still there in front of ryu. Using this to your advantage will yield wonderful results.

I think that covers Kasatushi. Also note that Juri (like other characters with counters) can beat out Cross cancels (Alhpa counters). The only ones that can’t be punished are Juri’s, Jin’s, Kaz’s and Xiao’s. However Xiao can’t continue pressure after it. Juri can leading to Xiao’s downfall same with Kaz. Jin is left at 0 so therefore he could beat you depending on the players reaction time.

Countering Juri’s own CC will yield in Juri’s (opponent) at a +2 on block. So…it’s best to keep that in mind.

That’s it for Kasatushi. If I missed anything, or found something new I will post it later.

Yeah Kasatushi is great to punish tekken strings and footsie buffers. Also useful to escape annoying overhead/low mixups and safe jumps.

I’ve never done extensive research to know exactly what strings, normals and specials can be guaranteed punished by which version. But it could be interesting to have some kind of list about it.

I guess it’s just a matter of knowing what moves have 23-25 or more active+recovery frames.

I have the guide. I tell you it’s a huge help…though the DLC characters…I got nothing. No data. I can give you figures if you like for some moves.

lp. kasatushi against vega’s sky-high claw and blanka’s balls on reaction= free cr.hp xx whatever punish. I’ll be doing more testing after the patch. :3

Oh I almost forgot, There some exceptions to the rule of having little recovery means + for the opponent. ex. Xiao’s Ex shooting star while only has 8 frames of recovery and only active for 8 fframes…do the math adn you get 15…which is for xiao plus…+4 on block…however Juri can still punish that due to Xiao still being in the air while preforming shooting star. as of right now she stands at -6 on block…maybe more.

Also note that whatever moves causes characters to mvoe backward or forwad. Ex Cannon spike if blocked pushes cammy back. Using kasatushi still causes Cammy to fly back…right into your venomous fangs.

I keep forgetting things. I knew I always miss something. Anyway, say someone decides to meaty attack you. now obviously it won’t work and since meaties shave off recovery time things could get fuzzy. Having said that if someone strikes Juri on their last few active frames, yes the recovery time will be cut down some but depending how long the recovery for that move is you could actually still get a punish/start pressure. I do not know how much meaty attacks shave off. If I knew it would help and make things easier in that regard.

One more thing, Kasatushi is able to punish Switch cancels…but it’s kinda wonky. ex. Juri counters ken’s Hp srk, SC’s to ryu now normall there’s alot fo BS after SC’ing H srk, but since kasatushi goes through opponents you can up punishing them…but the distance is kidna wonky at times. Don’t be afraid to use kasatushi during an opponents wake-up.

Sigh…one MORE thing Jack-Xs’ megaton earthqauke cannot be countered either…not sure why since it’s a projectile type attack…

Depends on the player you’re fighting against more than the character.

Some players almost always reversal after I store a CH because they don’t wanna deal with the overhead/low/throw mixup. On those players it’s easier. But you don’t want to do that vs patient players.

Other ideas:

-EX CADC into kasatushi, overhead/punish
-Anything -2 or -3 into Kasatushi
[S]-Kasatushi into raw launcher/EX Senpusha[/S] I forgot this doesn’t work
-Jump roundhouse (early) > kasatushi
-Meaty fuhajin > Kasatushi

btw not sure why you are posting all this in the video thread…

Can’t do raw launchers after using Kasatushi. I don’t know why. Fuhajin kicks then kasatushi is dirty…I love it though. anythign -2/-3? well…you don’t really have to use kasatushi for those since the only way to beat you then is to use a invincible move. it’s not foolproof but against players who don’t button mash it’s probably the best thing to do is start pressure. There are ways of storing a CH easily. Off Karen kick for example.