It’s summer. I can finally start playing games again. Haven’t played since last summer. Anyway, I’m going back to Juri. What are some of your guy’s favorite corner mixups after f+throw in the corner?
Mine is double fireball store into some corner mix up.
Some characters youc an fireball store, sekku over their body and c.mk. Works often.
Some characters you can sekku cross up.lk. They usually mash after this.
I also like storing 2, walking back, throw mid to hit meaty and go from there.
Throw tricks. c.mp xx low release > Throw. Store mid, throw. They see the store and think they have to block so they eat a throw.
low fireball at a distance > fadc > Sekku > c.lp xx store.
Back up J.hk > fuzzy guard
low fireball at a distance > j.hk > sekku
Low fireball at a distance > Jump in > c.mk xx lk pinwheel > throw
damn…i just realized something. i don’t know any of juri’s safe jump set ups outside of the cr mp whiff corner one. can anyone share her mid screen safe jump set ups?
D$, I dont know any either, heh. I just try and visualize it and fail.
No one answered my question about the Twin’s palm beating out divekick, was it really lag/online being online?
Juri only gets safe jumps off forward throw in the corner, midscreen backthrow and sweep has to be manually timed, which can be hard vs 4 frame reversals, in those cases you want to come up with some other setup.
make sure you test your safe jump though, the cr.mp safe jump doesnt work on everyone, a better version of that specific safe jump is:
Foward throw in the corner > Forward Dash > Fireball Store > Neutral Jump.
-Gives you a fireball
-Builds Meter
-Can be done off forward throws close to the corner (forward dash covers the distance needed)
If you dive kick the palm you need to do it more towards the end of it because the actual strike is a bad trade in twins favor. In other words, react to it but releasing the dive too soon will result in you feeling silly.
Just one of those ridiculous things… I mean, you could at least let the Dive Kick beat the palm strike clean…give Juri something…
we must find more!
One thing I’ve been thinking we should do, is figure out the knockdown durations in frames ie. test how many frames is there between sweep KD and first meaty frame. Then if you calculate the durations of common spacers (f/b.dash / neutral jump / jump forward) and combine that with move durations from frame data, you can very easily theorycraft new safe jumps / meaty setups. Just need to remember the few characters that wake up a few frames faster / slower.
One thing I’ve been very interested in is how soft knockdown techs work, like how many frames is the “jitter” that the person teching can vary their tech timing. If we knew that, we could try creating safe jump setups for soft knockdowns that you can’t beat by varying your tech timing.
I kinda did this for the instant overhead thread. I had very little success but I found one that worked and found other things around that frame wise.
I don’t have raw data to test like that.
Like i said, Juri can only setup safe jumps off a corner forward throw, everything else has to be manually timed, if you so much as forward dash off anything else you no longer have enough time so do a safe jump. You preferably want a safe jump setup for every character in the corner after a forward throw though, its a handy tool to have. Smart players can recognize that your setting up safe jumps though, they arent very affective past the free pressure they might offer (if escapes are OS covered).
So, playing online a few battles today with Tragic, Dot and Piti…and Tragic basically pointed out what I knew already.
That my defense is pretty good, but my offense is where I lack. It’s because I fear getting knocked down (and I know I should). When I get in on somebody my level or better, I get raped in the footsie game. Doesn’t really matter against who, so I’m forced to lay back and counter, or be aggressive and then run away to reset.
I worked on block strings, but I never even have the opportunity to use them because I get beat out .
How do I fix this? How do I improve my footsie game. It isn’t something I can really work on in the lab…does it just come down to experience? Does it require more lk fireball pressure?
footsies is half reads, half knowledge imo. Its not a matter of pressing the button, its amatter of knowing when and which button to press. Go into the lab, make the dummy press a button a character ommonly uses (liek ryu c.mk). Find a range or time in which you can beat it with a normal of yours. Now its just a matter how to use it. Make the dummyd ance in and out and throw that button out. Try and beat it. Thats how I play bisons.
I’ve been using Juri a ton in SSFIV3D. I’m nearing 2500 BP (or whatever the character-based points are), and I’ve slowly learned so much about her without doing much reading or watching videos other than videos of Neo playing.
I can’t wait for my 360 to be done repairing (it RRoD’d on me a month or so ago) so I can start using her with a stick. It must be far nicer being able to use 4 fingers for storing as opposed to a thumb and right index finger.
for the 3Ds version I would suggest using a different button layout for your juri…allows for more fireball control…
Cant wait to have you join the juri force.
after losing to hsien on the big screen i deduced that i was missing a defensive tool against yun’s ex lunge punch.
subsequently i went to training mode. juri can do the following in reaction to ex lunge punch done from 3/4 to full screen (characters are edge to edge at full screen):
-
cr.mk
should beat it clean when done at the right timing. yun will be air reset. if you do it too early, yun will miss as your hitbox is still low. if you do it too late, you will get hit during the startup of cr.mk where you’re not low to the ground yet. this happens often if you’re too close to react. -
sweep
if you do this at the same timing as cr.mk, you will avoid the lunge punch but not hit yun, and you may be open during your recovery frames. doing it slightly later than cr.mk will sweep yun during his last frames of ex lunge punch. same here, dont do it too close. -
ultra 2
no explanation needed. as long as you get it out while yun is still flashing yellow and lunging towards you, you have him.
#1 is the best option. an air-reset yun means juri has a mixup opportunity (dash up) or time to charge fireball safely by cancelling from cr.mk. fireball charges are not safe against yun with meter outside of full screen (ex shoulder / ex lunge punch).
i can still make an argument against ultra 2 in the yun matchup – j.mp in reaction to yun’s dive kick can often miss, since dive kick stops them at a certain height, and juggling them at that height risks dropping ultra 2. however, i think it’s still valuable as a punish against ex lunge punch as listed above. if you’re not confident with ultra 1 (as in you don’t expect to knock yun down at all to activate it and start a mixup), go with ultra 2.
Option one and two are your best bet on lunge cause it puts you so low to the ground. I usually try to neutral jump and dive kick away and make him burn meter. Making Yun burn meter in a match is actually always in your favor, even if he’s killin you.
Hay guyz wut I miss(other than console AE)
Just a river of salty tears…
I definately think ultra 2 is the way to go. Yun’s shouldnt be able to dive kick freely as they have been, lunge punch shoudl be stopped…they jump alot so j.mp to hault their air attacks, and corner ultra 2 off fireball store is not bad. Guarenteed damage in this match as yuns mash dp.
As for c.mk, the problem is if spaced wrong, you both whfif and I think Yun has the advantage. I havent found a good timing at max distance (enough to confirm the lunge punch where it didnt whiff…