Ex lunge punch beats her wakeup clean, that is correct. depending on how meaty it is depends on how much +frames he gets too, so its way better than palm which loses to expinwheel, if lunge hits he gets Ultra, its so damn dirty…Yun man.
On another note i got SPD’d today by a Gief player after a blocked fireball store, yep, not so safe anymore vs Gief.
to anyone new to SF / fighting games in general, I always say learning how to AA properly is the most important thing you can do. Even moreso than learning to block / etc. If you can AA everything on reaction, you have a HUGE leg up on most players. After AA’s, I would say just learn to block. Juri has poor wakeup options so knowing how to block on wakeup is crucial. As for Juri in general, learn the spacing for her normals and how to use fuhajins effectively. Once you have everything regarding HER under your belt, learn your matchups. You have to know YOUR character before you go around learning matchups.
If you want to learn, there should be another training session on sunday (Team Juri (XBL) - Wednesday/Sunday Nights), you can post up your info there. You can add me if you want, but I’m not a master.
Me and some friends started playing and I often tell them that Juri has poor wakeup options because thats what I hear, but they have trouble with EX Spin Kick. ** Why exactly is EX Jurispin any worse than say Shoryuken?** What should I tell a Makoto, Ken, Chun, or Abel to do to beat it other than just block?
She doesn’t have poor wakeup options, but to answer your question, there are a few reasons:
You need meter to use it.
The startup is several frames longer than a Shoryuken, making it possible for opponents to do meaty attacks (attacks during your wakeup) that recover in time to block it.
The invincibility of the move doesn’t continue into the active frames. This means that a slightly delayed attack will trade with it, and a correctly timed throw would beat it out entirely.
Although the AE update made it easier to cancel out of Senpusha with EX Focus, doing so will leave you at a disadvantage if it was blocked, and about even if it hit. A Shoryuken, on the other hand, launches if it hits and can be followed up with a combo if canceled out of.
Hey mike, this doesn’t apply to the quoted post but I could not think of a way to tag you so this will have to do.
You did some work with Unblockables in Super, do they still apply in AE? I tried doing what I THOUGHT was the setup but I could biblock them. I really would like to look more into this and find unblockables for Juri. This is the last step to the mix up that will break Juri open.
I believe it was removed in AE. I think they reduced the hitbox on j.MP so it can’t be used as a fake cross-up/unblockable anymore and made the j.HK hitbox larger in return.
So I made the switch to the stick. It hurts. It hurts bad. I went from a good/decent player to someone who needs to practice the fireball motion. I’m not doing so bad. I went from not being able to do a fireball to doing fireballs, Dragon Punches, basic cancels (cr. MK xx Special), ultras (I think right side ultra is even easier than before to be honest. I’m having more trouble with left side), and even some failed FADCs. I managed to pull off ex dive kick into Ultra as well. All after about an hour.
But, I digress.
What I wanted to know is, which fingers do you use to store fireballs during certain combos. For example. stored LK and MK fireball corner combo as follows.
j HK > cr HP > release > cr MK / MP > release > cr MK > Pinwheel.
Maybe I just need practice with the stick and shouldn’t even be attempting this type of stuff yet, but it seems damn hard…hell j HK > cr HP can be hard. Man that sounds terrible…
But still, I would like to know. I would assume pointer and middle finger, but maybe thumb and pointer or something? Thanks.
P.S. By the way, since I already made a post, what the hell do the acronyms mean on the top left corner of the TE stick? The one with the toggle switch (the non-lock one).
I have my buttons reversed. Kicks up top, punches on bottom. Also I have the last bottom button as the all punches button for U1. I find it impossible to actually push all three punch buttons at the same time. Although impractical in a real match. Practicing U1 combos is always fun.
Also it’s just gonna take practice with using the stick.
I got a stick (Madcatz SE modded with a Sanwa joystick and buttons) a couple weeks ago and I find it easier than using a pad by FAR. But that said, I had zero experience playing fighting games with either control method, so my opinion probably doesn’t hold that much weight. ;p
They nerfed J.mp’s hitbox so it doesnt crossup very well. I had about 8 characters with J.Mp unblockables but they dont work anymore. Anything that crosses up for any character can be made to hit unblockable on at least a couple of characters in the cast if you know how to go about it.
They are only effective if you dont tell anyone though, which no offence, i can see you doing, the last thing you want is to showcase how you would otherwise get free damage, posting it on forums and making videos that get put on the front page is “look i do this sequence of moves after a sweep/throw/special move knockdown on this character when i go for an unblockable, so just move out of the way please”. For example my friend told me while playing that he has an unblockable against me (he plays viper), i go on the Viper forums and lo and behold it has its own thread and a video to supplement it, now i know what it is, ill just counter out or backdash (one hit air reset vs a full combo, id rather obviously just take one hit). Akuma vs Ryu, Akuma can OS his unblockable to catch an escape SRK, but thats still less damage than a full combo, so the Ryu’s that know forward throw in the corner > Dash twice from Akuma means hes going for the unblockable (e.g. ive seen Air and Valle do this) just SRK anyway.
I think unblockables are different than saying “heres some setups I like using”. Frankly speaking no one uses a lot of the setups I showcase…they’re “Too unreliable” (sometimes they’re right), or “Too difficult”. Unblockables are much different…those are your aces…i agree, you dont tell anyone. Its the last piece to my gameplan…I just need to find out how to set it up.
Its usually a single frame in their wakeup animation where you magically get a crossup to be able to hit either crossup or regular depending on whether or not they are blocking. IE if they block, you hit the opposite direction because of their stance change, but if they dont block they are obviously going to get hit, so they are fucked, the second step is to OS possible escapes in a way that also nets you decent dmg. You just need to come up with efficient methods of hitting their first few hittable wakeup frames (the setup) with a crossup move (which is now the unblockable) on untechable knockdowns that have consistant spacing.