Dee Jay and Guy have been giving me a lot of trouble, too. I could never figure out what to do against them.
I don’t think that’s entirely true.
If I recall correctly:
j.MK > cr.MP xx MK Fuhajin Release > cr.MK xx LK Fuhajin Release
will combo.
I am away from my PS3 right now so I can’t test to make sure, but I think it is possible to follow up with SOMETHING, I just don’t remember what.
EDIT: And cool, Locusta is a Juri user too. Nice to see a few more players from the Chun Fellowship over here.
What are some good block strings to use with Juri? Her cr. jab feels a little weird on block since the range seems so much shorter than other characters’ jabs, causing me to misjudge her poking range often. Also, is there a good way to incorporate her overhead in block strings?
On a side note (not sure if this was mentioned already) but cr. HP can knock away Ibuki’s kunai tosses (not sure about her EX one though).
Just beat a Juri who was using the same ‘repetitive specials’ fighting style that I was using before finding this site, learning of my foolish ways and practicing properly for a week… and destroyed her. Very satisfying! Just wondering, though, what’s the best punisher for a blocked dive kick?
Also, as an aside, anyone know what she says at the start of her U2? The first bit sounds like ‘temae no…’ but then I lose it.
Blocked dive kick? Anything, just about. I would do either Cr.MK, S.LK, Cr.LK (all cancellable), or just go for the knockdown with a Sen.
Guy can’t grab crouching or crouching pokes, watch the info there.
c.FP works fine and it’s pretty solid damage, you can also cancel a fireball charge after connecting so you can store one before he recovers fully from the air reset.
I fell in love with Fuharenjin today. It’s so easy to follow up from say c.MK to Senpusha to Fuharenjin for what is actually pretty good damage too. Not to mention its potential when used with FSE. A nice alternative to EX Shikusen > Kaisen Dankairaku which is a nightmare to use against Gen and, to a lesser extent, Dan (the characters my friend mains). That, and it keeps me from spamming EX moves. = D
It has happened to me several times. Grabbed me right out of Cr.Mp
I just tried to replicate this 50 times each on cr.mp and cr.fp and never got it to happen with well-timed flips, in fact I could see guy still using elbow when he was a couple of frames from landing so it pretty much reads as them still being too far because they’re crouching.
Question then: Would you say then that against Gen, it’s better to go FSE and at the same time be looking for hit confirms into Super? I ask because (u2 mostly) Gen is giving me a lot of trouble and info on him is lacking unfortunately.
if they come in with a jump-in attack, you can ultra2 on reaction if you time it right because of the invinc on startup. I have yet to test in a match but it seems legit
Yup, it’s possible to use U2 as an antiair but the timing is a little strict. Time it right and you won’t even need to gamble on them sticking out a limb (bad gamble imo), it’ll hit them out of the air and be plain unblockable. Think of it like Ken’s U1 though, if you’re too slow to activate it the opponent will land and block it by the time it comes out, since it starts up so slow. Do it too late and it won’t connect fully (in Juri’s case it might whiff entirely). There’s a specific height they have to be at in their jump in, sort of like how EX divekick to U2 needs a specific height to connect the U2.
So, I’ve been using Juri since I bought SSF4 on Friday, and I am impressed with her. She’s the first character that I’ve really been able to play well, actually.
One question though. What moves can her Kasatushi (the counter) be used against? I want to know this as I would like to put this move to some use.
Thanks in advance.
Kasatushi can be used against any move that is not a throw, and does not break armor.
So, it can be used against multi-hitting fireballs (even Ryu’s Metsu Hadoken, since it doesn’t armor break), against pokes, and during blockstrings if your timing is good.
Definitely. From what I’ve been seeing a good Gen will murder Juri in the air. My Shikusens (EX or not) get Gekiro’d every time and it’s ridiculously easy for him to punish sloppy jump-ins for what I can only describe as apocalyptic amounts of damage. That in mind I changed my approach while playing him. Keep to the ground where his options aren’t quite as mind blowing and go with the moves I talked about above. I’m still not comfortable with FSE myself, but yeah keeping pressure on him from the ground sure beats being tossed around the screen every time you jump. FSE should be much better for that purpose than Kaisen Dankairaku.
People talk here about Instant Divekicks, but as a Cammmy player I have not found anything yet that resembles the Cammy TKCS. Is the IDK (I dont know aka instant dive kick, lol) really instant, or just a normal divekick done as soon as posisble after a normal jump?
There is actually a video here: [media=youtube]j-shYJOYcBo&feature=watch_response[/media]
that shows how you can Kasatushi Ultra’s and punish them with your own (only for those who throw random Ultra’s mid/full screen LoL). none-the-less, its cool as hell. Kinda gives you an idea of what you can do. Honestly, after i saw this, i started using Kasatushi more aggressively, on jump ins / fireballs / etc.
Incorporating this into my play-style greatly increased my ability. Goodluck and have fun when non-Juri’s r like… WTF just happened.
FloE did a couple of them in Grand Finals during the Midwest Championships, so it must be real. I would like to do it myself, makes my offense a lot smoother.
I’ve just got a few questions about Juri’s offence.
-When players have been conditioned to block crossup j.mk,cr.mk is there anything other I can safely do to mixup besides throwing? I’ve been toying with the ideas of either doing j.mk,cr.lk,j.fap or j.mk,cr.lk,cr,lk,j.mk (crossup) but I’m not certain that they are safe from reversal uppercuts and j.fap whiffs on crouching opponents when done instantly from the jump and the jump goes over the opponent’s head before going low enough for j.fp to hit if done later.
-Is it safe for me to end blockstrings with a fireball charge? (Sorry I looked for the frame data but could only find hitbox data)
-Is there anything I can do when the opponent is in blockstun from one of my fireballs to put some pressure on?
Thanks for any help.
Well when you trained some one to do something, or if you done something enough so that ppl are expecting it, switch it up. Do an ambiguous jump in, don’t jump in dash up Grab crossup do nothing. dash in fake a jump low attack. (fake a jump meaning go from crouch to stand back to crouch. Cr mk fireball store See if he reacts Fireball release fadc ultra.
when some one is expecting something out of you believe it or not you are in the advantage, because you can switch it up and mind fuck them.