That’s not how it works, it doesn’t matter if the move is close or far away.
Some moves that are -1 will get punished and there is no reason as to why.
You realize that’s the start up of fuhajin. When we stock we whiff the move which leaves us at 16 frames of recovery. Chun has plenty of time to dash and ultra us. My friend’s chun catches me 8/10 times i stock, because we open our legs up to chun and she kicks us in the Juri Han.
We’re not talking about if the move lands or not. Raw fuhajin stocks are unsafe unless you use it in a block string, bnb or it is blocked. Throwing it out there is not safe, which is why juri can wtf pwn that shit in a mirror match, she has forever to punish it.
Mk super is 1+0 that means it’s 1 frame= against a pro chun player, your shit is fucked if you’re minus -1.
Skatan used to main Chun through Vanilla, i think he knows what hes talking about dude.
I only looked at frame data and recalled what my friend once told me. I’m not trying to claim any sort of expertise on chunny. I’m just going by what the data says.
I play in tournaments but don’t practice. That goes about how you’d expect.
I play for fun and I want to put hobby time into SF, not serious time. Plus I haven’t had the patience for studying since I basically stopped playing chess in 10th grade–I’m pretty lazy these days.
30f is the entire move duration. It might be possible to punish if they dash on twitch reaction, and only press the buttons for Ultra1 when they confirm the move is out, but then you can just feint to make them dash and lose charge, and then stock a fuhajin. Its definitely not easy to punish on reaction, I can’t do it (against neither Guile nor Juri). I’m sure some people have sufficiently godlike reactions to do that, but there aren’t many of those.
Definitely agree though that you can’t stock on autopilot against Chunners, it doesn’t matter if its a read or reaction if you eat a ultra
Can you use super as an anti-air? I just played someone who knocked me down and jumped in with what looked like not even close to safe-jump timing, so I did a wake-up HK super. He was able to block and ultra me for free. So, I’m wondering can you use it as AA? If so, how much time do you need for it to land? And is there a best version to use between LK/MK/HK?
saw on a stream recently, i think summer jam, that a chun used u1 as an anti air and got the full animation.
@deice i’m only just going by what i’ve first hand witness playing my friend.
If you beat someone as Juri, is it common to receive an insulting message(s)? So far, I was called juri overuser faggot, noob, lucky de merd, lame, coward…
This has never happened to me as Cammy, so is there any Juri-hate world wide club or something?
Ultra 2 and H Super can work as anti-air but it’s not recommended. Thing is they have to press a button in the air for it to land. If they jump attack, it anti-airs. But if they empty jump or attack late, they can block it.
I still try it when I’m desperate for a come back. H Super can also work as anti-cross up attacks since Juri flips backward before attacking. But they’re both a 50/50.
Why is it that j.hp is the only normal that hits after hitting the opponent with ex dive? Is there a special property on j.hp or something?
Yes.
Noticed a mistake there, they list Fuhajin as JP2, its JP1 though.
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All medium and hard attacks become resettable in fse after ex dive kick.
sorry, what i meant was on wakeup. On wakeup, with no meter, ryu will just charge up that level 3 and i have no idea what to do. I play rose and her godly backdash is enough to get away from this bullshit, but with juri her backdash is too slow.
Throw them
I just recreated that situation in training mode.
Here’s what you need to know:
- Ryu can only charge FA up to level 3 after a forward throw.
- He has to delay it to prevent Juri from backdashing. But the more he delays it the easier it is to beat.
- Backdash and throw only works if Ryu does level 3 FA early. (not entirely sure if you can kara-throw late ones, I wasn’t able though)
- I was able to beat all timed level 3 FA with: jf.mk, close st.mk xx EX pinwheel
- EX pinwheel, H Super and Ultra 2 beat all FA attempts.
- If the FA beat your jump, it means it was a level 2 focus attack, which you could just block, backdash, kasatushi or FA back anyway.
So basically, you have to watch Ryu carefully and see if he’s charging FA early or late and if he’s going for lv2 or lv3. If he’s doing it early: you can backdash or throw. If he’s doing it late: you can L pinwheel or st.mk. Or just cross-over jump into full combo which is the best option and beats all lv3 versions. I wasn’t able to time Ryu’s level 3 FA so it prevented jump escapes. However FA level 2 beats jump attempts so it can still be a tricky mixup. To tell if Ryu is doing a lv2 or lv3 FA you can watch his glow. He glows white when he gets to lv2 an glows again when he reaches level 3.
If you don’t have meter for the ex pinwheel, I would probably hold back and late tech. If it’s a level 2, you will block it. If it’s a level 3, you might throw him.
Here is the deal. If yuo think hes going to level 3 you, theres 2 spacings you have to watch out for. Far and close. if they are close, you can just throw him. If hes far, you can back dash.
If Ryu is going to level 3 you on your wake up, hes asking for trouble, and frankly isnt really that smart.