Where can I find the current wake up speeds of each character?
edit: Well I found this:
But it’s hardly accurate. I think that was for Super but since AE a lot of characters got tweaked. I noticed Sagat and Cammy don’t wake up at the same time.
Where can I find the current wake up speeds of each character?
edit: Well I found this:
But it’s hardly accurate. I think that was for Super but since AE a lot of characters got tweaked. I noticed Sagat and Cammy don’t wake up at the same time.
After watching that Dudley video I think it would be better if we came up with exact frames for sweep, throw, pinwheels, ex fireballs, and dive kicks. Then find out exact frames for jumps, dash, back dash. We know her specials frame data.
Then we do math.
It also would help to have her iajhp and iajmp.
Quick question for you guys. I’ve noticed most good Juri players usually have a strong corner game. Is there any way to really properly practice that?
Learning proper corner pressure is something that takes a lot of time and practice against real people, in my opinion. Sooner or later, you’ll start to figure out what sort of habits people have and how to deal with them. Maybe try doing some corner-specific training with some other people on the boards here - The more you expose yourself to different ways of escaping pressure, the more you’ll understand how to counter them.
As for training room stuff, you can select Juri for both characters, then position yourself in the corner, then experiment with various recorded routines to see what sort of things you can use to counter your opponent’s methods of escape. The main things you want to practice are max-distance pokes, anti-air, and making the most of your mixups during pressure.
Ask yourself, “What would I do to escape this situation?”, then find a suitable counter to that tactic. For the most part, people will try to escape by jumping over you during a low attack (This becomes easier to do when you’re predictable with your pressure strings), or by using a reversal to quickly switch the momentum. Many characters have a special move that serves as an effective escape tool. The trick is to know what that move is (air tatsu, teleport, ex chicken wing, etc), understand when your opponent would be best served by using it, and be ready with a counter of your own.
Knowing how your opponent acts is critical to corner pressure, which is part of the reason it seems like an obscure thing to learn. Some people will reversal really early in your pressure on the hope of a quick and easy momentum shift, while others will patiently wait till they think they’ve convinced you that they aren’t going to try anything. Against reversal happy people, take a more defensive stance, step back a bit, and hold a high Fuhajin charge. Then use pokes and overheads to bait your opponent into impaling themselves on your trap when they finally get impatient. Against patient players, you can’t be quite so brainless about it. Pay attention to your opponent’s meter and life bar. If they’ve got a few bars while you’re in there wailing on them with meaty mixups, they will be looking for “that moment” where they can throw one out there. The trick is to know how to make that moment happen at a time of your own choosing, then surprise them with a well placed block.
There comes a point where your opponent will feel like none of their main escape options are viable, so the next best thing is to just sit and block. When you’ve got your opponent thinking this way, you’ve got a massive advantage, which can be made all the stronger by utilizing FSE - if you can pick up on this change in mentality, that is. Juri is at her best when her opponent is cornered, and when you’ve got a way of repeatedly applying a really scary mixup on your opponent, you can start to “feel” when your opponent’s desperation is about to drive them to try something unsafe. Developing certain patterns on your opponent then intentionally breaking them when they think they’ve got you all figured out is a great way to frustrate and overwhelm your opponent, making them spin in mental circles trying to out-guess you.
Hope this helps a bit.
Juri excels in the corner, your main goal in a match is to get your opponent in the corner, that’s why at least most of her specials pushes an opponent into the corner.
Basic combos need to be this…
A. One lk fuhajin stock.
B. One meaty cr.mk
C. Release stock after cr.mk
D. See what opponent does.
E. If fuhajin hits him go nuts with any of juri’s moves, you’ve opened him up.
F. He/she blocked, keep pressure on him and make sure you either end a combo with ex fuhajin or stocking a fireball after said frame trap. You wanna catch your opponent trying to push something or jump away. Ex fuhajin knocks down your opponent and stocking a fire balls does chip damage, builds meter, and gets you ready to put more pressure.
Make sure to practice this combo to perfection. Advanced Juri corner combos can get 40% damage of a well place bnb corner combo. Hope that helps you a bit with the basics. Oh btw do juri’s last few trials, they cover corner combos.
Thanks for the responses! Lot’s to think about, I’ve been practicing links and combos extensively recently and I’ve been struggling in online matches due to my weak pressure and wake up game. This helps a great deal.
it takes time to master juri. It took me almost a year to grasp how to play her competently.
For my corner game, I take these ideas and expand on them.
[media=youtube]lMzRKgqLQq0[/media]
The theory is that I store 2 fireballs and find ways to use them both to maintain pressure as long as I can. I’ll use 2 fireballs, use the light to hit confirm, then use the c.hp xx mid fireball for extra damage. This doesn’t really work on good players, but actually will help you with your pressure because there are tight enough to get away with it. Also, the fuzzy mid fireball is a favorite of mine. Its become a staple in my game play. A lot of characters can only ultra to escape this or use a REALLY invincible move (Messiah kick, ex shoryu, ex kicks from Seth).
[media=youtube]6GPpgWAMWpo[/media]
I’m a fan of kara stores. They allow me to move forward and store at the same time while in the corner. When an opponent is blocking more than attacking i like to use this to stay in. Kara releases is something I try and do from time to time, just screw it up. Kara focus is sneaky, they think they’re out of range and get tagged.
There is a lot of theory in these 2 videos, I suggest you look at them and think “how could I use this, in what matchups is this useful?”
See i tend to keep one stock of fireball when i begin corner pressure because i wanna be as fast and furious as possible, so i eventually mind fuck my opponent into making a lot of mistakes and eventually scare them. When i stock two fireballs i do it to build meter, release either a low or mid fuhajin (from a safe distance) to bait a early wake up on my opponent, or scare them and lock them down. Certain characters like abel, you need to have two fireball stocks because he gets locked down by both low and mid fireballs. It’s some things to keep in mind when playing certain match ups.
In the corner I try to follow a few golden rules:
(Any tips please put some in or add anything in.)
What I do to practices my corner game.
1.Set the dummy to "All Block"
2.Think of what block strings I can do.
3.Practices my strings and end it with Fuhajin (store)
4.Also, practice Fuhajin store and release into cr.mk into the corner, and I also learn that Juri Heavy kick cancels out her fireball and I can keep the pressure going but, I know I can get punish for it depending on the character like Ryu.
5.Sweep combos as well, Fuhajin store when they are down.
6. Also, mixing it up with grabs or Fuhajin into sweep to keep them in the corner and backdash to bait anything liek Ultra’s >.<
I think I need work on is the corner game and setups with Juri also, learning U1. I know corner game is Juri playground lol It was Cammy but, Juri took that shit xD And Question is J.HP good for Juri when they getting up or when they are blocking I see of Juri’s, use it and starting to understand lol. I forgot about Frame traps and counter hit setups. Time to get serious Juri and entering the scene.
Forgot to mention is Light pinwheel can you guys tell me what the use is for? I see it a lot in Juri matches. I know the basic but, are there any setups involved or combo. I know it’s links into grab.
http://kyosuke.kun.free.fr/Ranking/Tourneys/Tougeki_Quals/
People who qualified for Togeki, look out for the 2 Juri players in particular, one paired with a Sagat and the other paired with a Yun.
man it’s been pretty quiet here the last few days =o
Been busy with school myself, being a english major is no bueno. Been putting in some training with juri some bnb execution exercises and just figuring out some nice corner resets off of fireball> fa lvl 2. Like I’m trying to evolve my corner pressure game to be near impossible to get out of once i get you there and that’s what i’ve been working on lately. And for the heck of it i’m gonna re-learn fse again, i mean hell, it suits how i close 92% of my matches according to my in game stats, normals attacks.
so uh sbo yeah
where’s my 2012 patch. twin spam, pass the salt
Yeah! Nice side boob!^
Lmao
i hate that they didn’t keep the points from super =[ … i had like 5 characters with 12k BP … kinda killed my motivation to do it again…
Congrats. I’ve only made it to 2.6k pp. Been ages since i’ve been online though.