fuck any strat that involves doing u2 on reaction to something
i tried that once…never agian.
Um I heard somewhere that Juri had a kara throw can anyone clarify that?
MP~LP+LK, not as good as Ken’s but very good range still.
A bit of a vague question, but what do you guys go for after a forward throw outside the corner? In the corner I store a Fuhajin and go for a mixup. Midscreen I divekick but can’t store Fuhajin without giving up SOME space and initiative. I get the feeling she doesn’t have much to threaten with without stored Fuhajin.
Outside of the corner? I’ll just dash up to my opponent 4 times then try to mix in another throw. If they’re not in the corner after the first one, they’ll be there after the second one, and I’ll be able to store a Fuhajin for that one.
Like Zujira, dash like crazy up to opponent and fake a jump, like crouch and release crouch. A lot of people fall for that. When they start not mashing I go in for a throw or maybe throw in a poke.
That throw sends them flying way too far
Phew, just caught up reading all the posts, lol. Good stuffs =D
After a forward throw, I tend to just store a lk and a hk fireball and dash once, and then I’m ready to play keep away/footsies. Although I am liking the idea of just going balls to the walls aggressive and dash 4 times, lol.
And U2 as an AA isn’t such a bad idea. Its just not the best idea either, lol.
If The ultra had atleast a little bit of a hit box at startup in the back so we can catch Crossups on wake up it would be beast… but as time moves on you will be beaited hard if you are using u2
If The ultra had atleast a little bit of a hit box at startup in the back so we can catch Crossups on wake up it would be beast… but as time moves on you will be beaited hard if you are using u2
True that, but I’ve never used it in a crossup situation. But yes, there are far better options for anti-air and far better setups for u2.
Startup is too slow for an effective AA. I’ve had people jump in super sloppy and land + block before the hitbox comes out.
It does have a hitbox in the back for the 2nd hit. Only problem is it won’t suck them into the ultra, it’ll just hit them once and you’ll go up up up and then they get up and ultra you.
Don’t think anyone else has noticed this…in FSE, you can cancel cr.HK into specials. So any BnB -> cr.HK can be ended with a free fireball charge that ends early enough to still get a meaty. Might even be able to fit a second fireball charge in.
A bit like how Seth’s U2 sucks you in if you’re behind him, but doesn’t even chip, leaving them close for an easy punish.
I actually did notice that, but I used it in a different way. I do sweep -> EX pinwheel to trick my opponent into thinking they’ll get a free punish as soon as they wakeup, but EX pinwheel comes out of recovery just barely fast enough to block from what I’ve seen so they try to reversal and I get a free punish. I like your idea better though.
A few things that i have been taking note of in this game. Grab beats any jump in move. i have been grabbed out of a jumping mk rh pretty much aall but j mp or fp… I find that stupid but its all good, wwe just need to learn how to Option select a grab when you do a jump in so we dont have to get grabbed out of every Jump in.
wait what
what do you mean?
I’m confused about this as well
I think he’s trying to jump in with j.mk and getting grabbed when it hits the ground?
Anyways… blockstrings, help?
Running and hiding from Juri
The past few days I’ve noticed a lot of players running away from Juri. A lot of times they won’t even attack. Just run to their corner and either block or keep jumping back and kicking.
Has anyone else been running into this? After many many times of this happening, I recorded one with my phone (bad quality). [media=youtube]83pWlTy4yWg[/media]
For the past two days of matches, I’d say about 1 out of 5 opponents do this. It’s tripping me out.