Alternatively, if you condition them to spot the overhead after a s.Strong and they stand to block s.Strong you can immediately do c.Forward instead to hit them low. A lot of people are looking for the overhead now so I’ve been mixing it up with lows when they block high early and because FSE chains her normals so quickly you can catch them in hi/low mix ups.
Nobody cares about the “why would I use a fireball ex” or w/e. The original question, which I’m too lazy to look for, was regarding her ex pin wheel and why it wouldn’t come out say during a combo (I’d get the normal ver.).
http://img155.imageshack.us/img155/4567/lolke.jpg
“smashing buttons,” lern2read next time so you won’t look like a retard. Thx for the laugh tho.
Has anyone noticed the Sagat U1 effect happening on Juri U2? I could probably be late on it.
They/you get hit once, then fall out of the cutscene.
It usually only happens if I jump into it (I usually try attacking in hope anyway).
Anyone got this yet?
Now see in this case your the one who can’t read sarcasm. :nono: LE GASP… Mr.Lern2Read.
@ Guy :
Yes it has happened to me several times, rufus’ divekicks , and even once on juri’s ultra. They somehow landed in her ultra weird and flopped out the back. : [
what happens is you are fucking terrible and should stop playing fighting games. My guess is during your smashing you hit a normal button instead of your macro’d button because you’re fingers are even more retarded than the person controlling them.
Yes, because I picked up your speech pattern to recognize it as sarcasm, god you’re a retard lol.
http://img295.imageshack.us/img295/894/1242033126560.jpg
Do you know what a straw man is, son? That’s what you have there. And your quasi-assumption is wrong because I already found the perpetrator: lag. I know you’re a stupid ass kid who doesn’t know jackshit, but irregardless I’ll expand on it a bit more for those who wonder why their shit doesn’t come out, or if it does they get some weird shit instead.
It’s simple if you think about it, when the algorithm travels it reaches its destination incomplete; hence it fails to activate the ex move and instead you get the regular one. That applies to every single action you make in the game on line. Again, that’s probably the main reason why the moves utilize shortcuts, if they were using strict motions it’d be difficult for the algorithm to be properly executed.
But hey, enough about me, I’m not the centre of the universe, move along ;o
Well, games don’t work quite as bad as that, and for a EX to switch to a normal the game would have to miss all but 1 punch input. So I doubt lag could cause that. But, lag can cause you to miss your moves if its bad, because it slows down the frames when it starts lagging really badly, so it could happen that as you make your move while the game isn’t looking, and so it sees only 1 frame of control input while you did do the whole motion.
Personally, every time something weird came out the reason has been that I punched something weird on my controller. Or maybe you just didn’t have the meter for EX, could that be a possibility?
This thread is so cool guys. So cool.
hi everyone, just got a couple of questions i was wondering if you could help me with.
firstly, i just wanna say that using juri seems to put me in a bit of a roller coaster of emotions. her uniqueness is kinda exactly what i’ve been looking for, and i understand that shes a complex character to master. but at the same time, it’s very frustrating trying to learn her when you’re getting owned left, right and centre by the psychic srk cpu, not to mention online blanka scrubs.
so this brings me to my main question. i know how to do juri’s combos. i know how to land ultra 2 with about a 90% consistency. what i don’t know is:** how do you approach a match with juri? ** obviously this is somewhat character specific, because playing complete rush down against zangief probably isn’t the best of ideas. the thing is, with guile, or another one of the characters that i use like sakura or m.bison, i kinda know how to approach each matchup. with juri, i can’t figure it out at all (which i’m finding odd). anyone just got some basic “overall” kinda strategy that i can follow just to get me started in endless mode play? thanks.
secondly, can someone recommend me a nice safe 5/6/7 hit block string (if there is such a thing). i’ve been experimenting with:
(hold) mk fireball, j.hk, (release) mk fireball, cr.mk, (hold) mk fireball (kick hits opp).
anyone got a more standard/better block string that should be used as a go to block string? i don’t want pinwheel block strings as none of these are safe (at least i don’t think they are).
EDIT: i just discovered: (hold) lk fireball, j.hk, cr.hp, (release) lk fireball, cr.mk, (hold) mk fireball (kick hits opp). but if there is one even better than this, please let me know!
thanks in advance!
You have to be careful with your spacing on those blokc strings because depending on the spacing with the c.Forward, Short fireball release there might be too much pushback for c.Forward to hit. Also, I would recommend using c.Strong instead of c.Forward in those blockstrings. C.Strong has the same startup frames as c.Forward but it has 4 more active frames then c.Forward and the pushback is less then c.Forward which means you’ll whiff the c.Strong/Forward after the Short Fireball release a lot less.
Character appraoches as you said are match up specific so you can’t really have a generic go-to strategy universal to all match ups. For example, as you said you don’t rushdown Gief because he needs to be in close for damage so instead back away and start zoning so he has to work his way in. Guile on the other hand you want to rush down because your zoning tactics are less effective on him. You play one part the match up and one part the player.
Well okay for starters you’re getting defensive and missing the point entirely here. For one, you’re asking why you can’t pull something off online. It’s easy to blame it on lag and be done with it, but I think it may be you. Hitting a 3P/3K button fires all three attack buttons simultaneously…you can talk about online algorithms and data transfer rate and lag all day, but the fact of the matter is that there is no delay in those three attacks being pressed at the exact same moment because they are triggered together by your 3P/3K button. They will always register as all three attack buttons being pressed.
Go into Training and hit your 3P/3K button, see the attack icons sitting right next to each other? That’s one single input online. This is how the game sees that input, and this is how that input is registered online. The input itself may lag, causing your attack to come out late online, but there is no weird delay or consecutive, separate input for those buttons that would cause all three punches and kicks to NOT be registered at the exact same time. You’re saying that because of lag, normals are coming out because there’s some delay between one of those three buttons being pressed, but if you’re really hitting that 3P/3K button, your explanation simply doesn’t work. That by itself should shoot down any possibility of lag being the culprit, but I won’t rule it out because strange things happen online. If you’re using some sort of macro-enabled stick or some sort of alternative method of mapping three buttons aside from the 3P/3K config in the game, that could be the culprit as well…but that’s pretty uncommon.
My question to you was why would you need to use a 3P/3K button for EX moves? They only require two buttons. Not to mention this is Juri we’re talking about here – the buttons you use to activate an EX fireball determine where it comes out, you sound like you should know that. I don’t see why you’re incorporating a 3P/3K button into a combo, either. You may only be able to use certain normal versions of a move in a combo for any number of reasons. Using a normal LK pinwheel in a combo is much safer than MK or HK, for instance, but that’s more a playstyle difference and not a technical in-game difference.
Not to mention that 3P/3K are typically not allowed in serious competitive play, and anyone else that takes this game seriously tells beginning players to completely forget about mapping a 3P/3K button if you’re playing stick because it’s a crutch. It’s not that hard to hit all three punches or kicks like everybody else does.
Online might be screwing your timing up, yes, but your explanation doesn’t hold water…unless I misunderstood you and we’re talking about the same thing. That aside, you’re being called out for being bad because you’re using 3P/3K in the first place…that and the possibility that YOU are screwing your timing up. Or you had no meter when you attempt to do this. Or because you’re completely ruling the possibility out that it may be a problem with YOUR execution and instead using bad netcode as an excuse, like [media=youtube]lzZuBUQ6uyc[/media] Blaming bad execution on the internet makes you sound like this guy, and nobody wants to sound like this guy. (btw the Ken he plays is not bad. the guy’s Cody, however, is. lol.)
Not making fun of you, I’m trying to legitimately discuss why you would choose to use a 3P/3K button instead of two buttons for EX activation.
That’s what I thought, thus my question (had to dig it up):
That’s irrelevant because when you’re training there’s no lag factor. I even said before this happened on line only, I never have problems off line. And yes, I have bars to perform the ex lol…
Rog is my main, and going back to the original question I use a DS3.
Never cared for competitive play, nor care what others think if I use a DS3 or not.
DSP may exaggerate for comedic relief; however, there’s some truth in his statements. If you think lag is not the cause, although I am using a single button for all 3k/3p; know that I only have the problem on line (off line works flawlessly); it happens to other friends; the input is correct otherwise I’d get some other move, then I welcome your next hypothesis whilst taking into consideration the aforementioned factors.
Making fun of me will not hurt my feelings, knock yourself out.
dude just go into your replays and check the input display when you attempt them. Your problem makes no sense as you’ve presented it here.
The forces of the universe are against Meteora
for the record in the year that i’ve used a dualshock i’ve never had problems doing EX with 3k/3p or 2k/2p @@
Just for a break in all the arguing about input problems… I’d recommend to any relatively unskilled people the practice of fighting ranked matches using only normals (unless it’s something like a pinwheel at the end of a combo). It’s definitely improving my spacing and anti-air reaction time, and has started to get me out of silly habits like random pinwheels and overused dive kicks. It seems to bring out more taunting from people, but you’d be surprised how well you can do!
Also, I’m really liking using hk pinwheel instead of EX all the time and then using the meter for the cr.mk xx mk pinwheel xx fuharenjin combo.
Pretty much this is all I can think to say. There’s very little that could be causing this: a) you’ve got no meter sometimes when you try to do this, b) you’re hitting 3P/3K multiple times or accidentally hitting another single P/K button at the same time, c) your DS3 is misfiring (wireless could have something to do with it?), d) the connection to your opponent is causing so much lag that your directional input and your button input are becoming seperated, or e) some mystical mystery reason beyond the scope of human comprehension. The only reason I could think of is that lag is causing an input misfire…though you’re saying lag is literally changing your input. While that particular explanation doesn’t sound plausible, lag could still be the culprit.
Might have something with D though, that actually seems close to what you’re saying. That problem is partly lag and partly your execution: people can still fire off shoryus online so clearly input lag isn’t that bad, but input timing is generally fairly lax on Super so inputs that wouldn’t work in other games due to slow timing often work in Super. In that case, your input execution may be quick enough to work offline, but slow enough to drop online. This isn’t a widely common issue with pad players, but slower execution is more common on a pad. If you’re moving from Rog to Juri, this actually makes sense. Not saying you shouldn’t play her, by all means please do…but non-charge characters generally require a lot more speed and precision. If nothing else, they play completely differently…but this much is obvious.
This is true. Fighting any match with only normals will improve your game. If you overuse EX moves and fall back on wake-up ultras…or generally speaking, if you fall back too much on special moves and don’t rely on normals enough, your game will suffer for it. Anybody can fire off a shoryu or a flame wheel or a charge attack on wakeup or after jumping in. Experienced players understand them and know when to use those after normals and within combos and footsies.
I can recommend this as well, and would add changing from U2 to U1 too. Even if you aren’t good enough yet to land FSE combos, you can use it for psychological pressure and it removes the crutch of random ultraing, so you learn to use the more reliable options, and in the end win more matches.
I’ve done this and it has weened me off of relying on random ultras, and I’ve started to learn the places where FSE is useful, so that when I can finally land those FSE combos reliably, I’ll already know where to use it. And don’t underestimate the psychological damage, I’ve stopped several rushdown players by activating FSE, they became scared of my attack and ended up stuck in my rushdown in return.
Going in ranked and only using normals? Sounds exactly like the advice I gave everyone a couple weeks ago.
I don’t claim to have come up with the idea… I couldn’t remember where I’d seen it. If it was you, thanks a bunch, it’s doing wonders for my reactions and general distance comprehension.
Over on the Team Juri group? I only just joined that last night, lol