Oh dont get me wrong,im not saying i invented it,i was just curious is all guys. no biggie lol
has anyone discovered how to get cross up dive kick consistently?
Ok, here’s my biggest issue. How does Juri approach in order to close in on people playing lame (Seth/Sim jump back FP, kunai-ing Ibuki’s, Akuma’s throwing fireballs)?
Actually, it doesn’t even have to be turtling, I always find myself having issues approaching when her slow walk speed makes it hard to approach yet a dash would get punished. So out of habit, I jump. Sometimes it works, most of the times I get anti-air’d and lose momentum of the match.
tl;dr, help me stop jumping so much please. I’d really like to develop a strong footsies game, but I can’t do that if I’m unsure of how to correctly approach.
if you can do it use Kasatushi it helps alot to close in on the space. i actually try to incorporate this more into my gameplay if possible.
I use well-timed Dive Kicks to land underneath an Akuma that throws an air fireball near the top of his jump. I also use Dive Kicks to punish ground fireballs, since Akuma’s recovery is worse than Sagat or Ryu, and you can definitely punish their projectiles on reaction. LP Counter, EX Counter, dashing under, or releasing Fuhajin projectiles are all options to approach.
I don’t know much about Ibuki’s zoning, since the only good Ibukis I’ve fought have absolutely murdered me. But, I noticed that any version of the pinwheel stops kunai.
I dont know about consistently but about a week ago I spent some time practicing Juri’s x’up DK. I only practiced vs Ken so I dont know how this applies to everyone else as their hit box may differ. It seems you have to aim the kick to were her leg just barely clears his head (goes over it) and she hits him with her bent knee. What was confusing to me is I set the dummy to block down back for the full ten seconds, yet I was able to still hit him! I dont know what thats about but I would think that as soon as I cross “to the other side” of Ken’s center, it should automagically switch to the proper way to block. When hit he flies towards his back and thats the same direction Im going so…I dunno.
My only conclusions were either her front leg is tricking Ken into thinking she has crossed, then her her bent knee hits from the “other side” or:
She hits Ken before he can switch to the “right way” to block, or:
The dummy just isnt reliable
I been wanting to post about it but nobody here ever mention anything about the x’up. Maybe Yall can test it with a live person doing the blocking in one of Yalls Juri training sessions.
I also tried it with the dummy holding just back, but he would walk himself to the corner. From there I just cant tell if Im trully crossing up as I would hit him but I would land in front because of the wall.
I bought a Hauppage a couple of days ago but I had to buy some component cables from ebay and Im waiting for them to arrive. Maybe I’ll record what Im talking about in a week or two.
All this was with the MK an LK versions. The HK version seemed a to be too steep of an angle to x’up but like I said I only tested vs Ken.
Hey guys a little inquiry, i am currently working on unlocking the full power of the feng shui engine but my main issue is the second i activate it my opponent simply starts jumping, which is an understandable reaction on their part but i would really like to know what i can do to counter this? Keep in mind i only activate the FSE after an untechable knockdown or a techable one in the corner so i should have an advantage, what i usually try to do is go air to air with either a mp or a roundhouse, and while that works every now and then its hardly consistent enough for my tastes. I know there is an easy and obvious answer to my question i just cannot put my finger on it.
Also once my opponent gets out of the corner i am usually screwed, is there any answer to this issue or is this just a problem of the FSE itself?
Theory fighter here but on untechable knock down try a meaty, I’ll leave somebody who knows the situation better to suggest what.
Honestly, using FSE is more than just damage. If you want to “unlock its full power”, you have to understand how it completely alters the game while it’s activated. If your opponent is desperately trying to avoid you, you can use that to your advantage to position them where you wanted.
Once, in a casual match with one of my friends (an excellent Guy player), he began running from me the moment I turned FSE on. Now, I was losing the round, and he had a huge lead, but I let him back himself into the corner, and slowly observed. Even as my FSE ticked away the whole while, I just observed him and waited. I might have gotten perhaps three hits with the FSE, (cr.lk xx cr.mk xx cr.fk) but I used the untechable knockdown I got there to setup more mixups and slowly began to grind at his life until I won. The FSE didn’t give me the damage I needed to win, but it gave me a huge edge in yomi.
Anyone who reacts predictably to any situation in a fighting game is giving away an advantage. It’s up to you to figure out how to turn that advantage into a win.
Alright guys I need some help with the tutorial thread. I’m currently writing about Juri’s Rushdown game but I’ve hit a road block here. Juri’s rush down game to me seems weak in that it relies on gimmicks, resets, FSE, and ambiguous jumping attacks and jump ins are hardly ever smart ideas. To me, Juri is a passive aggressive character with footsies and zoning to create an opportunitiy for those ambiguous jump ins to land the knockdown and gradually push your opponent into the corner because that’s where her offensive game really shines. However, I want to get into the specific details of her rush down game outside of the corner and FSE and I need some help from you guys to provide some input on Juri’s rush down game.
This is exactly why FSE >>>>> Ultra 2. The sheer psychological advantage you get from FSE more then warrants its worth regardless of whether you land a lot of combos or not. Just don’t get caught up in trying to land that combo because your going to play into your opponent’s hand. If your opponent runs away from you that’s perfectly fine it means there scared of you and have released precious momentum to you.
In that Floe vs. Alex Valle vid, Floe would fire off FSE after a throw or after knocking Valle down – his activation was predictable, but his execution during FSE wasn’t. It’s okay to be predictable in activating FSE, and I kinda think this is how it’s meant to be played. FSE by itself (especially at fullscreen) isn’t going to do you a whole lot of good, you need to be able to set yourself up to start FSE in an advantageous position to really get the most out of it.
If they’re jumping out away from you, you know they’re scared. THAT is the true advantage of FSE, it’s scary. >:) Meet it with j.mp if you can and then s.lk instead of jumping up for the second j.mp, this will reset them and let you launch a combo.
I’ve been meaning to experiment with j.mp > FSE INSTALL (insert Bang Shishigami theme here) > FSE combo, may do that today.
Also noticed in using FSE all day yesterday online – it’s possible to soak up enough Ultra meter to fire off FSE twice in one round. It’s only half of your full Ultra bar, so it doesn’t last nearly as long as a full FSE bar, but two FSEs per round is more than enough to put the fear of Juri in anybody you fight.
You’re right in that she’s more passive aggressive. I kinda liken her to Makoto (especially after those matchup tips I posted) in that Juri and Mak both have to capitalize off of the opponent screwing up. This is a little harder for Juri because she doesn’t have the sheer offensive power Mak does, but she makes up for it in mix-ups and unpredictability. Plus she can completely turn around a poke or a hit confirm with command counters, so she has an added level of invasive/evasive strategy – she can get in on fireball spam AND get out of the corner with LP counter, and set up a dive kick, bait, or simply put distance between you and your opponent with MP and HP counters.
Mixing up consecutive dive kicks has actually worked as a decent rushdown tactic for me. HK dive kick goes over their heads, then a quick lk dive kick comes at them from the opposite side. It’s got the same mixup potential Vega jumping all over the place does – it may not be a traditional “mixup” but it mixes the opponent up as to where you’re coming from.
Juri was designed as a fighter that likes to play with her opponent before she kicks their ass…and when you actually put that thinking to practice in your strategy, it makes her moveset make sense. She’s not supposed to be super-aggressive, she’s supposed to bait, counter and frame punish with fireball traps, combos and air supremacy. Aerial control is a major plus for Juri: j.mp > j.mp > s.lk > any combo you want and EX dive kick > Ultra are incredibly powerful tools that you have to make opponents fear. Juric can make anyone that jumps in arbitrarily pay for it like no other character can.
Awful lot of arguing going on in this thread.
Anyways…
I have decided to go back to Chun as a main but will still use Juri as a secondary and for fun. I think the biggest issue is, as you guys have said, she relies on the opponent making a mistake, which, at higher levels, is harder to see. As people get used to her tricks (even in the Valle/Floe video you could see Valle starting to learn Juri’s gimmicks), I think she will see a lot less success.
I always play a rushdown/pressure Juri, but against players who know how to block I see almost no wins. That said, I still want to get better with Juri so I’m open for suggestions - like how to improve my defensive game with Juri, especially.
I leave for a few days and hell breaks loose.
…
Anyone else think Juris ribs are sexy?
Man I’ve done full circle atleast three times now.
My SSF4 mains have been.
ibuki>Adon>Fei Long>Juri>Ibuki>Adon>Ibuki>Fei Long>Adon>Ibuki>Adon>CODY(WTF?!)>Juri.
Juri apparently is the best character to match my style of play
Yes, her ribs are friggin HAWT.
I’m so severely dissapoint with her “new” costume, it’s horrible IMO.
I keep hearing about Juri’s awesome options when the opponent is down, and especially in the corner. I do the usual mixing between throws, low attacks, her overhead and a neutral jump into j.rh into combo, but is there anything more Juri-specific I should be dishing out?
FSE is NOT better than U2.
I hope everyone realizes no one [good] is afraid of Juri when she activates her FSE (those who are scared are those who are uncertain how to approach the MU). Even during her FSE, Juri is still… Juri. She gets rushed down pretty much the same, and her offense isn’t THAT much greater than normal. And Juri isn’t exceptional at catching opponents who play runaway either.
FSE relies too much on your opponent guessing wrong more than anything. In some match ups, your opponent only needs one good reversal to break the momentum completely (assuming he knows what he’s doing in the match up). And her only real move to break crouch block is her OH (which is slow) and her [kara] throw. On top of that, FSE is mediocre at best when it’s not in the corner. She doesn’t build meter when she’s in FSE and that hurts her since using up meter is vital for Juri outside of FSE (see: Kura). Going into FSE with no meter is… well, just don’t get knocked down… yeah.
As time goes on, less and less gimmicks are going to work with Juri and FSE is going to end up becoming obsolete. At least right now, it’s not looking so good. The main reason is because it doesn’t compliment Juri’s moveset/playstyle. Juri is just not a rush down character. At the very least, it’s going to only be viable against very specific match ups.
As for her U2, at least it limits opponents options since it DOES act like an Ultra. Your opponent can’t jump since j.mp has ridiculous priority and ends with U2 (and depending how you follow up after the j.mp, the damage can be pretty big). Zoning with fireballs becomes difficult since ex.divekick > U2 (or you can jump in with j.mp xx ex.dk > U2). Any combo ending with a fb release > FADC > U2 (really good in footsies when you land a cr.mk xx lk fb release > U2). Also good in punishing situations. And of course, your opponent can’t Focus much either in mid to close range. And in some extreme cases, she at least has a wake up Ultra (since getting meatied on wake up with no meter is commonplace for Juri at this point).
It might not be the best Ultra but at least it gives her solid answers in said situations, something her FSE doesn’t do.
Another utility for U2 (somewhat situational though). I posted this earlier but I’ll post it again…
Combo into U2 is possible. I’ve already tried it out. The more you know…
Juri is most definitely a mediocre character. If anything, I see her dropping down the tiers really. It’s kind of depressing.
Well that’s my input on her FSE (mediocre at best and certainly not better than U2).
In certain match-ups, I don’t think there’s any real point in using Feng Shui, like the Akuma match-up, he can escape far too easily and drain all your time. I’m starting to use Ultra 2 more in matches now.
After fighting and losing something like 10-0 to Rog, who I find absolutely jarring, I’ll probably try Ultra 2 against him as well. Instant Shikusen, in theory, could be used to beat out his crouch jabbing inbetween tick throws as well as crouch tech if you get the height right, similar to how Cammy can used delayed TK Cannon Strike to do the same thing. If you have Ultra 2, you could juggle with it afterwards. But this is all just rambling, I will have to test this out. Not sure about the safety of using Shikusen like that either…
EDIT: Oh wait, all this stuff was in the Instant Dive Kick thread lol.
If my opponent is scared of FSE, fine. If they aren’t . . . that’s fine, too.
Personally, though, there’s much about the U2 setups that I don’t like.
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Using EX Dive Kick >> Ultra to punish fireballs. Not only can it be baited and punished easily, but you have to already be pretty close for it to work. It seems to work pretty well as a counter to footsies, but zoning? Aside from Guile, who’s going to throw out a projectile when Juri’s close enough?
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Jumping anything >> Ultra. Using j.mp as an air-to-air isn’t that bad of an idea, but nobody good is going to jump in on Juri anyway.
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cr.mk xx LP Release xx FADC >> Ultra 2. You can do the same with Ultra 1.
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Wakeup Ultra in any form. Easy to bait.
I just use FSE on every character I feel like I can really pressure on wakeup. Or when I wanna try and be flashy.
In my mind FSE is far superior to U2; it’s also far more versatile. The simple fact is that U2 is hit or miss. FSE is not. You might not always get as much damage from it, as U2, but it has the potential to do MORE.
Though, I’ll be honest, I sigh in relief when I see another Juri using FSE, then proceed to bash their brains in.