In general, her Dive kick is really risky. It’s pretty much like Cammy’s Spiral Arrow, if it’s whiffed or block, it gives the opponent to punish you every time. The positive thing about the dive kick is that it breaks armor.
Does anyone use TK dive kick? Not sure if I should work on incorporating this into my gameplay or not.
i can’t seem to get c.strong xx low fuhajin FADC --> ultra. i know how to FADC easily but for some reason the ultra gets blocked all the time. am i FADCing to late or what? can someone plz help me. thanks
I had issues with this as well. Unfortunately, the answer is simply “Do it faster.” After a bit of practice, I finally got a few to work. You just have t be fast. If you’re close enough, you can just focus crumple instead of fadc, and that makes it much easier.
these vids are disgusting
it is the old build where the dive kick is an overhead and lk pinwheel is safe
I’ve been testing this out and it seems to me that it’s possible to make the dive kicks safe (well, safe-ish. Dunno about stuff like Chun’s super) with really good spacing. Essentially, you hit them in the knee with the kick.
Would like someone to confirm if I’m correct, though. I’m not the best at testing these things.
How are people still saying “lol no anti air lol?” Seriously. And saying no hit confirms is absolute bullshit.
Does she need a hit confirm? If you’re close enough for short short pinwheel, I feel like you could probably just do cr. forward fireball kick. It’s only -1 on block, still knocks down on hit, you don’t have to hit confirm, and it gives you the option to throw a fireball.
So have we discovered a legitimate reason to use FSE over U2 with Juri yet? Or are most people just going to use U2? At the moment, the best thing about FSE to me is the fact that I no longer feel pressured to land an EX dive kick >.>
Both Ultra’s are great, and have potential but it would be hard to utilized FSE to it’s fullest until Juri is fleshed out as a character. It’s still early and everyone is still trying to figure out how she works (myself included). With that said, Ultra II at the moment seems to be the preferred Ultra, simply due to it’s ease of use, and guaranteed damage.
As time goes, we’ll see which Ultra warrants being used for what match up.
At least we’ve figured out some basic combo’s that lead into both Ultras without the focus crumple which is really good for now.
I think FSE is underused because people aren’t experimenting with the possibilities yet. I’ve seen some training vids that makes it look like it has some great potential but you gotta know what links with what and you’ve gotta be fully prepared to commit to it the moment you fire it off. It’s kinda like Makoto’s HOT SAUCE special, but people that played Makoto in 3S know when to use that. With Juri there’s no already-set precedent, people already know when to use Makoto’s but with Juri everything is new.
So yeah I think in a month or so people will have practiced with FSE enough to actually make it legit. I’m getting tired of U2 and will probably move to practicing FSE as soon as I actually get to put some decent lab work in with Juri. Can’t right now cause of school. :’(
I mean look at this though: [media=youtube]sFBRixojP3c[/media] That’s sitting on the SSFIV wiki. I dunno if it’s from an old build or what but just that by itself shows the beginning of some serious potential from FSE. That’s what I wanna see with Juri, not some kneejerk reaction U2 wakeup ultra. IMO anyone that picks U2 is playing Juri “wrong,” because damn that video makes FSE look so right. She can get in faster than anyone expects, lay down serious damage, serious pressure (and with NORMALS!) and some combos that you really want to work regularly will work with FSE engaged. That said I think just about everyone is picking U2 because it’s familiar, myself included. So yeah…until everybody that wants to see Juri used to her potential gives FSE some serious practice, people are gonna say “naw FSE is dumb.”
tldr: FSE will be a legitimate choice once people actually give it a chance.
on a completely unrelated note, anybody wanna try making a link combo that starts with close s.mk? cause close (as in throw range close) s.mk is two hits (low then high) instead of one plus you can go into c.lk pretty easily. I’ve been getting in close and starting with s.mk and it’s put pressure on pretty well, even if it gets blocked.
plus it provokes either a grab or the start of their own link combo, and you can just hit one of her command counter dash things if you think they’re gonna go for a combo. juri’s sneaky lol
sorry for the double post but
this was confirmed in the thread i read it in. so watch out! Ryu can sweep your “safe” lk pinwheel lol
How do you keep people off you? I get my shit rushed down by Makoto. Her standing Mid punch stuffs my EX Spinwheel kick. If traped in corner light punch counter doesnt get me out of trouble because makoto can still hit me with a standing mid punch.
So any tips
command counter dash is gonna be your friend, I have a friend that plays a mean Makoto and my best defense against his rushdown style is that command counter. if you get rushed into a corner again try hp counter + hk to knock him down and escape. catching people with your counter effectively and consistently will make them think twice before trying again…and the best way to shut out a rushdown player is to make them think their rushdown game is ineffective. never use the mp counter in the corner, it’s your backdash and you will literally go nowhere lol. sounds basic but i and plenty of other juri players i’ve seen are still making this mistake.
aerial hk is a great overhead and will knock them down into the ground. if you’re being rushed and you think you can get up over them but you’re afraid of getting retaliated when you land, use it to put them in the dirt and escape. (good against balrog, dudley, etc. – characters with a stronger ground game.)
hk pinwheel is good for rushdown characters that are trying to jump in on you, i use it as an escape from players trying to jump in on me in a corner. they expect to jump in and get up close on you and you just run with the pinwheel, lmao. it’s great for getting out of the corner against characters that are jumping in on you. (rufus, cammy, t.hawk but i think he can stuff a pinwheel with condor dive, can’t remember) don’t get caught jumping and trying to dive kick often or they’ll anticipate and stuff your jump. ESPECIALLY if you’re in the corner.
to keep pressure at range, i hate to say it, but i’ve found throwing fireballs like nobody’s business works. i mix mine up and throw them at “random,” but really i’m guessing where they might come in from and showing them “hey, i can fireball this.” storing multiple fireballs is great too. I often range myself and store a lk and hk fireball and throw random mp fireballs for fun – if they dash in on the ground (or that Makoto guy i play trys to EX Hayate into me) you can stuff it with lk. if they jump in or they jump over your lk fireball, you’ve still got hk high fireball on reserve to stuff their jump. if they even see that you’ve stored a fireball they’ll play more carefully, it makes even high level players think twice.
…so yeah again, against that makoto matchup, I’ve found that the storing fireballs trick and command counter help a lot. that buddy of mine rarely jumps but when he does hk pinwheel gets me out of the corner. quick escapes like these are gonna end up saving you if you find yourself in the corner because of a rush.
Good looking bro. I will test this out.
be wary that in that specific matchup it’s common for makoto players to jab jab hayate (at least with my friend it is) and i’m pretty sure hayate armor breaks, so it’s gonna smash your qcb p counter. aerial hk is good. also keep in mind that if you can catch a makoto strong or fierce with your qcb lp you may be too far out of range to start into a normal link that begins with something like c.lk…that lp counter dashes a bit too far out of range for normal combos i’ve found. i usually end up doing something like qcb+p, forward mk to close the gap, c.lk, s.lk…after the forward mk you should be able to start up a normal combo. forward mk is gonna be a forward in the OPPOSITE direction too because of the dash counter…i’m still trying to get that down pat.
ya’ll check the juri video thread, posted something quite interesting there!
Went on like a 15 win streak in ranked in which I didn’t even fire U2 off once, no opportunities. Pretty ridiculous…
Need to get good at FSE soon or something.
That’s what I’m saying, U2 is too situational. FSE is gonna be where Juri really excels. Her whole game is mixup, what better to compliment that than a custom combo?
Hayate Doesn’t armor break I fa it alot.