yoooo how do we deal with dhalsim and seth? every time i play this match up. i usually just freestyle which isn’t a good thing. i know dives can punish seth booms, and i know sim teleports are free st rh punish. but i feel we need to know more. plus arturo lives in my area lol.

Teleportz are free ultra punish. Sim should never tele you unless your in block stun. J mp xx ultra for the win.

Seth. I try and out poke him. I fail though. If he has no ultra 1 or super I dash under booms and at that point a good guess is half his life. I find this better than trying to dive kick booms as on block you can be thrown, spd, srk, or mp xx kicks. Srk and mp will cover back dash, throws cover your blocks. Spd and srk(or jabs) will cover our c lks.

Basically I’m saying your putting yourself in a 50/50. No good if you jump in and get a hk on block, at least now he’s gotta guess. Fuzzy guard, low, throw, or a safe fuhajin store.

I would go into training mode and find what beats limbs. This is your hardest enemy IMO.

I don’t play any good seths or good sims. I’d like to play you and Arturo. People say I look like him >.>

Fuhajin store can beat but often trades with limbs.

lol you can always send me a friend request kail. btw, i just found out that cr hp owns seth j hp. just letting the community know because if ya’ll played any seth’s, it wouldn’t be a surprise to watch seth’s auto pilot sonic boom then j hp to keep the distance. so i suppose if you know j hp is coming ( which shouldn’t take long to figure out if the seth user keeps abusing it ) just tag the limb with cr hp.

EDIT:the tip of st mk also owns j hp. anything else is either a trade or it just completely loses. for his cr hp. c mk either trades or get beat out clean.

I fear you. Lol

lol why?

Oh no now kail can beat my autopilot Seth :frowning:
Cool info, D_dollars.

It’s easy. Get in. Get kd. Block punish. :). One match you shoryu everytime. You make me sas karakusa. Lol

personally i forward Counter if i see a Seth j.HP coming, he’ll land right besides you for a nice and juicy punish.

I need some serious Help against Blanka, Guile and Honda. especially Honda, i feel useless against him.
I’ve already picked up Chun to counterpick Honda/Guile and i have Rog for Blanka but i’d really like it if i didnt have to do that to be on even grounds with them =_=

It’s just Seth so idc as much as if it were Juri D:

Can anyone figure out exactly how much frame advantage Juri gets from cancelling the recovery c.MP into another normal on hit and block?

Blanka is no problem for me. You have to be tight to win this match. You have to be ahead of them. Most blanka are so content in playing games with you. Once you shut them down they don’t know what to do.

Late Crouch teching murders blanka. I haven’t met a frame trapping blanka yet. Maybe they don’t have anything good to frame trap (I’d assume that double knee would be). Up close just be patient, watch for ticks.

Far away, he’s gonna gimmick you. Watch his rolls. Know the distances. If hea far after a roll, slide or jump in. Anything, focus attack… Anything other than slide dash out. If jump, dash under. If walk up throw, dash back.

If he rainbows, absorb the hit, and dash out. Don’t be tempted go hit the focus attack not worth the risk. Dash out and ultra him.

If he’s spamming balls, start storing fireballs. Throw them at will. Keep em back. If he ex balls, dash forward and lk sempusha. Time this right and punish him everytime. If you time this right he cannot block. He’ll probably try this again a few more Times go be sure. Punish everytime. No more balls. If you time this wrong they might try to ultra you. Careful.

If you block slide, punish hard. Ex pin all day.

Sorry for double post. I’d like to hear your views on this. I think I posted this else where but I’ve found it possible to do 3 c shorts into a fuhajin store. This would be completely safe but it comes with a price. Only works with an empty jump right on top of the enemy. I don’t know if this is universal, but it gives juri just a bit of extra pixels to hit it

Coupled in with a os crouch tech this could be a nice little hit confirm

Also in practicing Kara throws I found something useful. Again, don’t know if this has been discussed but since juri can cancel recovery on some of her normals this also means you can cancel a whiff into a Kara.

A setup I was working on was c short x 2 (neutral the stick to bait a tech), c. Short xx s.strong. That strong comes out fast. So then I tried with a Kara. That shit comes out fast. Looks tricky too. Should whiff vs most opponents. It’s inputs are tough but I can’t Kara well. I would assume this would work with standing Jab. This would be good for those we can’t hit when crouching

Some food for thought.

Why do you need to hit-confirm into a move that’s safe on block?

Your my hit confirming for the kick. Your hit confirming for a sempusha that’s not safe. If you see they’re blocking you can safely store. (otherwise you’d whiff and give up pressure or be punished). Two shorts are too quick for me to confirm a sempusha.

I dunno how the better players feel about this. Found it out, dunno if it’s practical. Most people will just tech in this situation anyway, so you’ll probably just tech.

I would just go with one of these in a situation like that:

c.LK, s.LK, c.MP xx Senpusha - hit-confirm, frame trap/throw mix-up
s.MK xx Fuhajin (store) - throw bait
s.LK, c.MP, c.MK - two frame trap/throw mix-ups

It’s not a cancel, what looks like c.MP (cancel) c.MP is in fact c.MP (link) c.MP.

Which means it’s -1f on block and isn’t a safe frametrap.

I researched about it when it was being discussed here not long ago.
If you look at both framedata and the animation frame by frame, framedata says 9f of recovery while the animation has like 15f of recovery. But you can cancel these extra animation frames with anything, like walking… They aren’t taken into account and are only here to make c.MP look smooth.

It’s not a safe frame trap, being -1 on block, but the trick works well because it looks easier to counterhit than it is.

If you don’t go for the visual trick you may as well do far MP instead of c.MP, it’s also -1 on block and +2 on hit, with the advantage of bringing you closer.
I tried lk>lk(to get to far range)>f.MP>f.MP>c.MK xx EX Fuhajin it works fine even if it’s a fake frametrap string.
far MP > far LK is probably good too but the range to do it may be a bit strict I don’t remember. If far MP counterhits the far LK can link.

When I end something like cr.lk x3 and can’t confirm into Senpusha because it’s being blocked I usually follow with cr.MK xx EX Fuhajin, like Otogi suggested, and it works perfectly, almost always frametraps and it’s safe. Never had a problem with it and cr.lk is -2, so the -1 on c.MP or far.MP should be no problem as long as you’re far enough.^^

Oh, thanks for the clarification. You can still use it to counter-hit someone trying to tech a kara throw, right?

Depends on what you use after it, it should always beat latetechs yeah, and against early techs you can go for far.LK after it for example (5f startup and +2 on block and a hitbox that dodges crouch tech). Doing c.MP x2 has a weakness against early techs if they happen to time it right because your vulnerable hitbox moves forward before being active.

I don’t find -1 on block to be bad myself, Fuhajin Store is -1 and everyone go for cr.MK after it and it almost never causes problem, so you can see these -1 pokes as an alternative to Fuhajin(store) when you’re too far to cancel into Fuhajin(store).

this ain’t really related to juri, but did everyone see the recent changes for rose? the fact that her ultra 2 lost some invincibility (or all invincibility ) will make the MU much easier. juri can probably just meaty her everytime now. imo, that ultra was the only reason it was 6 to 4 imho. but now, bullying her on wake up will be fun =) oh! plus her super trap is no more. even tho i never got hit with it lol.