Don’t hold me to it. Its either mk, hk, or ex. Ex I know for sure as I use it in my fse mix up.
Edit: Time out. I heard this once. Os dash. Is that possible? If so, is it possible to os dash under buttslam? If so that would cover both options.
Don’t hold me to it. Its either mk, hk, or ex. Ex I know for sure as I use it in my fse mix up.
Edit: Time out. I heard this once. Os dash. Is that possible? If so, is it possible to os dash under buttslam? If so that would cover both options.
Yeah, OS dash is possible. Haven’t tested vs Honda but I saw this on youtube a long time ago:
[media=youtube]k0H_dkFsjAQ&feature=related[/media]
I would try cross-over mk or safe jump and then use Sekku/Instant Dive kick or just crouch block.
i meant after a j.mk to option select a dash so it would come out if whiff (buttslam) or not if blocked.
Does anyone know a safejump setup after sweep? I’m sure its been discussed but I need to find something to safe jump exactly. I cant seem to do it visually.
jf.hp and jf.mk works well as safe jumps. Just slightly delay them. I just tested and it can make honda’s buttslam auto-correct (fly off in the wrong direction and whiff completely).
Also: dash, cross-up mk can stuff auto-correct buttslam but is not safe vs auto-correct headbutts.
Kinda impossible to cross-up early enough AND safe block after a sweep though. Unless you are in the corner that is.
I just don’t see why you would want to dash as neutral crouching alone beats all versions of buttslams. Just anti-air those butts with cr.mp or cr.hp.
Still worth testing I guess…
your right!
Sorry, was up next in endless…i take away his back charge, i was finding a way around buttslam. This might be it.
lol your over thinking it. You dont need to OS to beat buttslam you just punish it when it whiffs, you can focus them and cr.mp/hp them. You OS guard on safe crossups to guard the auto corrected headbutts if they are there.
GGs Kail, that was loads of fun. You freak me out when you activate e_e’. Best use of fse I’ve seen for sure, apart from the fact you keep getting thrown after blocked sekku XD. If it wasn’t for that I think you could’ve had me a lot more cause that was such a momentum killer for you. I think you’re better than me at FSE but just saying I think you should maybe option select throw with cr.lk after your sekkus to stop you getting thrown/potentially keeping the pressure on. There are other good options too like sekku then close mk to beat their potential throw attempt etc etc. Just my two cents dude, like I said you’re beastly in FSE for sure, but I just think if you solved that problem you’d be even more beastly ^_^.
Juri is kinda screwed after a blocked sekku. Also, I couldnt tech anything. We had a little lag (To be expected across the seas). Thats why I ended up just randomly rushing in on wake up. I just wanted to stay in at all costs and have fun so I blindly ran into a lot of sweeps and fuhajins.
After a sekku i’m usually trying to combo off it. I should hit confirm. I always go with my next move as if it were hit and my lk’s get thrown. Good stuff. There was a point in which you instant overheaded me with j.lk for the stun. I was taken back. Wonder if I tried something stupid.Since we had some lag My defense was paper thin for a few reasons. One, I didnt wanna block…heh. Two…I guess my timing was off.
During FSE, I found you let up your guard towards the end. Remember, if you see a mk, you can continue to just block low and watch for tick throws. No reason to raise guard at the end.
But as always, a lot of fun, lets do it again another time. Thanks for the suggestion. I really should look into sekku on block. Anyone know if its - or even?
Watch your patterns. After 2 mp’s you always sweep or c.mk. Makes it easy to dive kick. Also, you’re zoning was great. Confirm the high hits into more damage. dash up ex/lk pinwheel/super. Watch your mid fireballs. Anytime I saw mid or high in footsie range I went for sweep and went right under.
You played the match well really. Try your hand at j.hp’s. Theyre really good to blow up my anti airs and keep an eye out for ex kasatushi. For the most part juri can almost always punish it.
But isn’t Juri + something on block? I mean during fse of course. Normally she’s +2 on hit, -2 on block. During fse: +6 on hit, not sure on block but I always assumed it was +2 or 0.
Anyway, I wouldn’t say she’s completely screwed after a blocked Sekku. A throw has 3 start up frames and Juri is -2 at worst. So you can still tech/jump/backdash.
She’s screwed because it puts you in. The mix up, rather the other way around.
I’m pressuring ryu. He blocks overhead. He goes for throw, I jump… I’m fine.
Same situation. I jump or backdash… He dps… End of pressure+damage.
Granted… The overhead is always a risk on start up for the most part unless their mashing or know me really well they don’t escape this.
I do wish FSE had more to do in the mixup than overhead.
Im still remaining hopeful that fireball kick resets in the corner in AE make all the difference.
That being said Yun’s super is so much better, fast overhead, can be comboed in to, juggles that do around 500 damage and a command grab to boot. If Juri’s ultra was anything like Genei Jin that would make her a good character, but no im stuck with just the overhead really. I do really hope we get another “rebalance” aka more buffs on its final port to console, I still think Juri lacks some serious tools in order to make her abit more competitive. As of right now i find it neccessary to keep Abel in the hold to stand a chance against some players, though i hope for a day where that wont be a requirement.
Sorry. Got carried away.
Hey. You work with whatcha got. What yun doesn’t have is a super safe fire that lends to the mix up.
Her sweet spot for mix up is her strong. Her strong makes or breaks the mix up. The inclusion and exclusion of the strong is great. What I mean is… Many people magic series her fse. I try and make actual bread and butters for fse.
Usually in someway we fse like this.
Lp lk strong overhead
Or
Lp lk strong forward Roundhouse.
That’s the basic mix up. Go low forward to catch people trying to block high. But the time to get ready is after the strong. Most people wait for c.strong or sc.strong then watch.
What if you did
Short short short forward roundhouse all standing. The roundhouse is sweet as it has a late cancel. No strong so they just block. See the roundhouse and forget you can lk sempusha. On hit your +2. Frame trap time.
Or. Clk slk clk slk stmk chk. That’s a variation of what I used on deity (all standing to him). The changing of lows and highs sometimes feints tech and they’re waiting for an overhead that never gets caught and gets swept.
That’s why I do things like lk overhead. It’s quick and you flinch.
Now let’s put in fireballs. You punished your opponent for dping on wake up , fse +store.
Scmp cmk shk (one hit) xx release > lk lk (recognize block or not). Kara throw. Or overhead for a far fse combo.
My whole point is… We have to turn our eyes on and see what our opponent is doing and react fast enough.
Yun is an easier character to play as. Juri is an advanced character. Her best tools take all our irl feng shui engine to do well with. That’s why I like her. I feel like I have to have my own fse eye on to react. That’s just me.
Far roundhouse is broken in FSE man, completely whiffs on crouchers, you dont get your cancel, you get punished.
Cl.St.mp and mk are both also broken, why the fuck do they have longer startup time?
I already thought for trying to late cancel St.RH for a counterhit but real talk that broken hitbox shit pisses me off, capcom literally give me nothing to work with sometimes, then if i do find something, ah no wait you cant because in this specific instance this happens…great cheers. I must be some sort of masochist to continue playing a character i know is fundamentally broken.
That true lol.
Really scrubby Juri player arghh he is top 60 but, around there. Now I can focus on FSE I been using ultra 2 a lot against my opponents and getting lucky. Vega match was free after his tools came off. Wow I didn’t know Juri was for advance players but, I like the girl because of her Rushdown and zoning game against some characters still working on it. Damn gotten look for sessions like offline and crap.
Our girls advanced for stupid reasons like mike said. I guess I’ve been hitting srh on standing opponents? Didn’t know it whiffed. Shit. Testing is needed.
But yea. Juri is harder than necessary. Dunno why they made her that way.
Sometimes I wish Juri had an air throw.
Imagine if Juri could also air cross-senpusha xx cr.mk. Or use Kasatushi in mid air. Jump in, they go for anti-air, you kasatushi and teleport behind them like a Dhalsim on speed. Then j.hk xx ultra 2 ftw!
Shes got a divekick which can be used to delay your jump mid jump and beat anti airs, hence a counter would only make it gimmicks, if you want that you can play Gouken and use his air absorb move in his demon flip.
To make Juri “cheap” and hence fourth a good character they would have to give frame advantage on her divekicks, which isnt actually all that bad considering Yun can full screen zone with lunge punch and hes still at +1. Im not saying pick Yun, but Yun is essentially what Juri couldve been (and seems to have similarities with anyway) with more thought and development time.
Also get rid of the fireball charge gimmick, i bet ive been grabbed literally 1000 times because i couldnt tech holding down buttons, or counterhitted (much worse) because i tried releasing the button in blockstun. Just give me a straight up fireball Gouken style and keep the fireball kick a seperate move, give it DP properties or sumin to make it useful, change the properties on fireball to make it fair.
The above makes her still a watered down version of Yun, but almost on par with the likes of lets say Gouken (who also has alot of similarities), this is just development speculation of what couldve been but isnt, they need to at least fix the broken shit, most of which have been fixed but some left untouched, that is:
-Full Invincibility on Expinwheel startup.
-Fixed the abnormailities with normals in FSE.
-Make U2 a viable ultra.
-Make regular counters apply armour to Juri back hitbox, since it gets hit out by crossups alot.
-Bigger hitbox on st.lp so it actually hits fucking crouchers.
-Make Lk Pinwheel’s second hitbox hit crouchers so its at least -4 on block rather than -8, outside of fireball kick range is too hard to make moves like cr.mk (its -5 on block ffs) safe.
That list isnt alot to ask for, its what i consider to be a sufficient fix (not buff) for Juri.
I think fse is a tough thing to fix. It’s not her hitboxes rather the opponents. Like… Sometimes their hit box is big and you get a Loy of push back causing close normals to be far normals
Thats not what i was reffering to,
Far.St.Hk whiffing on crouchers only in FSE and not outside of FSE, thats fucked up.
Cl.St.Mp and Cl.St.Mk both have their startup frames increased to like 7 instead of 5.
Far St.Mp is the ONLY move that you cant cancel into a special, everything else both close, far, multiple hitters cancel into specials.
To me thats just out right lazy development, they are in fact by definition broken.
Question, what’s the best course of action when you cross someone up in the corner and they do a special (such as Shoryuken, tiger uppercut, etc) and they auto-correct, or reset or whatever in the air and land on their feet?
It seems like if it happens, in the case of the dragon punch I’ll: jump up and eat another shoryuken, crouch down and get thrown, or try to attack and eat a shoryuken.
I realize it’s probably a basic question, but there are a lot of these types of things I am learning about the game still.