Managed to get ahold of camera and post a few videos on YT (pain in the arse for some reason). The main issue I have with getting used to the game is what to do after scoring a knockdown, as in, applying pressure. I’m very bad at applying pressure after scoring a knockdown (not so evident as much in the Zangief clip). I guess my main fear is a reversal as usually when I go for crossup/grab/blockstring I get reversaled out of it…
Any comments would be greatly appriecated I know I press buttons too much sometimes, lol at pressing HK 6 times during a dive kick…xP
Edit: Need to get a camera and upload some of me different matchups and shiz!
In that particular situation, if j.rh hit or was blocked, the pinwheel wouldn’t have come out. If Akuma teleports, the pinwheel will come out and either tag him if he goes backwards, or swoop Juri away if he goes forward.
I really like Juri’s fuzzy guard, but I don’t have many chances to do it in a real match, figured I would whip up a setup. I really made this in like 2 minutes, so it’s far from perfect, or even safe, but maybe it can be safe when some time is put into it.
my inability to do sako links with cammy and the genei-jin imo she is the same as cammy a little worse in certain areas but better overall for someone lacking skills and execution as i am
the rufus vid both of you guys made a lot of mistakes but the rufus made more and failed to punish you for yours.
Too many counter fishing some times you would whiff one and go immediately for a second.
Too many random dives kicks. I don’t think they’re are safe bro lol
Missing combos and set ups. That ultra 2 miss at the end could’ve cost you the game but that Rufus wasn’t too good. You also dropped a lot of combos. Tighten that up learn your links.
Juri corner game is serious like someone said but you neglected it and let him escape each time. work on that and learn your option there.
yeah ive been making the dive kick my go to move which is wrong also the rufus player is an abel player so i think he was improvising as he was going along from what he knew about rufus
0:18 - why’d you divekick? and why’d you finish the divekick?
0:34 - missed combo
0:38 - i don’t get the divekick here either…
0:50 - not a good spaced divekick, but you still connected. if sakura blocked that was a free 300+ dmg for her.
1:10 - bad jump in but you probably know that.
1:16 - wake up counter when they’re charging focus is not really a good idea, pinwheel is a bit better. then again, sakura has way better options than FA on wakeup. strange.
1:20 - another random divekick. strangely, sakura did SRK.
1:45 - you jumped into the corner. when you have your opponent in the corner, there’s no reason to jump at them. your corner ground options are insane and jumping just invites them to anti-air. in this situation she did focus (for some reason) and put you in the corner which sucks for juri.
1:47 - random dive kick. again. you get punished hard for it. if i were the sakura i would go for the j.hk reset instead of ultra. but this sakura sucks.
2:03 - again, random dive kick. sakura failed to punished because she didn’t jab into fierce. she probably would’ve killed you with a combo.
2:09 - don’t jump at them when they’re in the corner.
the sakura player was pretty horrid so there’s not much i can really comment on.
0:57 - zangief jumped late for his crossup, you should’ve dashed forward. you did counter, and he could’ve empty jumped and 360ed you.
1:34 - you had him in the corner, and you jumped away. generally you shouldn’t stand next to gief, except when he’s in the corner, you get a lot more options that makes corner pressure viable.
1:48 - missed NJ.HK for a combo
1:53 - dangerous jabs that zangief should have 360’d you for doing
2:15 - very dangerous divekick. gief would’ve gotten free ultra if he blocked and there was no reason for him not to block.
2:16 - good decision to run away from the corner. before i said you should corner pressure. however, you have to fear the random ultra in this situation.
overall, good fireball play. you panicked a little when he got up close but you discovered that the HK fireball hits him while standing which really shuts him down.
you can tell when they do something implausible that catches them. normally j.hk into hk pinwheel is an awful move. there are also a number of situations where they are often used, most likely when you think they’ll backdash.
she is nowhere close to playing like cammy. cammy’s divekick is leagues better than juri’s and opens up her offensive game, cammy plays more aggressively, cammy has a DP that gives her better options when she’s knocked down, cammy doesn’t have a fireball, etc. etc.
also, you don’t need to do sako links to play as cammy.
Thanks alot of the critique, kain. I noticed I had a few bad habits, but I had no idea they were this bad. God, I divekick so much. Gotta hit the training room and start again!
im not sure how to go about about what i meant and make total sense i was talking more about the other factors like making mistakes i guess i have to agree with what you said though i am really missing not having a dp i can mash wen i feel in danger
[media=youtube]3OIHEYfg23ki[/media] been trying dive kick as anti crouch tech some say its unsafe but if u get the dive-kick low like cammy style am sure it will be safe
[media=youtube]HlKYYMD70S8[/media]
So, how and why?
For clarification:
-FSE dont have invulnerable frames after the activation, check out the “ssf4 hitbox data” frame clips.
-The hitbox from ryus FA is big enough and his activeframes become active when hes arm is fully outstreched so it must connect normally, check ryus FA frame hitbox clip aswell.
-Some ppl said that maybe the FA aka his arm is in his recovery frames somehow, but u can clearly see that hes hitbox isnt even active so why recover before active? lol
-Others said that shes maybe negateing somehow hes hitbox with her j.HK/landing frames/her own standing hitbox or something like that, o0
^ first thing i noticed was that you were not linking alot of the combo’s. You would get a c.mk confirm but you didn’t do anything with it.
Also, you shouldn’t ever link into a pinwheel on block since you are left wide open for an attack.
Shouldn’t jump alot, get used to being grounded, it would help your footsie’s greatly.
I also would not suggest focusing alot against a chun, her legs/comboability hurts.
Counter is good yes, but you shouldn’t whip it out or nowhere alot. Use it wisely.
I also do not believe that this Chun has had to much Juri experience. You got away with far to many things that this Chun could of prevented.
Lastly, learn Juri’s Anti Airs. c.hp and c.mp are her best.