[media=youtube]UfolrY0Lkrk&feature=player_embedded[/media]
i like how Juri never seems to be subject to any unblockable setups.
[media=youtube]UfolrY0Lkrk&feature=player_embedded[/media]
i like how Juri never seems to be subject to any unblockable setups.
well its bad enough her hitbox is crap n shes subject to fuzzy guard shinanigens and extended combos … im glad
:china: thanks for the much needed info on this matchup. a good Dahlsim can be a serious issue. My biggest problem is dealing with the slide. I have a complete brain freeze reaction when i get hit or block it - then i get thrown:shake:
well heres the thing about the slides.
slides are generally unsafe… if you block them you can throw them. the reason its so hard to tech throw them is this:
alot of people might not know this (even sim players) but stun properties on a slide can vary so much by:
the best advice i can give you… and this is gonna sound really crazy… DONT crouch tech after his slides… ALWAYS stand tech after a slide. i know this sounds crazy but its because of the points i mentioned earlier … add to that the fact that dhalsim has a slightly better throw range… stand teching after a slide seems to work alot better.
another thing is if you’re holding an LK fuhajin … just throw out your standing cl.MK … its airborne for the 1st 6 frames and would stuff any throw attempt.
u need to bare in mind that only his LK slide is canclable so a good dhalsim would use that for frame trapping … just be careful.
i hope this helps.
>lk slide cancelable
>stand teching slides
stuff i didnt know either, cheers bro.
[media=youtube]kzmbHpsCMsU"[/media]. A new video I put up just a little while ago. It just shows some things I like to do with FSE and some things you might know, and might not know. Essentially this was me trying to make sense of this ultra and find ways to keep the pressure up, stay in close and reset during times I feel that the opponent would be holding db.
As I said in the video and the description…this isn’t a tutorial or a how-to. Its just a way to show things you CAN do with FSE and i’m hoping you all find different setup’s and mix ups that you’ll share with the class.
And if anything, its fun to watch.
Have at it.
good stuff! you might have given me a different look on FSE…seems like it may have pretty good potential …
but heres what worries me about FSE…
i still feel like i need to explore it more myself and i do understand how much potential it has. i just dont think i feel comfortable without my high damage multi purpose ultra 2.
i think after i get rid of more basic coverage in the lab … i intend to go all out on FSE n figure out its ins n outs … because in matchups like dhalsim … although ultra 2 is great to shut down sudden teleport threats … i feel like FSE would be more intimidating in that match up even though i dont use it. im pretty sure there are many matchups that this applies to as well…
i still think frame trapping without canceling being mixed up into FSE might open up new doors … just a thought …
all in all … great vid thanks !
FSE is good, the video doesnt show its real mixup, the mixup of just having it activated, which is why maybe a real match FSE video wouldve been better. You need to know the ways of starting safe pressure when you can manage it, and realise that on wakeup they are probably going to look for escapes rather than block. E.g. against Abel you can just activate, walkup and grab him on wakeup to stop his Ex-roll or Ex-TT. Against Rose Safejump OS sweep catchs backdash and hits her our of EX Soul Spiral. Against Ryu Jumpin Hp makes his Dp’s whiff. Against Balrog Cr.mk makes his headbutts whiff.
You want to cover their defensive options more than you want to start a combo/mixup, as a reward for doing that you then get your combo, similar to how a good Zangief might play his SPD game, footsies then SPDs as rewards. You need to use the fear of FSE rather than the combos. Keep in mind Sekku isnt your only reset, at any point you can stop your string and kara grab, stopping altogether in certain places gives them time to waste meter (another plus) or take risks on reversals which you can punish, but make your gaps small enough to keep going.
Although i dont reccommend using it on characters with alot of escapes like Akuma and Seth.
Awesome vid Kail! You just inspired me. Seriously.
A few people asked me when I was going to make another Juri vid so I did this yesterday for fun:
[media=youtube]V2vKM64BsSQ[/media] (or: How to play like a troll )
Content:
-fuhajin tricks
-falling punch mixups
-corner throws
-the dive kick game
-purple heart techs
-spider traps
-evil resets
-fse mixups
For people wondering, yes I actually play like that.
Actually. Those things aren’t that bad. I’ll experiment with those
Yeah a lot of those tricks work well for me. Especially the dive kick game and the frame trapping in the corner.
I didn’t put a lot of FSE set ups in the end. But what I wanted to show is that it’s often a good idea to alternate between standing and crouching to better confuse your opponent. ex: I do cr.lk + 1-2 quick stand attacks that look like I’m going for sekku (good players will stand up expecting the overhead), then I immediatly go for low attacks or instant sweep. In the end you see me cancelling the first hit of st.mk to go directly into sweep.
And like you said yourself in your FSE video, it’s okay to reset often (especially against character with poor reversals) since the opponent is scared and/or is too concentrated on blocking your attacks. So you either go for a sweep or try to keep them up and guessing. Throwing and using HK senpusha wastes too much precious time imo. Also, I’ve found that using a level 1 focus attack after a sweep distance lk senpusha is often pretty good.
btw I had no idea we could juggle reset with st.mp after an ex senpusha. I’m definitly going to abuse that.
I can tell you from experience that good players rarely reversal or even press buttons during FSE. This is because any damage Juri takes makes the ultra meter build up way faster. So an experienced player knows that it’s not a good idea to hit Juri too much while she’s in FSE. Or else you can just get another full time FSE within a few seconds. Also, they are too concentrated on blocking your mixups.
Knowing that allows you to take advantage of their disadvantage.
interesting stuff there … gave me an idea or 2 on a video im working on (on paper still … yes i take forever i know … lol ).
as for FSE… this is gonna sound funny but after playing mvc3 … FSE is kinda growing on me … lol same kind of tap action … i do agree with you that it does have a certain surprize mind game twist to it … should i hit … should i block ? …
im still in the lab stages with it … not quite ready to whip it out … (same with dhalsims ultra 2 … lol … exposing hidden agenda :P… beats out lots of juris options btw) …
also im planning to start making videos on specific matchups after im done with my video …
just thought id mention though, you might wanna tighten those block strings a little some of that stuff is unsafe… but i get the idea you’re trying to bring accross… good stuff…
also that uppercut punish was cool (senpusha FADC ultra 2) … someone would argue that its a waste of 2 bars n you can go for ultra 2 on its own… i say … flashy is the new troll ! … keep it up !!
Are you sure you are getting the idea? ;p
The idea is to keep your opponent in blockstun for some time but more importantly intentionally leave tiny unsafe gaps between your links/blockstrings. These gaps may be up to 0.4 seconds long. More than that and you’re asking for trouble. Your opponent will see those gaps as windows and the longer they stay in blockstun, then more it will be tempting for them to go fishing (throw a poke or reversal).
Now here’s the thing, if you are too close when you leave that gap then they will just crouch tech, throw or reversal you. So it’s important to use blockstrings to push your opponent or yourself away. Just far enough so that their jabs and shorts can’t reach you anymore. This means they’ll only be able to reach you with medium and heavy attacks (which are way slower). With the right normals and timing, you should be able to counter hit those hypothetical medium pokes. (remember that counter hits do more damage than normal attacks, that’s why frame trapping is so good)
You can also leave gaps when you are close to bait and counter crouch techs.* That’s what I do in the video. I hit with close standing LK, then I walk forward a bit (opponents who think I’m going for a throw will crouch tech) then instead of going for a throw I go for another quick st.lk. This can also give you counter hits.
There are quite a few ways to counter hit with Juri. Here are the main/most efficient ones:
-st.lk
-cr.mk
-Sekku (overhead and airborne)
-far st.hk (airborne, longest reach)
-lk pinwheel (fast, relatively safe on block)
-instant dive kick (airborne)
-Focus Attack
Note that both Sekku and far standing HK can go over Ryu’s crouching MK and other similar low attacks.
If you go for a level 1-2 FA, then you either dash or back dash. If you dash, obviously you either try to continue your frame trapping or simply throw them. If you backdash, you can still reach your opponent with far st.hk, lk pinwheel and instant hk dive kick. At this distance you can also afford to throw random ex fireballs. Because even if they block it you can use the blockstun to move back in and apply more pressure/ rinse and repeat.
*Just remember that “shoryuken mashers” can easily kill your frametraps. So keep that in mind when you leave gaps in your blockstrings. For example, when I fight a Ryu or a character with a similar 3-5 frame reversal, I still leave gaps in my blockstrings but instead of attacking again I just hold back in case they throw a reversal. Doing that often baits it. Then once you’ve baited a few reversals and/or countered a few crouch techs, they’ll be scared to press buttons again, so you can move in and apply more pressure.
EDIT: Oh and also remember that when the opponent is cornered, they will try to get out eventually. So always be ready to Anti Air with either cr.mp or cr.hp if they decide to jump in.
No you’re right, it is indeed a waster of meter. It’s just that if the opponent uses lp shoryuken then Juri’s hk dive kick would teleport her too far away. But anyway… Yeah, I like being flashy.
i did get what you were trying to show quite well … what im saying is that u need to make your strings tighter slightly… some of the gaps you have are huge … if an oponent catches on to that they can really stuff you… i do understand that range is a factor as well… and alot of people dont take this into account… also the cr.MK has a nice hitbox to keep a far flow going but some of the gaps u showed had 4- 10 frame windows … ill give u an example…
u went for LK senpusha into cr.MK , and at another point u went far st.MP into cr.MK… now i think those pokes are a little too dangerous because he can easily either cr.HK you and knock you down and thats never pretty for juri or cr.MK you into combo hell… (although they might still work at times and i tend to do the cr.MK after a far LK senpusha myself)…
what i meant by keeping your gaps tight is to try and make your frame traps between 1-2 frames … that way any normal he would spit out would be stuffed by counter hit… and you can still do that even from far range … you can risk it a little an make the gap up to 3 frames but that would trade with any 3 frame attack like ryus LP or even a throw … (unless your frame trap is with the cl.MK then you would eliminate the throw possibility) … one far range trap is low fuhajin into far st.MK or cr.MK (the low fuhajin would be +4 on block and the far st.MK (2nd hit) or cr.MK gets activated on the 6th frame giving you a great 2 frame trap )
the other good thing about keeping your frame traps between 1-3 is that you would stuff any jump option he might do … and not only that … he would end up standing if he tried, allowing more combo options. (this doesnt apply do dhalsim as hes the only character with a 3 frame jump whereas other characters have 4 frame jumps… so u need to tighten your traps more on dhalsim) . in the gaps you made if he jumped not only can he punish you horribly hes most likely gonna cross you up or even make you end up in the corner if you attempt to do those tricks there.
i advise you look into the video i made a while back on TRUE block strings (ones the opponent cannot do anything about in between) and frame traps (that would stuff pokes)… you can see it here and might shed more light on what im trying to say.
[media=youtube]aFQy7UWnrAo[/media]
again i didnt mean to bash your video by that particular comment … i DID like the content… but this game doesnt have much mercy for taps if they werent done carefully.
Try it. You’ll be surprised how well it works in practice.
lk senpusha is -4 on block. Technically meaning they can punish you with a jab or a short (or any special that has less than 5 start up frame). However, from sweep distance, lk Senpusha is safe on block. This is because there is no medium or heavy attacks that can hit you fast enough. In other words, you’re still able to block or counter hit even if you have a -4 disadvantage in frames. That being said, I agree that cr.mk might not be the best option after a blocked senpusha. I usually try to go for a Focus Attack or an EX fuhajin (the high or mid version). Those work really well from that distance.
You do make a good point though about some gaps leaving the opponent free to jump out of the corner. I’ll try to thighten it up more at those places.
Thanks for your advice.
Cool vid btw.
edit: A few things I didn’t like in your video:
Now I’m guessing you already know that. But my point is: Why show a bad block string when there are so many useful ones?
I’ve never played someone who would litteraly stop blocking or try to attack me after he blocked my projectile. Why would he? That’s like trying to attack after you block Bison’s cr.lk: INCOMING SCISSOR KICKS!!
please read my post again. >___>
i did mention that i use it as well. i even backed you up when i mentioned distance being a factor people overlook.
about the strings being unsafe at the end… the point isnt to deonstrate the safety of the string in the end … it is to demonstrate the safety of the string DURING it … not all the strings ended with pinwheel. i just showed every possible variation i could comeup with to keep the block string TRUE … meaning (the opponent can do nothing about it, no reversal no jump … NOTHING … they’re in block stun)
and they arent bad when all you need is chip at the end of a match. if you get to link a true block string and chip away your opponent to death (which is the case man many times ) then they can be very useful especially considering the slow start up of senpusha ( stcl.LK xx MK senpusha would garantee the senpusha more than just bare MK senpusha due to the faster start up in certain situations… just for arguments sake)
OBVIOUSLY you dont do that mid match unless you were mad… the video wasnt meant to teach you bnbs its meant to show u possible variations of TRUE block strings to think outside the box a little. plus if you can come up with better TRUE stings please do share. even if its just in writing.
frame trapping after a released projectile works like a charm. simply because people love to jump after or even go for a reversal. now not every opponent can be frame trapped, zangief for example can lariat you even if he had a 1 frame trap window. while other characters might trade… and others get completely stuffed no matter what they try (completely shuts down dhalsim except for teleport and super). the video is not meant for matchup analysis. its meant for general knowledge of the character. and yes dhalsims (even the best ones) consider jump sometimes a great option as they only need 3 frames for it instead of 4 and many frame traps dont work on sim in particular simply because of that.
plus not going for a frame trap after a fireball is probably the silliest thing not to do BECAUSE you are in frame advantage like you said. your follow up strings in your vid are actually traps. and people react differently to traps depending on what character they use. so its a case by case thing.
That’s not true. I checked, and Juri gains revenge meter at the same rate as always.
You sure? I thought I read/heard somewhere that it increased more rapidly.
edit: Damn, I misheard Gootecks: [media=youtube]vYNuN3nqg-Q&feature=fvst#t=3m33s[/media]
3:56 - when Juri is in FSE, ultra meter builds up normally but we can’t see it.
So it doesn’t increase faster, you are right. Thanks for correcting me.
You guys gotta keep in mind that sometimes the most unsafe things work because of the human factor in our opponents.
Stuff like lk sempusha > c mk, or smp > c.mk. Works because a human might flinch, or think for a few frames “oh it’s safe to attack” then get counter hit. So if there is a 10 frame gap… For 5 frames they might be blocking…then try and use a 6 frame move… Then get hit by s 5 frame move.
Or… Be blocking high and get tagged by c mk.
So… I don’t think the problem is frames. It’s your opponent messing up
Exactly. No one has 100% execution and can consitently 1f link. Plus it’s really hard to judge when you are in blockstun. Sometimes you see an opening but are not sure if it’s safe to attack. So a lot of players prefer to keep blocking and wait for you to scew up.
That’s why making frame traps too thight isn’t always good imho. You gotta leave room for error! You gotta leave them thinking it’s safe to attack. Making them feel you are vulnerable or can’t reach them anymore. That’s when they compromise. I’ve left 12 and even 30 frame gaps before and still managed to counter hit them.
When you jab someone and then slowly walk toward them, half a second (that’s 30 frames) can go by and your opponent is thinking: “Woah this douche he’s walking toward me! Doesn’t he know that’s kind of unsafe? What is he thinking? Is he playing games? Trying some mindfucks maybe… No wait, is he trying to throw me?! That guy is crazy if he thinks I’ma gonna let him grab me for free” then they decide they don’t want to get thrown so they crouch tech, but maybe you knew they would so instead of going for a throw you counter hit with a short!
That’s called human miscalculation (or good read).
And it’s the same reason why some really stupid stuff works. Like: Adon’s Super xx Ultra 2. After opponent blocks the super, they think Adon has recovery so they often try to punish. But then they eat my Ultra and they’re like FFFFUUUU!