Less talking, more videos, please.
Exactly.
On that note i finally got round to uploading footage of when i went to play AE.
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I dont use the standard button layout so i found playing AE very hard, hence my play was dead basic, plus my mates were trying out new characters, but for what its worth there it is.
Damn, Makoto sure does a lot of damage. Jumping fierce + back throw + axe kick and half your life meter is gone! Thatās crazy.
thats cuz you set your kicks to be the top buttons >__>
GET USED TO THE STANDARD LAYOUT ALREADY LOL
its gonna mess you up for a while but give it a good 2-3 weeks and youāll get used to the standard layout in no time.
that way you can do your best when you go to any arcade.
well atleast kicks n punches reversed isnt as bad as my layout ā¦
because i was used to the 3 buttons on the sega genesis pad ⦠when they released the 6 button version and SF2 came out i had some funky lay out ⦠it was like this:
HP MP LP
LK MP HP ⦠LOL
no jokeā¦
but then it messed me up in the arcades and i had to learn the norm ⦠this was like 15 years ago ⦠>___>
Chances are ill never hit up an arcade again, its a combination of them begining to die out and AE coming to consoles. Its not hard to get used to but at the same time i believe i need every advantage i can get while playing Juri, probably wont learn standard layout at this rate lol.
Well. I think you disadvantage yourself holding fireballs like that. Your hands naturally are placed to the punch buttons when you hold fireballs. Can you explain or show how you hold fireballs top row and still press buttons?
My main three fingers can hold the fireballs and I use my thumb to press the bottom two buttons on the left and my pinky for the last one. I generally find it really easy, then again I do other weird things during execution like hitting the ultra buttons with the bottom of my palm. I still have really good execution somehow.
I could see that being a benefitā¦being able to palm press for ultra while holding fireballs.
But I tend to not like using my thumb for button pressesā¦its slow and clunky. Maybe thats just me
Only needs to get used when im holding fireballs down. Easy for me, dont wanna have to quote Desk on this but like he said on wakeup SRK, playing instruments can indeed help with execution, ive played guitar for round 10 years so id hardly describe my strumming thumb as slow or clunky lol.
Aiight man, respect. Lol
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0:56 - Totally forgot we could do that. Is that set up character specific or does it work on the whole cast?
2:34 - That part was nice! cr.hp xx pinwheel. Then instant dive kick whiff while they are in the air to bait. And then using the cr.lk xx fuhajin store xx release juggle to store another projectile and backdash to bait reversal!
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0:41 - pretty good frame trap. cr.mk xx lk fuhajin store block string into far st.mk for counter hit. That shit came out fast!
1:13 - ex fuhajin, dashes twice. That makes Rose backdash and get caught by ex dive kick. Damn. Though the 4th hit whiffed.
2:08 - nj.hk whiff to modify Juriās hittable box? Baits soul throw nonetheless! or maybe he just did that to get out of the corner.
u posted the same vid twice. Works on all the cast, FADC U2 off a fireball, its pretty universal.
Oups, my bad. Fixed the second link.
Cool thanks. Iām gonna practice that for sure. The timing looks thight though and damage is scaled down pretty bad. But still a nice trick to learn that can save you. Especially to finish off an opponent.
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Yeah its a 2 frame gap when done properly, you can get a 3 frame gap with lk pinwheel.
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a good read.
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Thats just a safe jump, the move didnt startup, you do high startup moves in the air sometimes to make it look like your attacking, but its really a safe jump. Some people just do it to add to the throw game, they wait for the block stun but there is none because the jump attack never came out so you throw them.
Damn that shit is hard!
I practiced the cr.mk xx lk fuhajin xx FADC xx ultra 2 set up. Managed to pull it off a few times but still need more practice. I canāt do it consistently. The timing is thighter than I thought.
I tried buffering the QCFx2 command while I was releasing the projectile then pressed mp+mk followed by 3 kicks. I was hoping the dash would come out after the FA (since there is forward x2 in QCFx2) but Juri refuses to dash 80% of the time and that screws me up! I pretty much have to hardcore input it. And thatās pretty hard considering the time you have to dash forward and pull the ultra before auto-block kicks in. You gotta have godspeed!
And I tought pinwheel FADC ultra was hardā¦
Yeah I do that sometimes. Works pretty well.
I just wasnāt sure if Rose did that soul throw in the hopes of grabbing Juri or get out of the corner. And if he did try to grab her, then did the nj.hk saved Juri from the soul throw?
Yes⦠I wish fadc ultra was easier for me. My inputs are so ass. I think Iāve gotten the speed down but my ultra input on p1 side is off. It makes me sad. Iād probably use ultra 2 more Iād I could do this consistently.
I think U1 overall blows U2 outta the water. Itās just many people donāt have very strong fundamentals and donāt utilize it well enough. Iām not seeing tick throws in FSE ever btw, why is this? Going for tick throws/making them think youāre going to throw is the best way to setup FSE mindgames. Instead all I see is people trying to guess if they should start FSE strings low or go for the overhead wtf lol.
It eventually clicks, for FSE to work you still need to apply all the basic tools of mixup and show them youre not afraid to sacrifice big combos for small but easy damage. Grabs are risky sometimes because they just might backdash it, which is often used for the people that go into panic mode, OSing sweep on wakeup can be used to shutdown backdashing, its easy but requires training mode:
cr.lk > cr.mk > (OS Sweep) > st/cr.mp > st/cr.HK
You dont even need to do that to be fair, if you have meter you can sweep them on wakeup and make it safe with exfireball or regular fireball. It causes pushback but locks them down, youre still giving up momentum to shutdown their backdash, but it works.
Counterhit setups are possible but require you to do risky stuff, stuff like stopping your string completely when youre already doing damage or doing a whiffed fireball store during a combo in the corner, which is otherwise really unsafe, but starts up potentially two more mixup opportunities.
But yeah ill shutup now, lets see some vidz.
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begining of the match - Sucker! See how fast Guile is put in the corner?
0:48 - Good read lol. And he dashes under to mix Guile up. Nice.
0:59 - That shouldāve been an ex senpusha.
beginning of second round - LOL! ex fuhajin catches him off guard.
1:53 - wtf. Did he made that happen? ex kasatushi fake cross-up to force an auto-correct flash kick?! lmao.
That Juri got lucky in the end. A lot of really bad calls imo.
Well I use both Ultras and I think they are both good. They just have different uses.
I use FSE vs characters that have a poor wake up like: Guy, Dhalsim, C.Viper, Fuerte, Chun Li, Abel, Makoto etc. Those guys are pretty much fucked once you activate FSE and knock them down.
But then you have these other guys that either have a great wake up reversal or some escape/teleport tools like: Akuma, M.Bison, Ryu, Cammy, Fei Long, Adon, E.Honda, Blanka, Zangief etc. For those guys I use Ultra 2 because itās safer. Though I know fse works well vs a lot of charge characters too.
Thereās also another thing to take into consideration: FSE works really well vs newbies and people that arenāt great at blocking or donāt know Juriās possible mixups. But then at a higher level of play it gets tougher to land a lot of damage with it. For example, if you use Ultra 1 vs an experienced player like Daigo, chances are heās just gonna block 90% of what you throw at him. Because he knows the matchup so well and has good reaction to block your cross-ups and overheads. My point is if your opponent is really good at blocking and reading your mixups, then you probably wonāt be able to do snip with FSE. Sometimes you may land 200-300 damage top, if youāre lucky you can get more than 500-600 damage. But then again other times you wonāt be able to touch them at all.
On the other hand, Ultra 2 is guaranteed 410+ and thereās a lot of way to set it up. You can do it on reaction to punish certain moves, after crumple, after j.mp juggle, after jumping roudhouse, after lk pinwheel FADC, after a j.mp xx dive kick and after an ex dive kick or single hk dive kick. Also, the cr.mk xx fuhajin release FADC Ultra 2 allows Juri players to āfishā for the Ultra.
So yeah I donāt think itās a matter of one ultra being better than the other. In the end both Ultras are equally good if you know how to use them.