A couple qcb+lks will keep guile honest. He might not even be able to punish preemptive ones properly depending on whether he has charge or not (You just eat a poke back and that’s it).
I’ve been practicing Juri’s challenge mode. For #9 you have to do c.hp (crush counter), s.mp, v-trigger FSE, c.mk, s.hp, m.trigger, h.trigger. The hardest part I have doing is the c.mk after the v-trigger. I did notice the s.mp needs to hit at a close range or the s.hp will whiff.
I did complete it a couple time, but I am not consistent at all. And why the heck is Juri so much more difficult to use than Laura. I’m not very good at using DP as an AA, which makes it hard for me to use Juri.
I think the pinwheel change is fine. I like that is has an anti-air option now. I was kind of meh at first on losing the Fuuhajin fireball options. I really put those to use a lot, especially against slower guys and grapplers. You could very easily zone them out and lame your way to a win. Or if things got kind of hot and I needed some space to regroup, the fireballs were good but, I think the way they changed it gave Juri a lot more focus on what she’s good at, rushing down. They give her far better rush options and help keep you pushing forward. There’s a lot better characters to use if you wanted to play a zone game anyway so, I think the trade off is worth it.
There are setups that lead into instant overhead with lk.Fuhajin into V-trigger. If you’re familiar with sf4, just think of it as an FADC but using all your V-meter.
what am i supposed to do after i do a crush counter cr.hp anti-air?
i mean it launches them up into the air in a crush counter state…i feel like the game is telling me to follow it up with something.
what?
activate fse and try air combo?
what does Capcom want me to do in this situation?