SFxT General Discussion #4 - Witty title

Solo? Not much. If they back-dash or get counter-hit, that’s one thing. Otherwise, it’s merely those two hits.

Yea he looks kind of like someone who says he’s number one but isn’t maybe Ve knows him…

Juri has no 3 frame moves so Nina can just as well EX geyser. There isn’t any math to it. If she had 3 frame moves then it would be great, also without considering CH then the move is butt. Also why would anyone reversal if they get hit by sekku??? It’s like watching her do a low divekick then trying to reversal. Burning 1 meter to catch mashing seems really bad because if the person blocks then you have to spend another meter just to make it safe. It just seems like an unnecessary hail mary. In fact here’s some real math if you hit your overhead sekku and you EX Senpusha to catch mashing, but I EX geyser my Geyser wins because it started later, and you eat 400+ damage for doing something really silly. =|

And I hate to be blunt but I feel Juri has very little up close presence if she hits with an OH I can just block or backdash. Juri in general for some reason doesn’t seem that threatening unless it’s outside of poke range (like starting position range) lol.

I just think Juri…kind of sucks up close, but just beyond her cr.mk is where her OH I guess shines but her cr.lk also whiffs unless it’s within cr.mk range. And Juri’s normals imo have really poor up close utility with lackluster frame advantage and start up which is why Nina at +2 in your face is way more threatening compared to Juri at plus +3.

In fact I think the only reason I could remotely consider her OH a footsie tool is because her walkspeed is butt and it has more range than all of her normals (excluding f.HK). She has less range overall than Nina, Ryu, Alisa, etc…IN FACT OMG the sheer fact that it’s airborne was what turned me off from Juri. I faced a law player who did wake up flip kick (no fucks given) because it beats her cl.mk and sekku as well as an Alisa who did des HP because it beat all my moves in range, hitbox, safe, and it crushed airborne and in that moment I knew Juri was not the character for me.

Even if you try to use it to blow up throws it’s airborne frame 7. You’d just eat a throw…Also throw ranges are so bad why would they throw? She can’t even effectively walk forward and throw because of all of those faults that with her crappy walk speed they’d just walk slightly back and punish with a 3 frame move for 300+ damage.

As a footsie tool it was great in the initial phase of this game’s life when everyone used a ton of crouching attacks and didn’t vary offense between standing and crouching, but now I find the move has lost it’s shine because people are more prone to use standing normals or pick a character centralized around standing normals for pressure.

Also Ivory cutter (leg) has more range and catches back dashes fairly easily. And you can hit the only the kick and be in range for st.lp with unnecessary effort because her 4 frame moves have much more range :slight_smile:

Not trying to be a sound like a dick though. I don’t think Ivory Cutter is a footsie tool at all (nor do I consider sekku one) I think Alisa’s lost access chain a better footsie tool than both.

And her Ivory combos off of one hit lead to 361 (SKD) and 323 (with safe jump+oki) damage. 2 Hits is 322 Back hand slap full combo. She isn’t a character who burns meter to do more solo damage, so her meter options are TC, but doing 213 before a TC and your partner comes in with at 80% combo scaling.

Neutral jump against Nina?

Please do this for me <3

This conversation is too good. Dunno’ why I’m finding it so funny right now but I lost it at your reply.

Changed my mind immediately lmao. I played her against the AI on Hardest and lost miserably. Even the the computer is exploiting her cruddy neutral game. xD

Sure she has footsies, I’ve always maintained that she has decent footsies. Cr.HK is a great sweep, and cr.MK is a great poke. st.MK doesn’t have fantastic range though, and st.HK is a bit too slow. The main problem with all her footsies tools is that she doesn’t have a way to hit-confirm into a combo that’s also safe on block. At footsies range, her only real option if she wants to go into a combo is cr.MK xx Geyser Cannon, which is horrifically unsafe if she guesses wrong.

That’s the main flaw I was referring to, while obviously accepting that overall, her footsies are still good, especially when supplemented by her fantastic anti-air. Well, that and she still doesn’t have the range that some of the top-notch footsies characters have, like Vega, Akuma, Bison and Law.

And yes, I was talking about Nina’s Ivory Cutter as a footsies tool when I said it was slow. :smiley:

Nina gets 288 from ground bounce counterhit, and 300+ from backdash ground bounce (not sure how much exactly)

Also not sure if I understand the meaning of footsies here, but b+mp isnt something I would just throw out there in ‘footsies’ with Law, its something I would use to punish moves with a lot of pushback or moves that whiffed and have a high recovery time, such as a sweep. Nina’s cr.mk is a much better footsie tool than Law’s, because you can buffer it to geyser for high meterless damage, whereas with Law you have to buffer into shaolin kicks because ffr wont hit crap if you score a hit in footsie range which means you have to tag cancel if you want real damage. Not to mention it also has faster startup (although slightly more recovery too)

So yeah, Law doesnt really have the same range as youre speaking of with Akuma and Bison or Vega. Just because people cant punish Law’s dragon rush string I wouldnt automatically say ‘its safe’ since I already showed that Guile can just flash kick every possible option he has out of that thing. Every character can deal with every option out of it, the problem is that for most characters its not a universal solution like Guile has flash kick. (eg: Bryan has reversal EX mach breaker which blows up every option he has except for blocking, but most people wont block since the sweep at the end is -8 and has not that much pushback, same idea with Nina’s EX geyser cannon, only option which beats it is blocking and maybe EX FFR, I havent tried that yet)

Not true for Heihachi. Sure, the overhead is a threat, but he has a lot of other things going for him. + on block on a lot of things so he’s great with frame traps. F.lk into throw is impossible to jab out of, even if you have a 3 frame jab, since it’s +3 on block. F.mp has great forward movement and is +2 on block. Stomp catches pretty much any footsie tool/poke and outright beats every counter in the game (except Lili’s and Juri’s), and is also +1 on block. His cr.mp is +3 on block and can link into itself on hit, or cr.lk which has really good range.

I know what some of you will say. “You can jump away from most of that!” Well, true, but you’re forgetting he also has tools to catch jump-aways or neutral jumps. Headbutt catches neutral jumpers for a full combo (st.mk also works). EX Rising Upper or EX Raijin Stance catches far-away neutral jumps or jump-aways for full combos (the latter needs specific timing/spacing though). And there’s also the potential j.hk air to air with it’s amazing hitbox. His j.mk is also a nice air to air, it’s faster and still has a nice hitbox on it. F.lp also works, since it causes a knockdown on airborne opponents.

He also has a pretty nice footsie game. St.lk is pretty quick and has really nice reach. His stomp catches pretty much anything in the neutral game as I mentioned before, though it can be quite risky. And his st.mp, cr.mp, cr.mk, and sweep all have some very nice hitboxes, great at stuffing other normals, even if the reach (outside of sweep) isn’t the best.

Man, I’d totally consider using Heihachi if he just wasn’t so…Heihachi.

Still, for a strong character I cannot think of many big players that use him. Oz is it, actually…

Someone wants to be tied to a rocket.

Oh, and Dr. Grammar if he still plays. Honestly Heihachi is hilarious. I mained him in PSABR, his laugh is the greatest, but I dunno. I think I’ve touched him less than anyone but the cats and Pacman. I think because I like too many anchors as it is to complicate my character crisis.

You should definitely touch more cats.
SFxT is my first Capcom game w/o a character crisis. Yay SFxT!

thank you so much! <3 just picked up julia after ibuki and i will use this guide to destroy many a people with frame traps into death

It’s my first one WITH a character crisis, because there is no chance in hell I am ever not using a herpderp luchadore.

Sorry much more of a dog person.

She always gets 300 off of an overhead. Just do a full backhand slap if you land 2 hits and you get 322+ HKD. 1 hit is 323 from SS> cr.Hp> SS >Ivory cutter or 363 from SS> cr.HP> SS> cr.HP > BB

Aww man luchadore. You played Ibuki??? I think you deserve to play AT LEAST Julia. I think you’re even allowed to play Hwoarang without people discriminating.

SOMEONE UNDERSTANDS! :open_mouth:

She’s not 100% without options there but yea, none of them are all that great (excluding fuhajin release and it’s awesome frame advantage). It’s why you don’t want to stay in very long with her. Too much risk for not enough reward.

I just want to say that whoever it was that made Vega’s cr.lp -> cr.lp link be an unplinkable 1-framer I hate you with all of my being.

http://freeott.biz/forums/images/smilies/custom/-man.png

I do that, maybe I miscalculated damage or something, ivory cutter is 100, command grab is 40+80+120 right? So with scaling thats 100+40+64+84=288. Oh, counterhit ivory cutter, so thats +25 damage. Am I missing something?

Played some AE today, almost forgot why I stopped playing that game online in the first place

‘Ima let you tech that throw, but SF4 netcode was the best netcode of ALL time!’

Yes you forgot the CH damage lol. He was asking how much Ivory did on CH with meter and without meter =)