Spiders United - Juri Q&A and General Discussion

I don’t try to use it as anti air reversal. I tend to use it to try to interrupt opponents ground pressure and sometimes on wakeup, when some people commit to meaties a lot. Though sometimes they’ll also jump forward and crossup, or sometimes the whole thing won’t connect (I find this part sucky as I’ll try to use it to tag out)

Why would you continue doing something you know wont work? They jump in on you, you fail, stop doing it.

I don’t think you read the post right. I don’t EX senpusha in reaction to jumpins, I try to interrupt ground pressure with it and use it to try to counter an expected meaty from the opponent.

The only time I ever use EX Senpusha is when I’m down, low on life and desperate to tag. So I burn 2 bars for the EX Pinwheel switch cancel. I can never get a decent combo out of it since it’s so unpredictable. But I admit it has saved my butt quite a few times before…

That’s the key word here. You EXPECT them to throw a meaty so you EX Senpusha. You think they will press buttons. But if instead of doing a meaty normal they decide to cross you up you wasted a meter and took some damage when kasatushi would have avoided the same meaty you were expecting while saving you meter.

vs bad players kasatushi and EX Senpusha work a lot because they always mash buttons, but against more experienced players I find doing nothing is often the best defensive option.

The power of doing ‘Nothing’ is a highly underrated tactic.

“I gotta push buttons to beat you!” Jab, Jab, Jab, Jab.

When I use wake up EX Senpusha as a desperation tag out, I wait an extra second to see if it hits, because if it does, I can combo off it. With Akuma as my partner: EX Senpusha, cr.mk, mk senpusha, tag cancel, j.hp, st.hp, hp srk 405 damage, 2 bars.

Can be risky, but doing wake up EX Senpusha is always a risk.

A little more clarity on the dive kick nerf

*** Shikusen causes opponents to be pushed back less far when blocked.***

Source: http://www.capcom-unity.com/brelston/blog/2012/04/27/street_fighter_x_tekken_patch_notes,_infinites,_frame_data_and_more_addressed

Well Frak me today in ranked went 2-10 – I swear I need to learn to stop when shit isn’t going my way.
A few were fairly laggy but that is the nature of online.

I do have a few questions that I have to ask:

** I felt I was running into the problem Desk documented in his latest video of reversals not coming out/ingored by the game.
Juri’s Kasatushi just wouldn’t come out for shit. I watched a few replays for self analysis and the inputs are clearly correct.
Anyone else ever experience this?
I had few moments where other moves wouldn’t come out for both characters - could have been lag but I’ve really not had these problems so constant.

** Lastly any input on how to handle Jin Kazama? His rush down is weird to read and stuff that shouldn’t work seem to go his way everytime.
Pretty much the only character I’ve faced that if he’s throwing limbs around he always seems to win out.

About the reversal problem. There was a thread about it in the main forum. I think what happens is the game wont give you a reversal notification if the move gets stuffed before it’s first active frame. Again, im not completely sure that’s truly whats going on. Even if that’s correct, it shouldn’t affect her counter because it’s active on frame 1. Maybe you got crossed up? or the input leniency screwed with it(I have seen Pandora come out on accident by doing :qcf::mp::mk: )

Found the thread: Wake up *Reversals* not possible with every special/EX in SFxT? O_o?

Ha I’ve been fucked over by input leniency so many times.

On knockdown if I roll or get crossed up then try to teleport back with Yoshimitsu sometimes I get EX hcb+k or EX qcf+k. And I’m trying to do bdb+kkk… I not only get blown up for it but I also lose a bar of meter. :frowning:

I also recall a few times where my kasatushi “lost” to some meaty jump ins and wouldn’t come out at all. I don’t know what’s causing it but there’s some input drop there I’m sure.

It is possible in some of the cases they crossed me up but didn’t “look” like they would cross me up.
We all know cross-ups in this game are wack! You can block correctly and somehow the character passes through you—huh? LoL

But I agree with Vulcan (glad to his response) definately an input drop and weird things happen on wake ups that are really inconsistent.
Its really nothing knew to me, I’ve complained time and time again how inconsistent the game feels at times.

I do play a lot offline and when I go online the slightest bit of input hesitation bugs the shit out of me.
So like Vulcan I lose when my moves don’t come out! haha
All I play online is ranked so losing streaks are nothing new either, haha.

How should I be dealing with Vega and Bison in this? I use Juri and Asuka, and whenever I face either of them, it feels like a guaranteed win for the opponent.

Okay, after having been on a bit of SSFIV and coming back to this, I went into training and tried the completely unfallable combo of MK Senpusha into super and Juri’s corner combo.
But due to the messing around with her frame data, both of these have gotten to be like 1 frame links. Anybody else find this kinda…well, I’ll just flat out say it, it’s completely stupid. I didn’t mind the on block frame disadvantage as much, but if this is what was gonna happen I would’ve dropped the game right then and there. (and that’s saying something, I LIKED THE GAME)

The only thing that changed is Mk Pinwheel into Super, it’s much harder now. You can overcome this by simply replacing MK Pinwheel with HK Fireball. cr.HP in the corner still works and the timing is the same. MK Pinwheel into Cross Art still works. It’s not that big a deal.

I don’t think the corner timing is as lenient as it was though. Before the patch Juri would have enough time to hit with about heel level while the opponent was in the air with her cr. HP (if this image makes any sense), now by the time she’s out of recovery the earliest I can get is when they’re about slightly above hip level to her, making the jump cancel into j HP much easier to whiff.

This is a valid message.

I just practiced this in training mode for an hour. MK pinwheel into cr.HP xx jc xx j.HP is a bit more strict, but definitely not a 1 frame link. I missed the Jump Cancel a couple times without plinking, but never missed when plinking. It’s something that I would still use in a match, unlike MK Pinwheel into Super. I certainly wouldn’t drop the game over it.

I suggest that if you’re no longer confident with the jump cancel cr.hp, j.hp then try doing cr.HPxx jc Divekick, st.hp xx pinwheel/fireball…etc. You lose some damage, but it’s very easy to do plus you keep the corner.

What I also found was that I could no longer do Late j.HP, nj.HK combos off MK Senpusha, cr.HPxx jc in the corner.

I find MK pinwheel into super to still be pretty easy although the timing on it is a little different and definitely more strict. Now you have to activate the super pretty much as soon as the pinwheel recovers and you can tell when that is by watching the opponents character flying up. As soon as they lose their upward momentum and are about to drop is when you need to activate super. If you do it too early though the super can come out late which i think is pretty weird but overall it’s still a reliable way to connect with super if you need to. But really you should never be using MK pinwheel into super in the first place because you can do similar if not more damage from a MK or HK pinwheel into switch cancel using only one bar and you will definitely get more damage switch cancelling twice for the same amount of meter as the super.

Against vega, try using J.hp Air-to-Air against his “dash-forward moves” (especially the wall ones). Was at a tournament last week, and all 3 times I tried it I completely beat the Vega. Can be followed up with a combo also. Haven’t had a chance to test it since I haven’t had my stick since the tournament, so you will definitely want to test it in the lab first.

Hello, everyone. I’ve been lurking for a while now, but I signed up today to ask this, since it’s bugging me for a while… does Juri’s cr. HP -> J.C. -> j.HP work on standing opponents? I’ve seen a video by Error01 where it works on Hugo, but I can’t get it to connect on him or anyone else… it seems to work fine when the opponent is in the air, though.

It only works on hugo to my knowledge and has a specific range and timing.