You can just hold up
Awesome, cheers.
Is there something wrong with Juri’s divekick? Even in training mode, she won’t connect with all three hits of it a lot of the times. I have to be at just the right angle. Is it supposed to be like that? I don’t remember it needing to be like that in SSF4.
The angles are a bit more picky than in sf4, but remember you can choose which trajectory ex divekick has like in FSE in 2012. Really the only time you should be hitting 2nd impact and 3rd strike are when you KNOW it’s going to hit (punishing a fireball or a nj or something) so you should be able to get the height you need.
Not sure if it’s new, but you can use Charge Attack Dash Cancel (if that’s the name, Senpusha > hold > dash) midscreen with:
(…) Store > far MP CADC > 2LP > 2HK for example.
It looks cool, Juri dashes under during the juggle combo, and it allows to keep the juggle going when it would be too far to do so.
Neat tech dude I love having stuff to work on.
You can actually do it whenever you’re on the 1st juggle point and the opponent is a bit far, like midscreen after a divekick you can do MP CADC 2LP. Also works with stLK.
Not sure what’s the max damage with it, but I managed to juggle MP CADC > 2LP > 2MK xx Store (connects). You can probably tag the Store to reset juggle midscreen since it launches the opponent high there are probably options available depending on who you tag with.
I was settled on that team even before I this game came out lol
i think i will be playing juri/jin and like… ryu/lili lol
Guys. Guys.
Guys.
Juri can tag out with a stored fireball, and tag back in and release it.
I don’t know if anyone found this yet, maybe Juri_Kills_Friend! did but…
I am excite about this. I hope it leads to some interesting stuff.
goes to lab
Can the tagged character use that button?
They unfortunately cannot, so you lose access to one of the kicks for your second character.
I’ve learn, that the speed in this game was just about all she need to be a total beast.
What is Juri suppose to do against Rufus dive kicks? The only thing I found that works as an AA is s.Jab. c.Strong, and c.Fierce get stuffed but there’s a range where s.Jab works absolute wonders against it.
Having trouble against Ryu with Juri.
He’s so good in this game, its ridiculous.
People think Juri is amazing, Ryu is probably a tier above.
Play lame against Ryu, let him come to you. Wait for a mistake and capatolize on it, depending on what you catch him with he could lose anywhere from 1/3-2/3 of his health. It’s worked for me at least…
Updated the OP with a few Frequently Asked Questions. Anything else you guys think I should add/change?
approaching ryu is usually such a bad idea when you get shoryu tag canceled and lose 30%+ and it’s just like ughhhhhhhhhh
Havent ran into Rufus too much if s.jab works on him see if you can j.hp after. That will lead to big damage.
A few things. Lots of weird ideas in this thread and I’m all for Experimenting… But let’s be serious. I can’t think of any reason to hold a fireball after tagging unless you really want to style.
Juris big damage does not come from fireballs to extend juggles… So it’s useless IMO. Hope I’m wrong.
Get your j.faps on guys. It’s gonna be a big way to extend combos and do some solo damage. Thatgamerguy posted a nice combo that is worth mastering.
Pinwheel >c.hp jc j.hp > sc.hp xx lk pinwheel.
I think off of a pinwheel that’s maximizing your damage. Can anyone else find a different combo that beats that?
Jc c.hp for pressure is a week 1 trick that will pay off the more creative you get. I’ve been working on empty jumping after you show them you can do do c.hp jc j.mk for an ambiguous jump in. Then (when you’re stocked), empty jump c.mk xx mk pinwheel > super.
I’m also working on ways to charge chancel for fakes.
Store, pinwheel fake dash forward, anti air.
If someone is quick rising you can do something like store xx c.mp, c.mp xx pinwheel cancel. This should dash under.
This might also mess up a roll.
Things off the top of my head. Take our ideas and make them strong ideas.
if you get cr HPs on block you can go for the cross up jMK, cross up empty jump into low, or pinwheel charge dash cancels huhuhu