So is anyone gonna post a matchup section? I’m having a hard time picking apart ogre or rolento
I’m not sure what you mean. Do you mean hit her out of her cr.mk startup after a blocked jump in?
Depends on the jump in, height of contact, button pressed, block or hit and timing on the followup.
If You jump in with lk and hit someone on the tip top of their head and they block there’s probably a gap.
I don’t think it makes her land faster. I think it’s more of an illusion. Because if you think about it for a second her j.hp (either version) doesn’t really have any range its most just straight up or down. So for it to land you gotta be right on the opponent which is probably after the peak of your jump arc which means your already more than half done with the jump. I’ll go check soon anyway.
Her hp has a downward hitbox. I think she lands the same speed but can hit the opponent sooner.
Her counter is so damn good in this game. You can escape from so many pressure setups with almost no effort. Being active on the first frame means you can do it on reaction rather than anticipation without much risk. Really helps to mitigate the crap ex pinwheel/even crappier backdash.
Dont get too cozy with Kasatushi. People will start punishing it. Its reach is quite ass. Although, slightly underrated is HP kasatushi…I dunno if Im punishing it, but i’m reversing the tide of battle a lot with H.kasatushi xx dive kick >.>
Def agree. The idea is to try and not guess though. The qcb motion is key since you can use it like a sort of OS. Buffer it and you end in a blocking position if you are late you just block and if you press p fast enough you’ll never get punished for highs. Obviously throws and baits are the problem but you can always turn it back around and start going for cl.mk xx whatever. She def feels more solid defensive wise than sf4 to me though.
since it’s active in 1f does it get out of meaty setups?
dunno, try it out and let me know.
edit: ok I guess I was wrong. nvm what I said.
Can’t tell who’s trolling here. Active on first frame means that it does what it does as soon as you enter it, there are no start up frames where its not doing anything. That includes countering meaties on wakeup. If you are getting hit on wakeup you didn’t time it right. Look for the “reversal” message.
lol. Sorry I guess I got confused.
But I swear I’ve been hit out of Yoshi’s teleport many times. Like you see the start up animation of it but I immediately get hit. So either the frame data is wrong or there’s something I’m missing.
It seems that if you EX CADC, the counter hit effect works in the middle of a combo. For example I was able to combo from 2/3screen:
Fuhajin low release > EX CADC > Sekku > 2MP xx Senpusha.
It could be used as a high/low mix-up. Far.MP EX CADC > Sekku could work too if they don’t mash. Or far.MP(on guard) EX CADC > LP > 2HP jc (confirm here with) Dive 2HP jc Dive MP xx Senpusha.
Hotaru is the man that. Does juri earn anything special off counterhit normal? No ground bounce or anything right?
i.cant.beat.rolento. wtf
pinwheel beats tiger shot? What happened at end of round 1?
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Hit him out of startup for tiger shot.
yo what the hell do you do vs a very good Raven? Also it seems that all of juri’s normals lose in Air to Air combat.
Raven is a bitch until you figure out how to block his mixups and when you learn that most of his game is based around gimmicks.
Raven players like to do 2 things: 1. Throw an air ninja star then teleport when the star is above your head. 2. Throw a low ninja start and teleport just when you’re about to get hit with the star to take advantage of the hitstun/blockstun.
In the first case what Raven wants you to do is try to jump, backdash or block. But what you need to do is just stay crouched and wait for the teleport. He has between 5 and 8 frames of recovery on his teleport so that means you can get a full combo on him.
In the second case, they want you to block the star/negate it or jump forward. But what you need to do is neutral jump. If he teleports you either get a full combo or you reverse the pressure.
Of course with Juri you can just abuse Kasatushi and it’s going to mess up Raven’s zoning game.
For his up close mixups I can’t help you much. I’m still trying to figure out how to block 90% of Tekken characters lol. Right now it feels like a complete 50/50 to me. He has this teleport overhead that can be bit tricky because he can faint going overhead but go low instead. But there are signs you can look out for. For example when he does a fake overhead you see “twice as many lines” (you know, the special effect when he teleports). lol I’m not sure how else to explain it.