**@Kail **
Question, did you try jump canceling cr. Hp into J.mp - J. mp, St. Hp xx Senpusha (or other alternatives like ex low fuhajin)?
Didn’t know if that would be a good set up off a tag-in or A/A.
Right now your Cr. Hp (Jump cancel) into J. Hk is too good to not make it a go to move – the ground bounce potential alone – talk about Kaisen mind games. Juri is too dangerous to jump on with that in her arsenal. I hope I can find something juicy like that for Chun.
j mp lost a lot of its luster. it’s more of a … “guaranteed juggle starter” type move. ie all air attacks juggle on counter hit, but j MP just juggles no matter what.
anti air in this game is really weird. if they go for a super deep/cross up jump in, not a lot of characters can do anything… includes trying to cr HP. although it’s possible for sure at some ranges, my friend never jumped in at a cr HPable range more than 3 times…
also far st MK is incredible. i gotta start working on confirms from that move. sucks that chaining makes you invest really hard, but meh.
Air to airs are where it’s at. Good thing juri has great jump back moves. She can’t do anything really. Maybe in the corner you can juggle jump back attack into kaisen.
Another thing that I wanna talk about is pinwheel charge canceling. Adds another depth.
C.hp xx pinwheel charge dash cancel throw. Then use scmk to beat the next throw.
Interesting really. I’ll try and show it in another video.
was playing some street fighter online earlier today with some psn buds of mine…playing Juri got me hyped to use her in SFXT!
I didn’t see this posted anywhere so forgive me if this is known. Juri can store, tag out, tag back in, and keep the store as long as the other character doesn’t let go of the button.
that’s pretty hilarious. there might be some interesting combos with that, but the 4 juggle limitation might make it less useful.
Nice video kail very informative and to the point. The only thing I suggest is trying he standing fierce as an anti air IMO it’s actually very good in most situations for me.
I don’t really jump much cause I hate the fact that her j.mp got nerfed. right now my friend plays Jin and king I seem to get beat in the air by kings in air roundhouse which seems like 3frame startup could be wrong or my mistiming.
Jin is able to walking jab tech and that is very annoying I leaves no gaps to counter jab and you can be pushed into the corner so think of this as a heads up and thanks for all the info from everyone.
when jin is pressuring me with jabs i mash backdash if they’re not looking for it. if they get overzealous, easy cr mk, mk pinwheel, super.
but yeah, i think that is a huge part of this game, jab pressure. as juri, without good fast reversals, you have to deny your opponent the chance to be point blank at advantage. far st MK, cr MK, fireballs, etc. control the pace.
to get into juri’s own jab pressure, deep/crossup jumps, overhead, etc. but keep things tight, and push them back eventually because you don’t want your opponent to find a gap large enough to get the jab pressure in their favor for free
Anyone doing jab strings, raw launcher.
oh, is that slightly invincible? that’s interesting, although i’m not sure i like that mechanic at all.
but yeah, jin’s jabs are like, 4 frame startup, +4 on block
Jin’s jabs are 3f, and launchers arent invincible, however they go over lows.
Also, does the c.MKxx Pinwheel xx super actually work? I’m pretty sure you cant cancel specials to supers in this game.
mk pinwheel launches them higher and/or recovers faster than hk pinwheel, super can be linked afterwards midscreen
in the corner, you end up closer, so you can add some juggles. apparently the juggle limit is four, so… st LP, jump forward HP, super works, but you uncorner.
cr HP, jc shikusen, s HP, super? idk, might whiff. haven’t checked out all the options yet, sorry.
oh so you meant link… derp nvm lol
so will launchers go through jabs or something
I love how her super moves her a bit forward.
i like that it has a hitbox behind it. i’ve randomly punished things with it, it’s nice.
Jabs dont hit low so no…
corner only combo but low ex fuhajin into super
The super lame kail gimmick.
Reset into super. Lol. Anti air c.mp xx super. Goes under them and hits behind them. Haha. Far mk > super hits front.
Note!!! Important!!!
In sf4 you could anti air and dash under. In sfxt you can’t do it out of the box. Remember you can charge her pinwheel and dash out of it. So. You can do like… C.mp xx pinwheel dash cancel. This will give you enough time to dash under.
You’re welcome.
Lol just took a match with that reset, this is actually pretty good coz its hard to tell what side you’re gonna be on XD