The SFxT ver. 2013 guide and tech compendium

I don’t like to rely a lot on Juri’s lp a lot. I always try to get a store in and go from there. A -3 after Fuhajin, it’s all opponent dependent from there. Which I thrive off. Because there’s only a handful of moves that can punish (those being only a few supers), and the opponent has to either attempt to startup pressure (in which the counter is a lovely tool) or I carry on with my pressure. Basically it comes down to two simple things:

Opponent wants to push buttons after a blocked store or not push buttons. That comes down to player habits. Counter enough after a store your opponent maybe hesitant to push buttons. Love dem reads. Don’t like relying on BC’s to branch off to other stuff…I stopped using them with Juri. That’s just me though. If you link cancel the store it becomes -3 on block. Worst comes to worst…just block after and watch what the opponent t does.

What I tend to do after a blocked store is backdash (force of habit), because not very many people want to push butons against me despite being -3 on block. I get away for free. But for those that do…well…let’s just the reward is excellent…

Guy X Christie combos, tech and synergy:

Yung Ice pls

Hell easy!

Should have picked Zangief, he can SPD Law all day.

SPD doesnt shut down every single option after b+mp target combo (in fact it doesnt shut down any of them except shaolin kicks/ffr and actually gets blown up by some of them for a full combo) but flash kick does (the best thing Law can get is a trade with ex ffr but with a very slightly delayed flash kick, the flash kick wins clean as displayed on the vid)

The only reason people consider Law vs Gief a bad matchup for Law is because they think ‘free punish on FFR = automatic bad matchup for Law’

Law is one of the best turtles in the game despite not having a projectile - Gief isnt getting in on him for crap and one whiffed move which isnt st.mp, jab, or st.lk = 300 free damage for Law while sending Gief full screen away.

Guile on the other hand has normals to compete with Law, as well as a fireball which can zone him out very effectively, and flash kick shuts down b+mp ‘mixups’ completely - if he as much as attempts to go through with the full target combo and you have 1 bar of meter with a damaging enough partner in the back, thats 400 guaranteed damage for something he can more or less get away with or at least gamble with in every other matchup in the game. Its not unwinnable for Law by any means, his options are just a lot lot more limited than against anyone else in the cast and he has to take much bigger risks than he usually does.

Ogre/Cody Pandora synergy:

RC_On, when you get a chance, please add this to the Lili section, courtesy of Juri_kills_friend!.

Updated, thanks everyone.

Just completed part two of my Juri tutorial.

I’m doing setups, max damage combos, option selects and other higher level stuff last so if there’s anything you’ve discovered, please let me know!

Akuma/Vega synergy:

Thanks for including my Blanka guide!

I hope to be doing something similar for Julia at some point.

BRB! MAINING VEGA NOW!

There’s an in-depth Rufus guide in his forum. Not fully updated for 2013a but still far more than anything I have seen for the character.

Rufus Matchups + Strategy Thread (no longer being updated)

This gets my official stamp of approval, only a few small complaints that I wont bother repeating here :smiley:

Whole bunch!

[details=Spoiler]http://www.youtube.com/watch?v=nQxPegXNj2o
http://www.youtube.com/watch?v=Zsq96yC_MvM
http://www.youtube.com/watch?v=vIm6wfSdiD8
http://www.youtube.com/watch?v=kvxgorTRZWc
http://www.youtube.com/watch?v=dm-6wjzoNQc[/details]

Nice finds! I do not approve of that Rog video though, as the combos miss out on damage potential and better positioning (dash low straight for hard knockdown + the same damage as dash straight and no follow up after dash upper for example). Then again I shouldn’t be talking, since I haven’t finished my combo breakdown yet and I should be commending the uploader for the effort adds it anyway.

I thought i’d do a brief writeup of Pandora, how it works and how to use it effectively. I wasn’t sure where to post it but i guess this works, i’ll also do a video if this later down the line when/if i fix my capture card.

Pandora Properties
[list]
[]Input - Down, Down, Forward+Strong
[
]Startup - 5 frames
[]Duration - 10 seconds
[
]Damage Boost - 14%
[/list]

Combos
There are a lot of situations where you’ll find yourself unable to kill a character due to damage scaling but Pandora can help that because of your ability to use meter right off the bat after activation.

There are multiple ways you can combo into Pandora but i’ll try to list some of the most commonly found with some super simple examples);

[list]
[]Ground Bounce - (Abel/Ryu) cr.Fierce xx short.Wheel Kick [ground bounce], Pandora, Super
[
]Stagger - (Jin/Chun) EX.Power Stance xx Mental Alertness xx Swaying Willow [stagger], Pandora, st.Strong xx cl.Fierce xx Super
[]Crumple - (King/Sagat) Disgraceful Kick [counter hit / crumple], Pandora, Super
[
]Wall Bounce - (Sagat/Guile) cr.Forward xx EX.Tiger Knee [wall bounce], Pandora, Super
[]Jump Cancel - (Chun/Ken) cl.Roundhouse xx [jump cancel] Pandora, st.Jab xx cr.Forward Super
[
]Moves +8 or More on Hit - (Jin/Ryu) cr.Strong, Pandora, [link] Super
[/list]

The highest damage potential within combos typically comes from activating while the opponent is still grounded but it’s different for all characters.

Resets and Mixups
Resets is an obvious one and is typically done with characters that can link off their overheads. If you can reset the damage scaling late in your combo and then go into Pandora you can often kill a character. Risky but one of the few ways to make a comeback on low life.

http://www.youtube.com/watch?v=ExT5jtu0QeY

Mixups come from combing into a setup for your character, be it an option select or a 50/50. One example of this is a previous video i did with Chun/Gief (read video description)

http://www.youtube.com/watch?v=bIfYYxZR3Ro

Another thing you could do with Gief is Pandora combo into sweep then use UltraDavid’s option select to get a guaranteed 50/50 against a lot of the cast.

http://www.youtube.com/watch?v=6M_R90WG4ZA

Extra Tools
This personally for me is the most common use of Pandora. As Pandora starts in 5 frames it remains pretty quick and combined with a quick Super it can really heighten your punish potential. For example Akuma’s cr.Roundhouse is -12 on block, if you have Ryu in back you can Pandora (5 frames) then Super (3 frames), which is 343 damage for blocking one move which perhaps your point character couldn’t punish.

One of the most obvious examples is for my team of Chun/Gief, towards the end of the game often Gief will be at half screen walking towards someone content on zoning which without meter i can do nothing against. If i Pandora i can instantly do a Chun super and punish any Fireball, on top of that i also have enough time to score another mixup if they’re still alive.

Nice one. How did you get to the 5 frames of start up? Is it 1 frame for the start up and 4 for the activation recovery?

I read it on patch notes, i’m assuming it is how you say it because if you input a super as quick as possible after a pandora you can see a delay.

My lord, the tech and info overload. We can’t be showing signs of life, gotta keep the game dead. Resistance to the FGC and stream monsters is futile!