It’s basically Alex j.LK’s at you and if you do your DP mad early he hits you for counter hit. You do it late and its always clean, never lose. You only get 6 total frames of invincibility and that’s not really a lot of time if someone is really high in the air. You gotta think by the time you get into the first active frame of a c.MK that’s about the end of the time for your invincibility frames.
At the point that he’s in the air in the gif he’s clearly far past start up frames and into active frames. I’ve personally never had a DP stuffed as long as I do it late.
Yeah, I assumed it lost due to running out of I frames from doing it early, but it also looked as though the foot went into him and wasn’t active on those frames. Visually it looked like I hit him, but still lost.
Overall, its definitely a much improved move, but it has some odd holes. I think also the active frames oscillate, and there are some gaps where oddities can slip through it.
You’re probably right as according to Lord William’s data the start up is listed as 6/11/16. Which I guess there’s some gaps inbetween where each hit technically starts up. The active frames are listed as 2(3)2(3)2. In the gif you’re probably “temporarily inactive” during the late frames of the DP. The DP does 3 hits so the (3)s probably mean there are 3 frame gaps in between each hit where you have no hit box.
Either way the failsafe is just do the DP late. Doing early DPs forces you to deal with the multiple hit frames of the special. You won’t have to worry about the hit box spreading out or whatever if you just do it deep. I’m still 100 percent on late DPs.
The issue is that Juri’s DP isn’t a typical DP with an active hitbox that just rises. It’s a multi-hitting rising spin kick, that just happens to anti-air. Think of other DPs; the character’s fist/foot is rising, and with it a hitbox. But with Juri, her feet are alternating, her hurtbox is going through some weird motions. And top it off with the fact that SFV is kinda jank as it is, and really Juri gets the short end of the stick, as usual, for some reason or other.
Personally though, I’m happy that HP DP is also a better anti-air, cause I feel that it has the better hitbox and it can DP much earlier, whereas MP DP is for deep jump-ins. It’s still an annoying amount of nuance, for a character that really doesn’t need more complications, but oh well.
Other DPs have “issues” when you do them too early. Even back during like my 3S/CVS2 old game days, you were always taught to DP late. It’s only recently that I’ve been seeing people DP way early into people’s jumps. The only game I remember seeing that regularly in is like old school SF2 since characters like CE Ken have invincibility all the way til the very top of the DP. In games after SF2 (even new ST characters) your invincibility usually runs out before you reach the top of the DP.
Like in CVS2 with Iori you were taught to hold crouch and wait for the very last second to DP since his crouch box made him really small and gave you extra room to DP deeper jumps. That was just like standard DP protocol.
Similar things can happen with characters that have standard one hit DPs also. Especially with buttons like Alex’s j.HK.
If you do the jump in DP deep you’ll beat it clean. If you do it earlier like in this gif you can get trades that are in Alex’s favor damage wise.
After seeing that MVCI “leaked” roster and Jedah, I thought well it’s as close to USF4 Juri’s playstyle as we’ll ever get in a VS game… then it hit me. Playing Jedah back in the VS3 days is why Juri felt so natural to me in SSF4.
I didn’t know shit about being competitive back then or by the time super came out, so my game plan was pretty much identical in both games.
Doing a crouch shortcut DP has advantages for getting anti-airs late. In SF4 pro’s almost always did the crouching shortcut for anti-airs, also makes crosscut work. If you are crouching you can inherently delay the DP more before your opponent can hit you.
And then you have characters that have jump attacks that are angled downwards where they can press it early. Which basically force you to NOT do it late.
You can still beat those pretty easily by just using the input system to crouch for a split second during your dp motion. You’ll crouch under an air button like Necalli’s j.HP which is known for doing that, then get the late DP and still win.
I already made some recordings for the match that Brain had vs Velociraptor’s Necalli. The j.HK is a pretty similar thing to Alex’s j.HK where the since the hit box angles so high it can randomly hover over the hit box of the DP until your invincibility runs out or there’s a gap in the hit box for it which gets it stuffed.
A different situation/character, but the same cause. Still did the DP too early to allow the situation to begin with. In training with the same air button I randomly trades when I DP early vs the j.HK and always win everytime with the late one.
It is still better than it was, but I’m still running into some oddball scenarios. At times it beating stuff that it never would have, so that is nice, but it was super frustrating to just lose to a normal jump in for whatever reason.
Also insanely frustrating having people swat me away with AA jabs while hers is now pretty risky.
I’m also fairly sure her hurtboxes just go full screen or something, as in the match vs necali, I did a store from like half screen away and he hit me with i think his MP.
Yeah that’s why you have to do the DP late because otherwise her hurtboxes are out there to get randomly touched. Like if you were using Ryu a similar situation would happen except I guess he just has a slightly better post invincibility hit box where Necalli would get pushed away instead of stuffing you with frame advantage.
You have to wait till the last moment for a lot of these stronger jump ins. Which a lot of the jump ins aren’t really that strong, it’s just the hit/hurt boxes on air buttons are done so poorly that you have these strange situations that force you to do very late DPs.
Is the DP the best way to react to jump ins? I’ve always used s.HP and sometimes cr.HP with good success (partly due to the fact that i can’t get the DPs consistently on reaction) bute then again,i’m silver and i play against silver players…