Laura cr.mk xx LP bolt, Karin cr.mk xx cmd dash confirms into Tenko or Orochi, Rashid cr.mk LP mixer, Bison cr.mk scissors, Chun cr.mk EX legs, and for the mostpart Ed cr.mk into flicker
I am still adding these buff suggestions to the list, fyi And July fast approaches, and since I feel like I’ve had enough suggestions, the video will likely be coming very soon. Look forward to it
Well then, I’d like to see her moves that look airborne actually be airborne, xx lk fuha > sweep, and her old fs.mp added… unless you just wanna make a video about how much I miss my usf4 function.
Yeah, there a few that are decent. Unfortunately I was under the misguided notion that juries was +0 or +1 cause I was getting free st.lp afterwards on block.
The v trigger version being -1 is still great though, but characters like Laura and rashid get -2 for no meter and even Chun gets -2 for meter.
Still pretty useful though in a pinch especially in v trigger.
So I’ve got my wake-up EX tensenrin stuffed by a gief jump body slam, I guess is because it still is not invincible during frames 1-3? Also I got it air EX-SPDed during early frames, that confused me.
It’s a 7 frame start up reversal so it’s a bit slower than some of the faster 3 to 5 frames EX reversals. Might be some situations where it can get stuffed since you won’t get to use the invincibility frames during the active frames as long as a 3 to 5 frame start up DP.
Without a replay it’s hard to say, but my guess is Grief crossed you up with the splash. SRK doesn’t actually hit behind Juri, just like EX pinwheel in 4.
Jumping in with gief and doing air SPDs is a legit anti SRK strat, especially from far away and using EX’s reach.
Cross-up it is then, I didn’t know that, but yes it was definitively a cross-up, I’m surprised we don’t both wiff in that scenario, I would still get punished, but it seems like it would make more sense
Well, his splash is active for 7 frames and you’ve got 8 frames of invulnerability with ex srk. If he’s behind Juri by the time srk is active, and timed splash 2 frames or more after your srk, you’re getting stuffed.
Edit: actually maybe a trade is possible in that situation, depending on splash’s hurtbox. I’m on PS4 though so I can’t check it without digging around for Gief’s hitbox’s. Maybe it’s wide enough that he can cross us up and still have a hurtbox far enough behind him to get hit.
I mostly feel like I need to learn more at this stage. She also feels like a character that may be beyond my skill threshold with all the meters to watch.
3 primary problems as of right now that skill will get me past but I don’t know if I have the skill:
AA Is hard because I can’t control neutral well without a ranged fireball or something of that nature like chuns st.hp.
Not getting max damage cause I’m not used to the meter holds and my frame traps are still not working… well they work but I don’t seem to be converting much at all.
Her throw game is good but her shimmy game (for me) is still bad. I have a choice of either cr.mk xx ex fuha which isn’t GREAT damage, or I can do st.hp xx m fuha, cr.mp>stuff… which is great damage, but unsafe and I don’t yet have the skill to confirm with st.hp against a whiffed throw tech.
So, there are issues but there are answers as well.
In regards to 1.
What range are you playing at? Juri has to play quite pushed in to get value from her normals. I personally like standing just outside of st.mks first hit range and buffering into mk.ryo or MK.fuha, because if the opponent extends a limb or walks into your st.mks first hit range it’s essentially OSing the confirm. Try not to get a bad habit of using st.hk at long distances, it just gives your turn up for little gain. Even if it CCs on hit, I don’t think it’s worth putting yourself in a -4 situation with bad positioning very often unless you have a hard read on a low to hop over it.
In regards to 2.
It’s not you, Juri’s frame traps usually work against her. For instance just doing a single trap from st.mp puts you out of range for pretty much anything if you go into a second st.mp. IIRC you can EX fuha, or sweep. She might have a micro-walk combo as well but it’s too hard to get consistently. Try and keep your traps focused on jabs into strongs, it lessens the pushback and her jab confirm game is one of the better of the cast with LK.wheelkick, EX fuha and HK fuha. A frame trap I don’t see many people use is st.lp - st.lk(CH) - st.mk, st.lk on CH allows a st.mk link and it’s an easy confirm. 3f trap also.
My advice about the cr.mk confirm wasn’t me taking the piss out of you either, it’s just not worth blowing two stores for a safe low confirm because of the disadvantage you put Juri in forgoing those stores. Learn how to confirm cr.mk on it’s own, they buffed it’s cancel delay in S2 as well I think so it’s easier now. You’ll notice you have your stores saved up a lot more often. Always try to have LK/MK stocked. LK gives you most of your approaches and safe pressure, and having MK available is a constant threat to the opponent of extended damage.
In regards to 3.
If you’re having a hard time shimmying with st.hp use something else, cr.mk is lackluster because it’s forcing you to use bar. Use st.mk xx mk.ryo, it carries them a fair amount and st.mk is her fastest mid.
I don’t find 3 frame gaps super useful ATM, very few people tend to get hit by these unless you mix it up with some kind of stagger pressure. As an example, chuns cr.lp,st.mp is a natural gap that beats 3 frame moves… but the amount of times I’ve CH’d someone with the st.mp is probably less than 10 in the hundreds of Chun matches I’ve played. So, while I do see the importance of 3 frame traps… to me they need to be setup with bigger gaps to goad the other player into pressing buttons.
That st.lk,cr.mp CH confirm is amazing though… thanks for sharing. It gives me a few options that I was thinking about as far as frame traps to hit delayed tech. It also gives me an amazing post throw confirm with walkup st.lk,cr.mp
Today I think I’m going to focus on the throw/frame trap mixup after st.lp… yesterday was finding out her upclose offense as far as blockstrings are concerned.
What I’m using for upclose blockstrings is st.lp,st.mp,st.mk and st.lp xx store and st.lp, st.mk xx store, and st.mp,st.mk and st.mp,st.lk. Almost all of these are confirms on hit.
Now I need to figure out some mixups from blocked st.lp and what works best for me. I’m thinking that st.lp, microwalk st.lk,cr.mp is going to be a staple and mix it up with st.lp,st.mp so I vary the timing on the frame traps. But I’m also going to try st.hp when I have lk store because it should give me pressure on block as well.
Another thing I’m going to try is walking jabs… seems like they have great potential with her.