Sagat Specific corner combo
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Sagat Specific corner combo
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Look who it is again! :bgrin:
(bet ya’ll are tired of me now )
And guess where ive been again… lol! Anyway i was in training mode and i was messing around with her MP&HP and found out Juri cant jump over you and INSTANTLY hit you with either the MP/HP.
Now most of ya’ll now this but i experimented and came up with a video as always.
One reason i cant point out now how it can be useful is if you cant J.MP into U2 then you can do this instant jump hit or whatever the hell its called (i have no idea) straight into either a Divekick/EX then into her U2.
And at the beginning theres just a simple combo that i thought i would thats does like 439 which is around 31/21 damages less then her U2
But at the end of the day its how you decide to play with her, some might like it, some might not, some will say its useless, some may not but it all depends on how good you are and how you play Juri. Plus as i always say if its completely pointless then sorry but im just sharing shit with ya’ll so be grateful
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A little late on the news, but at least you’re finding out stuff on your own.
A lot of those are impractical because you can’t really hit confirm those and they will whiff on crouching characters. That being said the instant overhead is only good when you’ve created a fuzzy guard scenario. If you look over to my tutorial thread I go over the details of creating a fuzzy guard with j.Strong and j.Fierce. Anyways, to go over them again if you force your opponent to block a jumping attack then do the instant overhead if they do a crouch guard after blocking the jumping attack they wil get hit by the instant overhead when it would normally whiff because the game will still register their hit box as standing even though they are in crouching state. The fuzzy guard setups with Juri were discovered before the game was officially released so nothing new there.
a cool hype combo on tall chars if u have them stuned in the corner and just so happen to have 2 fireballs ex and ultra j rh cr mp mk fireball release cr mk lk fireball release j mp ex dk u2 /ex pinwheel/ what ever
for this combo at full health with ryu:
i got combo damage: 316.
That’s because you used EX pinwheel.
Seem’s like a lot of meter for minimal extra damage. Though I guess if you’re too far to just do another c.mk hk pinwheel it might be worth it if you have the extra meter.
Hmm, so I just realized that cr.HP during the FSE combos seem to whiff on crouchers soooo…I guess I’ll hit the lab later today and see if I can come up with something that works. We could always void the cr.HP, but that’s usually a good 40-80 damage that gets missed out on if we do that.
I had that cr.HP whiff on a standing Sakura in the corner, don’t know if that’s been mentioned or not. Very annoying.
Argh, seems like that even whiffs mid-screen on her, guess I’ll have to run through the characters and see what works and what doesn’t. What a pain.
Edit : and is it me or does st.mp seem harder/impossible to connect after F+MK? The frame data says it’s fastr than both cr.mp and cr.mk so in theory it should be easier, but even if I plink it I don’t get it.
Now I"m not a Juri expert yet but I’ve been fiddling around with Ultra I set-ups and combo/pressure strings and heres what works so far:
Set-ups
Throw to corner–>Ultra I -->overhead or down LK–>link
Throw to corner–>Ultra I–>crouch MP–>overhead–>link jabs and etc. (crouch MP makes them think they need to crouch block sometimes for paranoid players)
jump MP–>EX air dive–>qcb LK–> dash up–>Ultra I–>mix…
crouch LK–>stand LP–>Close HP–>qcf LK hold–>Ultra I–>mix and also a fireball in stock
Combos/Pressure: (assuming you are already in ultra I)
Overhead or Crouch MP to overhead mix (with LK fireball stock)–>crouch LP–>crouch LK–>LP–>MP–>crouch MK–>HK 2nd or 1st hit release fireball depending on character hitbox/distance–>MP–>crouch MK–>HK–>EX Pinwheel (hora hora!)
Overhead or Crouch MP to overhead mix–>crouch LP–>crouch LK–>LP–>MK–>HK 1st hit cancel to HP–>qcf LK hold–>continue mixups
I assume we all know the limitations of chaining the overhead. In alternative you can cancel your links into fireballs at will. You can release for a risky game or you can kick during a link. Usually when you link two or more normals your first kick will whiff when this happens its usually best to hold it then cancel into a overhead or crouch MK. (keep in mind I only use light fireballs for her Ultra I chains) Anyway… she is hard to explain…and her concept of chains I think is something that oyu have to play around with to actually understand. Which is why its rather pointless pointing out all the chains
But I believe I covered enough to give you guys a glimpse of how I’m using Juri right now XD. Discuss?
*PS I left out that after ending with a fireball kick you can hold and wait for response if you fail to knock your opponent down. SRKs can be mashed tho which is a very big risk for her pressure strings with Ultra I. Come to think of it…Even normal pressure strings are rather risky for her…I have problems keeping a decent offensive because her strings end fast and awkward.
I have been having problems hitting cr lkx3 on certain characters like hakkan. I can hit in on pretty much any other character(haven’t tried them all) but hakkan give me some problems with this combo.
Is there something I am doing wrong?
On a semi related subjet I have started using clk x2, c lp into either mk pinwheel or ex pinwheel. This does 10 more damage than the 3x c.lk. combo.
While this works a lot easier than the 3x lk on hakan it give me trouble on other characters.
I tested all the characters and I can’t get c.lk xx c. lk, c. lp xx pinwheel to work on crouching Ibuki, Guy, Guile, Blanka, Vega, or balrog, or Standing Ryu, Ken, Gen, Sakura ,Juri, Vega, Dee Jay, Guile, Rufus, Balrog, or Rose.
Is it that my execution is weird or does cr. lk x3 into pinwheel/cr. lk x2, cr. lp into pinwheel only work on some characters?
Hakan has a very stupid hitbox which pretty much is all over you. You can’t get as close to him as you can get to other characters, which makes your combos whiff on him. Seth has the same problem with his regular cr.HP>Srk>Stomps against Hakan.
Yeah, against Hakan, it’s best to stick to two cr.lks due to his funny hitbox.
On hakkan I am just going to use cr. lk x2 linked into cr. lp as it does more damage, gives me more time to react and has the exact same link time.
Has anyone else played with the funny reset/juggle properties that juri’s normals get after FSE? I was playing around in training mode practicing the usual FSE->magic series->EX Pinwheel->cl.hp corner combo and then I got s.mp out instead which reset them after, puzzled by this I tested the dash under after which worked then tried a bunch of other specials that give you enough time to hit a normal after (ex divekicks, one hit dive kick, anti air HK fuahjin release) and they all could be followed up with a FSE normal.
This doesn’t have too useful an application midscreen outside of very precisely spaced EX divekicks (for s.lp reset->dash under) but in the corner this is monstrous as you can land an EX Pinwheel combo that pushes them to the corner reset them and potentially do it all over again.
Wish I could set a vid up to demonstrate this myself but its pretty important stuff that needs to be spread around.
Edit: Before I forget, if you connect with a cl.hp while they are in this ‘FSE hittable’ state you don’t get any extra juice from canceling it just a regular knockdown
Having trouble connecting any normals apart from cl.hp after this for some reason, is the timing strict or am I just too slow?
Tested, but the only normal i can get out is standing mp. This is actually incredibly useful for a throw, ativate fse, jump mp one hit dive standing mp dash/whatever. Timing after an ex-pinwheel in corner is a bit strict, but works.
This combo does not make any sense. It starts with an overhead but it whiffs on crouchers, what’s the point?