My last post was supposed to include a thank you for the help w/ turtling players, but I forgot it due to my nerd rage. Sorry!
Nah if you ever wanna see me break the fight stick over my head and throw it through the TV, have me play a decent blanka.
Ill try and help you with this. Turtling takes place usually when someone feels like they dont have an excuse to come to you. Usually, its when you have the health disadvantage.
Rule 1: dont ever let a turtler have the health advantage. I dont care what it takes…you do NOT let him have the disadvantage.
Start the round off just like I said in the above post. Hold your ground though anti air’s, proper blocking and fuhajin rain. Guy’s cant deal with this. Furthermore, focus attack his runs and punish him for it. Now, rush him down. Dont let him back up. Guy has nothign on wake up but blocking. C.mk will keep you safe from his tatsu.
Rule 2: Never get frustrated. If rule 1 is broken, then fall back on rule 2. If you’re at a health disadvantage slightly then stay focused. All is not lost. Remember, there are 99 seconds in a round and thats more than enough time to land 10 fuhajins on block to take the health lead back. Vs Gouken you can NOT lose the fireball war. Say it with me…“I cannot lose in a fireball war with gouken”. As long as you play it right, he will lose everytime. He cant keep up with fireballs because you have your low one. It will always be his downfall.
If you ever hear me play person playing run away you’ll hear me say “omg, wait till i get on that ass no homo”, because most turtlers cant deal with pressure or they mash reversals when they get knocked down. Both good for fse imo.
But i end up doing shit like dashing in wrecklessly. Dont do this.
Rule 3: When you get the life lead, you zone them back. You do this, and you do it lame. Not only will it be effective in meter building…not only will it frustrate…but its doing the lords work! :3. You’re dealing karma back to someone doing wrong. You’re the one dealing justice to those who have wronged you! I’m silly.
But in seriousness…zone em back. Build that meter and when they’re having a hard time…taunt. They will taunt back. but dont fall victim to this. stay the course. Keep the purple rain coming. All will be fine.
Rule 4: If you lose because of techs, who cares. As long as you know in your heart you were teching correctly…take the throw and remember…online is practice. So what…you’re now stuck in mix up. use this to practice your defense.
Rule 10: Kailkun: XBL. hit me up anytime for matches.
Combo I put together this morning. Nothing revolutionary and I’m sure there are better combos but
j.HK/MK > c.HP > fireball release (either low or medium) > MK Super (or HK Super if your in the corner) = DMG 524, Stun 490
Also worked this out, but I’m sure this is old news. Corner Combo
j.HK/MK > c.HP > fireball release > (could leave this out) cr.MK > fireball release > EX Focus lvl 2 > Ultra = DMG 502, Stun 580 or (if you don’t leave the part out that is in bold) DMG 465 , STUN 650
Both can obviously be started without the jump in, and it is nice that you can hit confirm both.
Maybe someone knows a better way to maximize the damage/stun.
Hi
I have a question about Juri combos
I am using this combo:
Cr.lk > St.lk > Cr.MP > qcb + K
But I saw a lot of clip and it seems everyone prefer using Cr.MK after Cr.lk > St.lk. May I know the reason. I used Cr.MP because it cause more damage and seems safer.
It’s the better combo. Cmk has more reach but that’s irrelevant.
I’ve noticed a japanese Juri doing cr.MP(counter-hit)>cr.lk xx Senpusha confirm often, it seems to work well.
It’s easy to confirm and link, but you need to be close enough to be in range for cr.lk. Thanks to the walk buff in AE if we do cr.lk>lk>walk>cr.mp>cr.lk the gap between lk>cr.mp isn’t too big.
It leads to more confirms possible, for example we can go for this pathern:
-cr.lk > st.lk > cr.lk xx Senpusha (first easy confirm)
-cr.lk > st.lk(blocked) > walk > cr.mp(counter-hit) > cr.lk xx Senpusha
-cr.lk > st.lk(blocked) > walk > cr.mp(blocked/hit) > cr.lk(ch) > cr.MK > EX-Fuhajin (not confirmable but combo if ch on the cr.lk). Dash if blocked…
-… > cr.MP(blocked) > cr.lk > EX-Fuhajin (short frametrap between cr.lk and EX Fuhajin). Dash if blocked to reapply pressure.
-kara-throw or instant DiveKick after st.lk or cr.mp(blocked)…
Not a good idea against someone mashing lights obviously. It’s similar to Ryu/Akuma’s cr.mp>walk>cr.mp frametrap.
Yeah, I saw that combo a lot in AE. Is it not practical with her walk speed in Super?
saw the combo in one video where it was good-time/@Miya playing. I dont think ill ever get round to using it but it a good option if your good at reacting to scoring counterhits. If they block the cr.mp and you go for cr.lk, if that counterhits you can combo into cr.mk so its a very good string if you learn how to apply it properly. You can also plink crouching shorts, so it makes the otherwise tricky 2 frame link abit easier.
The cr.lk only connects on some of the cast i think, and they have to be crouching, and it has to be counterhit. So its very specific, but has a good payout.
I have a question about Juris AE Ultra Combo for the Juri Thread… i took part of this from a post i put in the new features thread:
before AE, Juri could do her EX dive kick to the wall from just about anywhere on the screen and combo that to her Ultra 2,
but in AE its incredibly difficult to do, SOO difficult in fact that the only conclusion i have reached is that it has to be done from a very precise distance from the wall
can anyone confirm this?
in AE , when you are close to the wall, and you do the EX dive-kick so it sends the opponent over your head to your back, it seems way easier to throw out the Ultra reversed than it was pre-AE
in fact, a reversed Ultra 2 over your back is way easier than from the front head on…
for example, doing a focus attack when the opponent is near the wall, then jumping up and back and coming down with an EX dive kick, then throwing out your Ultra in the opposite direction works practically every time in AE, … I dont even know if that even worked pre-AE
and pre-AE, you could be practically anywhere, it seems to me, and do the EX dive kick, and practically at your leisure you could throw out your ultra, so long as the opponent bounced off the wall and as out away from it, and starting to come down a bit, you had alot of room, it was practically guaranteed, i never whiffed
and in AE, that same scenario seems impossible, I actually thought it was completely impossible until I did it by accident one time, and I’ve only ever been able to do it one time in AE, though i can do the reversal Ultra everytime in AE, and I never did that pre-AE
does this sound right?
whats the trick in AE for Juris Ultra II off the front wall with the opponent falling in front of you?
For the corner crossover EX DK > U2, you had to do the ultra away form the corner in plain SSF4 as well, at least that’s how I did it and still do it.
I haven’t noticed anything different with EX DK > U2, still works with the same timing (hit ultra when they are falling in vertical position right below hp bars). There’s this one annoying positioning though where its very hard to hit some characters, when EX DK’ing the enemy away from a corner. At the worst spacing you might actually have to do a slight walk forward > U2 to connect. I haven’t payed it much heed because I mostly use U1.
Ten_Zen. Her ultra 2 has not gotten harder to hit. Infact, maybe its because I’m using it more but I’m hitting it more consistantly. When your in the corner you gotta wait til they go over your head and then ultra. Time it just a little after they fall past the health bar. You’ll recognize the “Flop” of the opponent so they are straight with the ground. Thats your aim.
thanks, i’m excited to give it a try later
can u tell me if it can be done from anywhere on the screen when the opponent is falling in front of you, not over your head?
or does it have to be sort of close to the wall, so they just miss going over your head?
Ten_Zen,
Sometimes the opponent falls short of your Ultra depending on a few minor factors I have found, but the best thing you can do is when you land from the divekick, just have Juri move forward a little bit and then input the ultra.
If you do the Ex Dive Kick too close to the ground and/or you are on the opposite end of the screen, sometimes characters don’t make it over to you (i.e. Cody). I’ve noticed that much anyway.
Honestly, the best thing you can do is go into training mode and test it.
I’d also suggest learning other ways to set up the Ultra. Landing that Ex Dive kick isn’t the easiest way to land it. Air to Air J MP (x2 if you can) > Ultra and cr. MK > LK fireball release > Lvl 2 FA > dash > Ultra are easier I find.
Especially online if there is any lag, timing the Ultra 2 off dive kick can be tricky
Agreed with Ramma. Ex dive kick isnt the best way to do it. I only use it really as an instant overhead j.mp xx ex dive kick. Always spaces right…just comes down to timing.
So how up to date are the combos in the OP? I’m trying to learn Juri but I don’t want outdated info, you know?
All still applies. Juri didn’t get any nerf outside of start up kick and fireball damage, but that’s because they combo together now.
I have a question about the c. mk -> lk fireball release -> FADC -> Ultra 2 combo: any tips on performing it? It feels like the input for Ultra 2 needs to be inhumanly fast. 95% of the time I’m either too late, end up with an EX Fireball, or I get ahead of myself and end up doing a focus attack instead of an FADC. Is there an easier way to input the Ultra 2 besides just waiting until after the FADC and doing it super fast? Because I feel like not being able to pull it off is crippling my Juri game.
You just have to do it inhumanly fast. Most people spend significant time practicing this to get it down, and very few people even on these forums have it down reliably.
Some tips:
[LIST]
[]Buffer dash before the focus cancel - this way you get a frame perfect dash cancel.
[]Practice the move in parts - Train doing fireball FADC (into eg. cr.HP), pay special attention to the FADC part so it is perfect. Then practice dash Ultra. Then combine the parts.
[]Practice both directions - I can do the move about 50-60% in one directions, but less than 5% in the other.
[]It has to be fast - for me (on stick) it helps to do :f::f: then visualize doing two tiny circles in the bottom quarter of the stick (going 652365236 from the dash) without touching the gate at all.
[/LIST]
It is hard enough that most people use Fuhajin FA2 Ultra2 until they have this down. Letting the FA hit makes it trivially easy, but it doesn’t work for far off, and reduces the damage dealt.
You can also practice other moves which use the same motion. You’ll have no hope of doing this until you can perform Ryu’s Shoryuken FADC Ultra consistently (its way easier). You can also practice doing (juggle) LK Pinwheel FADC Ultra2 with Juri. Its a juggle, opponent needs to be airborne, eg. after FA2 crumple in the corner, wait until opponent is on his knees and land that. This is a completely useless but flashy combo, but uses the same motion and needs fairly high speed.
Hope this helps a little.
Thanks, that helps a lot. Now, when you say to buffer dash before the focus cancel, does that mean to input the arrows before mp+mk, or to hit the second arrow at the same time as the buttons, or…how does that work?
You can buffer the dash and hit the focus after (very close to it though). The main problem you’re going to have is on P1 side, P2 side you can do it fast with practice. P1 side really is tough due to the natural edge we players have by pulling the stick, not pushing.
There is no trick to it, you just need to increase your ability with your hardware.