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Juri's Instant Overhead  I_icon_minitimeMon Apr 16, 2012 10:44 pm by mrmajikbus45
I return in 2 weeks. I'm better than ever. Rested. Recovered completely now from my medical issues... See you soon.

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 Juri's Instant Overhead

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Smooth
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PostSubject: Juri's Instant Overhead    Juri's Instant Overhead  I_icon_minitimeThu May 19, 2011 3:15 pm

Introduction
Fuzzy Guards is a term used to described an instant overhead setup in which the opponent is stuck in standing block stun and appears to be blocking a jump attack however the user is holding a low guard. This gives the appearance of the opponent getting hit by the jumping attack while holding a high guard. This happens because of block or hit stun. This is the most basic understanding of Instant Overheads.

Unfortunately the Street Fighter 4 engine does not readly make instant overheads available. With Juri, all of the cast cannot be hit by an off the ground jump attack (i.e. holding up and hitting strong on the way up) if they are crouching. This is important to understand because for the most part a player in the guard position learns early to block low when they're blocking as it covers mid and low attacks and to switch their guard when an overhead is used or if the opponent leaves the ground. This is the psychology behind the instant overhead usage as it goes against everything a player learns about blocking and forces them to take a guess making them victims to low attacks in trying to avoid the instant overhead.

This is great for Juri as she has two normals with low enough hitboxes that can connect with your opponents hurt box. These normals are her Jmp or her Jhp. Her Jstrong is essential for her instant overhead offense as it can be cancelled to her dive kicks leading up to more mix up, extra damage through pinwheels/fireballs, or major damge from her Kaisen Dankairaku (Ultra 2). Juri is one of a kind. She is the only character that can do huge damage from her ultra from an instant overhead. Adon, Makoto, Dhalsim, Seth, Chun-li, Vega, Thawk, and Rose all can use instant overheads but none can do 450+ damage from it. Her Jhp is special because it gives a hard knockdown. This is a techable knockdown but the speed of the move makes it very difficult to tech.

Because your opponent cannot be hit by an instant overhead when blocking there are essentially 3 ways to hit them:

(1)Throw baiting: Execution wise this is the easiest to hit. Unfortunately the hardest as it forces them to release their low guard and make it psychologically difficult to hit. When you are sure your opponent is going to try and throw you a Instant Jmp or an Instant Jhp will connect. This is difficult because most opponents will try and crouch tech on defense when they are being pressured making this technique very difficult. You can however make a good read and try and Jump back mp xx Dive kick. It is a little tough to time, however is possible.

(2)Block/Hit stun: The easiest to setup, using block/Hit stun is very powerful. As stated above, when on offense a player learns to block low to cover any kind of offense be it mid or low pressure. If someone leaves the ground for a jump in, they change their guard. The psychology behind this (Reversals excluded) is that if a player jumps at you, you block the jump in high, then change you're block to low. Most attackers go low incase the opponent tries to jump, walk back, or just doesn't change their block.

The idea is, jump in as deep as you can with a hard attack to put your opponent in the most block stun possible. Once they are in block stun from the high guard, you have enough time to do an instant Jmp or Jhp while your opponent recovers from the first attack. What happens is, since your opponent is blocking low while in block stun, you hit them with an instant jump attack. The game reads this as (a)Jump attack (b)Jump attack. The proper way to block this is 2 high guards. But after (a), your opponent has habitually changed their guard to low expecting ground pressure. When (b) comes out the opponent is nailed by attack (b).

This is where the fuzzy name comes from. The whole time, your opponent is standing even though they might be holding down.

(3)Standing Frames: This game does something interesting with standing and resets. When someone is knocked down and the player holds a low guard, the animation for rising must completely finish. The end of the animation shows the opponent standing. Since there is a few frames in which your character MUST stand, instant overheads can be used. The same follows for resets. After a reset the opponent flips back and must land standing, then the opponent goes to the crouch position. During this time you can Jmp before the character goes into the crouch position.


All of these setup's are situational and character specific. Please have an open mind on this as it can open up your opponent really easily and force them to adjust by doing something unsafe.

Here's the matchup list:

Abel
J.hk > J.mp (Block and Hit)
NJ.hk > J.mp (Block and Hit)
NJ.hp > J.mp (Block and Hit)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > j.hk > J.mp
Ex Kasatushi > J.hp > J.mp
Fireball > Fadc > J.mp
(Crumple reset) c.hp > fadc > j.mp
(Corner only Crumple reset) C.hp reset > J.mp
(FSE corner only)sc.hp > sc.mp reset > j.mp
(FSE corner only)dive kick > sc.mp reset > j.mp
(FSE only/mid-screen)dive kick > sc.mp reset > fadc > j.mp
(FSE only/mid-screen)c.mp, s.mk (1hit), s.hp > far hk reset > j.mp

Adon
J.hk > J.hp

Balrog
Sweep > lk sempusha > J.mp

C.Viper
J.hk > J.mp (block only)
NJ.hk > J.mp (block only)
NJ.hp > J.mp (block only)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp

Cody
J.hk > J.hp

Dan
J.hk > J.hp

Deejay
J.hk > J.mp (block only)
NJ.hk > J.mp (block only)
NJ.hp > J.mp (block and hit)
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp
(Crumple reset) C.mp reset > fadc > j.mp
(Crumple reset) Crumple > nj.hk > j.mp
Backthrow > dash x2 > j.mp

Dudley
J.hk > J.hp

E.Honda
J.hk > J.hp

Gen
J.hk > J.mp (block only)
NJ.hk > J.mp (block only)
NJ.hp > J.mp (block only)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp

Gouken
J.hk > J.mp (block and hit)
NJ.hk > J.mp (block and hit)
NJ.hp > J.mp (block and hit)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp
Fireball > Fadc > J.mp
(air to air) J.mp> Land > s.lp > fadc > J.mp

Guy
J.hk > J.hp

Hakan
J.hk > J.hp

Juri
J.hk > J.mp (Block and Hit)
NJ.hk > J.mp (Block and Hit)
NJ.hp > J.mp (Block and Hit)
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp

Rose
J.hk > J.mp (block only)
NJ.hk > J.mp (block only)
NJ.hp > J.mp (block only)
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp

Rufus
(Crumple Reset) sc.hk > fadc > j.mp

Sagat
J.hk > J.mp (Hit and Block)
NJ.hk > J.mp (Hit and Block)
NJ.hp > J.mp (Hit and Block)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp
Fireball > Fadc > J.mp

Seth
J.hk > J.mp (Hit and Block)
NJ.hk > J.mp (Block only)
NJ.hp > J.mp (Hit and Block)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp
Fireball > Fadc > J.mp

T.Hawk
J.hk > J.mp (Block only)
NJ.hk > J.mp (Block only)
NJ.hp > J.mp (Block and Hit)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp
sweep > lk sempusha > J.mp
Backthrow -> dash x2 -> j.MP (jump back works)
Throw -> dash x4 -> j.MP (jump back works)

Vega
J.hk > J.mp (Block and Hit)
NJ.hk > J.mp (Block only)
NJ.hp > J.mp (Block only)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp
Fireball > Fadc > J.mp
(Fse only) Sc.hp > far mk > fadc > J.mp

Zangief
J.hk > J.mp (Block only)
NJ.hk > J.mp (Block only)
NJ.hp > J.mp (Block and hit)
J.hk > J.hp
Ex Kasatushi > Cross over hk > J.mp
Ex Kasatushi > J.hk > J.mp
Ex Kasatushi > J.hp > J.mp
Backthrow -> dash x2 -> j.MP (jump back works)
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