Street Fight Money V

I am garbage at this game, I’m trying to get through Juri’s combo challenges but I can’t tell what I’m doing wrong in this one that’s causing it not to register in the game, can anyone offer any insight

I think you’re just doing the special move at the end too late. You aren’t canceling into it from the LK and instead just doing after the light kick, which does not combo.

1 Like

Hit Light kick a the same time you hit forward to start the Z

Got it, thanks for the advice!

Sooooo Juri, what’s her deal? I only really used her in sfxt which basically means I know nothing about actually playing as juri. Instead of diving directly into the regular sources as I usually do because of my innate laziness, I kind of just poked around in training mode for a while? I was going to post in the sfv thread, but really, no one wants to read this shit, so I’ll just post it here.

Juri has a number of moves that look like overheads (charged qcf+mk, qcb+k) but only one actual overhead (f+mk) that seems to be a fairly standard -4. Goes surprisingly far though (as far as, if not further than, her hk).
3 frame normals: lp and c.lk. c.lk is uncancelable.
Crush Counters: hk, c.hp.
mp, like a lot sfv mps, is a nice button. Plus on block, frame trap into another mp or c.mp. c.mp seems to be even on block.
I don’t quite get mk’s thing? Two hits, neither cancelable. Unsafe, but pushes back. (Whoops, I guess the first hit is cancelable. Have to be quick. Still don’t get mk’s thing)
c.mk has . . . pretty standard c.mk range. Unsafe (-3-ish?)
c.hp anti-airs pretty well.
Target combo is unsafe (at least -4) and second hit whiffs on crouch.
second hit of her air target combo can be blocked low.
Axe kick is minus but safe.

qcf+k
-All grey/black slash elements seem to have a projectile hitbox
-all leg lifts are safe but minus on block.
-all ‘charged’ versions can cancel into each other on hit/block. lk is safe but minus on block. mk is plus enough on hit to link after (c.mp/c.mk). hk hits twice and knocks down.
-can’t link after charged lk (projectile) version point blank, but can from further away.
-ex is safe but minus

dp+k
-All versions get crush countered except for lk. Only ex seems to have full invincibility. mk might have some kind of throw invincibility (blows through Alex’s blocked f+hp->power bomb for example)? Maybe just get off the ground quickly. Non-lk versions are pretty ok anti-air? They all move forward pretty far and tend to whiff under opponent if done late.
-lk is weird on block. blocked standing it seems to be -3, but blocked crouching it’s much worse. Juri can sweep herself after a crouch blocked dp+lk, for example.

qcb+k

  • Fireball punish. All versions except ex unsafe (ex safe but minus). Very plus on normal hit knockdown->dash (hk counterhits 3 frame normals on opponent quickrise). Ex causes juggleable bounce.

v-skill
-2 (?) levels. Tap for level 1. If held level 2 will eventually come out automatically. Can cancel charge with dash. If dash canceled after dust puff animation, level 2 is ‘stored’ and can be activated on next tap. Charge not lost on being hit. Seems to act like a special move when it comes to normals canceling into it. Knockdown on hit seems to give opponent a bit too much distance for any meaningful followup. Dash up is plus, but not all that close on quickrise.
-Level 2 is projectile invulnerable a bit into the forward dash. Moves quickly, but can definitely be hit out of with normals. Will go full screen.
-Both versions can be canceled while moving forward before traveling through opponent by tapping input again, acting as a big ol’ dash
-Because it can cancel off of normals and then be dash canceled, acts as a fadc kind of thing if you want? Doesn’t seem to add advantage to anything because of the window before the charge can be dash canceled(?)

v-trigger
-Ground normals are now zig-zag magic series. Everything seems to combo except hk->hp. hp will launch if chained into. Cannot chain into command normals.
-Air normals are stronger magic series.
-second hit of ground target combo now jump cancelable.
-all qcf+k moves are now ‘charged’ version
-chained normals cannot cancel into special moves that are not qcf+k(?), but all chained moves become cancelable (both hits mk, c.lk, etc). If you link from a chained move (eg: lp->mp, lk) you can cancel as normal.

I’m not sure why I wrote all of that. I guess I just wanted to talk about pushing buttons in training mode?

YOU CAN’T ESCAPE

also

don’t feel too bad. I have trouble with all of this too.

Also why are 6/10 combos having you jump in? That seems like training you to be unsafe.

SF V trials don’t really emphasize practical stuff. It would be nice if a fighting game trial mode would actually focus on useful combos, or at least have a mix between “this is possible, but dumb” and “always do this”.

From my limited time in SFV, jump in combos are your big damage routes which ties in to the high risk of going for them. The first half of the trial combos certainly feel more practical or at least illuminate some combo logic for the character. After that it starts to just feel like hard stuff for the sake of hard stuff. Xrd trials and missions are probably the closest I’ve seen a game actively trying to teach you how to play the ‘real’ game.

Not to distract from the high level discussion taking place but I noticed the recent poll at Event Hubs recently and was surprised at the results. It’s a user poll regarding which character everyone thinks is the most technical and Karin came in third, which is weird because I’m maining her and find she’s easy to play.

Although, I am a little concerned she isn’t versatile enough. Almost no top-level pro’s play her besides
Smug and JWong.

mago plays karin. sako did.

but yeah, she’ pretty technical. all her JF tenko shit, some of her resets. her orochi crumple combos. ex tenko stuff.

Karin feels like a character that is at her best when she’s on a life lead and has trouble opening people up otherwise.

“Footsies” is generally considered technical these days, though.

Karin’s technical by SFV standards. My execution is absolute garbage but I completed everyone’s trials without breaking a sweat…except Karin’s, cuz I was too lazy to bother with the JF bullshit. Eventhubs polls tend to be goofy, though I think for once the users are right when it comes to the top 3 on the tier list. Nash, Chun, and Ryu seem to be in a class of their own right now.

SFV’s trial combos are big on jump-ins because combo options are super limited. I wish some kind of archive of beta 1 existed, because you could do so much more in that build and it would be very interesting to compare it to the game’s current state. It also feels like you can jump in all you want without much risk, as mothmanspirit said. I don’t think I’ve played a Nash who didn’t hop around like a Feb '09 Ken for half the match. (Which is probably my fault.) Throws are so slow, their range so short, and most attacks are stubby as fuck, so it seems like characters with good dashes and fast jabs dominate right now.

Has anyone here finished all of Juri’s trials? I’m stuck on number 10; it’s completely fucking stupid (like all of them). The link between her light fireball into her light pinwheel is non-existent; does anyone know how the timing work?

I have the impression that jump ins are super easy online, however when I play against my friends offline, it’s pretty impossible to jump in… All the jab like anti-airs are really efficient at shutting down my efforts.

Another random question if you don’t mind. I see a lot of people have downgraded Bison these past few months but I can’t seem to find a cogent explanation as to why exactly he’s fallen to mid-tier.

The general consensus is that he’s been figured out, but can someone explain why Bison was favored in the beginning but is now considered sorta trash.

heads up, windows version is requesting elevated privleges now


but hey, you can get thong urien now

Oh thank heavens

i would recommend absolutely nobody run this until it is removed. or maybe ever again. holy shit.