A Master Class in Juri Han: Learn to fight like me and you'll realize how boring everything else is

Storing:

Spoiler

**Though there are spur of the moment exceptions, You should be aiming to store at only 2 ranges.

A)**

http://s22.postimg.org/it44ddw4x/Store_Range_1.png

B)

http://s22.postimg.org/t9k8fpv5d/Store_Range_2.png

Anything else is considered high risk and should be used only with caution.

Beginner AND Advanced Advice: Auto Pilot Storing is one of the biggest problems for many Juri players without them even realising it. If you take a look at your replays, I could almost guarantee that you’d be losing quite a few matches purely because of mis-spaced and timed or ‘Auto Pilot’ Fuhajin Storing. I strongly suggest learning to play Juri without Storing at all: You’ll find it quite difficult at first but once you master it, your general footsie game will have improved and you’ll find re-training yourself to store only in the areas listed above less of an issue.

Anti Airs/Air to Airs:

Spoiler

C.Strong(MP) - This is Juri’s main Anti Air, used 75-80% of the time.

http://s22.postimg.org/hj6ayc2cx/Main_Anti_Air.png

C.Fierce(HP) - This is Juri’s secondary Anti Air and is predominantly used for closer range jumps and to combat jumping moves that C.Strong(MP) loses to.

http://s22.postimg.org/rmqfgqtpt/Close_Anti_Air.png

FS.Forward(MK) - A situational Anti Air for Juri to use when neither of the previous 2 will reach.

http://s22.postimg.org/3yfiz7mk1/Far_Anti_Air.png

FS.Fierce(HP) - Juri’s most situational Anti Air, used specifically for beating height restricted dive kicks, delayed moves and in some instances against characters that can change their jump arc.

http://s22.postimg.org/fc22aex2p/Dive_Kick_Anti_Air.png

**Despite the fact that almost all of Juri’s airborne buttons can be utilized Air to Air, Her best 2 are:

FJ/BJ.Strong(MP) - The go to Air to Air for Juri as it allows for extended, high damage combos.**

http://s5.postimg.org/4ay5leq47/Main_Air_to_Air.png

NJ.Forward(MK) - A good alternative to use against characters that Juri struggles to Anti Air otherwise.

http://s5.postimg.org/3k5ffmnqv/Main_Air_to_Air_2.png

Safe Jumps:

Spoiler

Hard Knock-downs:

**Sweep - **

(Manual Timing) Walk forward/backward slightly, Jump in.

**Back Throw - **

(Manual Timing) Walk forward/backward slightly, Jump in.

**Forward Throw - **

(Manual Timing) Wait for opponent to hit the floor, immediately Forward Dash x2, Jump in.
Back Dash, C.Strong(MP) Whiff, Jump in. (Corner Only)
Forward Dash, Store (Any), NJ.Whatever. (Corner Only)

Anti Quick Rise:

Store (Any) -

(Manual Timing) Walk forward/backward slightly, Jump in.

EX Fuhajin (Low/Mid) -

(Manual Timing) Walk forward/backward slightly, Jump in.

Forward/Roundhouse Senpusha -

(Manual Timing) Walk forward/backward slightly, Jump in.

Meaties:

Spoiler

**Sweep/Back Throw - **

(Manual Timing) Forward Dash, Walk forward slightly, C.Strong(MP).

Forward Throw -

Forward Dash x4, C.Strong(MP).

Making TK Shikusen ‘Safe’:

Spoiler

Notes: According to Juri’s Frame Data, with the lowest possible jump (TK) Short(LK) Shikusen is -2, Forward(MK) being -3 and Roundhouse at -4. 2 of these - Short(LK) and Forward(MK) can be made ‘Safe’ (-2, which loses to some Supers and Ultras amongst other things) all the time, given specific strings to space the Shikusen perfectly.

**Safe strings into:

Short(LK) Shikusen -**

2 Light attacks, eg: C.Short(LK), CS.Short(LK).
2 Light attacks, C.Strong(MP), eg: C.Short(LK), CS.Short(LK), C.Strong(MP).
3 Light attacks, eg: C.Short(LK) x3.
3 Light attacks, FS.Strong(MP), eg: C.Short(LK), CS.Short(LK), C.Short(LK), FS.Strong(MP).

Forward(MK) Shikusen -

4 Light attacks, eg: C.Short(LK), CS.Short(LK), C.Short(LK), FS.Short(LK).
2 Light attacks, FS.Forward(MK), eg; C.Short(LK), CS.Short(LK), FS.Forward(MK). Both hits need to connect.
Maximum range FS.Roundhouse(HK).

Notes:* Roundhouse(HK) Shikusen can not be made safe at any time, unless the opponent has no 4f or less normals/specials. Of course, there are and will be more strings you can use to make these ‘Safe’, however there are more than enough ‘Go-To’ options here to make sure you’re doing the safest possible Shikusen.*

Counter Hits/Specifics:

Spoiler

**Juri is able to confirm a counter hit C.Strong(MP) into C.Jab(LP) on every *crouching *character that isn’t highlighted. This enables combo opportunities using Low Release after C.Jab(LP) into eg: **

1. C.Forward(MK) - Roundhouse(HK) Senpusha.
2. FADC C.Fierce(HP) - Roundhouse(HK) Senpusha.
3. FADC Ultra 2.

http://s22.postimg.org/iwxxtn1m9/Counter_Hit_Low_Strong_Low_Jab.png

C.Strong(MP) Counter Hit -

1. Into C.Short(LK) is a 2f, Plinkable link on all crouching characters.
2. Into FS.Short(LK) is a 1f, Un-Plinkable link on all characters.
3. Into 2 Hit FS.Forward(MK) is a 1f, Plinkable link on all characters, though you can not capitalize any further than this.

FS.Strong(MP) Counter Hit -

1. Into FS.Short(LK) is a 1f, Un-Plinkable link on all characters.

You can confirm all of the C/FS.Short(LK) links into Forward Senpusha (FADC S.Jab(LP), C.Fierce(HP) - Roundhouse Senpusha, if you have 2 meters) for max damage.
Having a Blink (Select/Back Plink) setup on your stick is advisable, especially to ease the difficulty of the 1f “Un-Plinkable” links after confirming a Counter Hit.

Instant Overhead/Fuzzy Guard Encyclopedia:

Spoiler

**

  • Condition: Can’t NJ.Fierce(HP) or Parry NJ.Fierce(HP). (Slightly earlier timing on jump in.)

** Condition: NJ.Fierce(HP) or Parry NJ.Fierce(HP) only.

*** Condition: EX Shikusen doesn’t hit completely. (Use regular Shikusen - EX Senpusha)

**** Condition: Only FJ.Strong works, unless in the corner.
**

**J.Strong(MP) after blocked FJ.Roundhouse(HK), NJ.Roundhouse(HK), NJ.Fierce(HP), Parry NJ.Fierce(HP), Parry NJ.Roundhouse(HK), EX-Parry Crossover Roundhouse(HK) -
**
Abel
Adon *
Cody *
C.Viper
Dan *
Deejay
Dudley
Gen
Gouken
Guy *
Juri
Rose
Sagat
Seth
T.Hawk
Vega/Balrog
Yang **
Yun **
Zangief

J.Fierce(HP) after blocked FJ.Roundhouse(HK), NJ.Roundhouse(HK), NJ.Fierce(HP), Parry NJ.Fierce(HP), Parry NJ.Roundhouse(HK), EX-Parry Crossover Roundhouse(HK) -

Abel
Adon
Cody
C.Viper
Dan
Deejay
Dudley
E.Honda
Gen
Gouken
Guy
Hakan
Juri
Rose
Rufus
Sagat
Seth
T.Hawk
Vega/Balrog
Yang
Yun
Zangief

J.Strong(MP) after Air to Air J.Strong(MP) or Focus Crumple - C.Strong(MP) Reset, FADC (Must travel under. Use a backward J.Strong(MP) to ensure Shikusen hits.) -

Abel
Balrog/M.Bison
C.Viper
Deejay
Dudley
Fei Long
Gen
Guile
M.Bison/Vega
Rose
Rufus
Sagat
T.Hawk
Vega
Zangief

J.Strong(MP) after Air to Air J.Strong(MP) or Focus Crumple - S.Short(LK) Reset, FADC (Must travel under. Use a backward J.Strong(MP) to ensure Shikusen hits.) -

Abel
Balrog/M.Bison
Cammy
Deejay
Dudley
Gen
Gouken
Makoto
Rufus
Sagat
Sakura
Seth
T.Hawk
Zangief

**J.Strong(MP) after Air to Air J.Strong(MP) or Focus Crumple - FS.Roundhouse(HK) Reset (Corner Only) -
**
Abel ***
Balrog/M.Bison
C.Viper
Deejay
Dhalsim
Dudley
Gen ***
M.Bison/Vega
Rufus
Sagat
Seth ***
T.Hawk ***
Vega/Balrog
Zangief

**J.Strong(MP) after Air to Air J.Strong(MP) or Focus Crumple - S.Short(LK) Reset (JF.Strong for Air to Air, JB.Strong for Focus Crumple. Strict Timing) -
**
Abel
Balrog/M.Bison
Cody
Deejay
Dhalsim
Dudley
Gen ***
Gouken
Guile
Makoto ****
Rufus
Sagat
Sakura
Seth
T.Hawk ***
Vega/Balrog
Zangief

J.Fierce(HP) after Air to Air J.Strong(MP) or Focus Crumple - S.Short(LK) Reset -

Abel
Akuma/Gouki
Balrog/M.Bison
Cammy
Cody
Dan
Deejay
Dhalsim
Dudley
E.Honda
E.Ryu
Fei Long
Gen
Gouken
Guile
Ken
M.Bison/Vega
Oni
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T.Hawk
Vega/Balrog
Yang
Yun
Zangief

Fake Crossups/Unblockables: (Corner/Into Corner Only)

Spoiler

**Forward Throw, Forward Dash, Short(LK) Senpusha Whiff -

J.Short(LK) -

Unblockable:**

Abel
El Fuerte

Fake Crossup:

Dudley
Fei Long
Gouken
Guile
Juri
Rufus
Sagat
Zangief

**J.Roundhouse(HK) -

Unblockable:**

Rose

Fake Crossup:

Cammy
Fei Long
Gouken
Juri
Sagat
Seth

**J.Strong(MP) -

Fake Crossup:**

Guile
Rufus
Seth (Whiffs if blocked normal)
Zangief

**J.Fierce(HP) -

Fake Crossup:**

Abel
Akuma/Gouki
Blanka
Chun Li
Cody
C.Viper
Dan
Dhalsim
Dudley
El Fuerte
E.Ryu
Fei Long
Gen
Gouken
Guile
Hakan
Juri
Ken
Makoto
M.Bison/Vega
Oni
Rufus
Ryu
Sagat
Sakura
Yang
Yun
Zangief

**Forward Throw, Empty Neutral Jump, S.Short(LK) Whiff -

J.Short(LK) -

Unblockable:**

Akuma/Gouki
Makoto

Fake Crossup:

Chun Li
Cody
Dan
Gen
Hakan
Sakura

**J.Forward(MK) -

Unblockable:**

Yang
Yun

Fake Crossup:

Hakan
Sakura

**J.Roundhouse(HK) -

Unblockable:**

Sakura

Fake Crossup:

C.Viper
Dan
E.Ryu
Hakan
Ken
Makoto
M.Bison/Vega
Oni
Ryu
Yang (Whiffs if blocked normal)
Yun (Whiffs if blocked normal)

**J.Fierce(HP) -

Unblockable:
**
Cody
Dan

Fake Crossup:

Akuma/Gouki
Chun Li (Whiffs if blocked normal)
Gen
Guy
Hakan (Whiffs if blocked normal)
Ibuki
Makoto
Sakura (Whiffs if blocked normal)

**(Corner/Into Corner - Non Quick Rise Only) Roundhouse(HK) Senpusha, NJ.Roundhouse(HK) Whiff:

J.Short(LK) -

Unblockable:**

C.Viper
El Fuerte

Fake Crossup:

Abel
E.Ryu
Fei Long
Gouken
Hakan
Ken
Makoto
Oni
Ryu
Sakura
Yun
Yang
Zangief

**J.Roundhouse(HK) -

Unblockable:**

Dudley
Rose

Fake Crossup:

Abel
Balrog/M.Bison
Cammy
Dee Jay (Whiffs if blocked normal)
Fei Long
Gouken
Rufus
Seth

**J.Strong(MP) -

Fake Crossup:**

Abel
Hakan
Rufus
Seth (Whiffs if blocked normal)
Zangief

**J.Fierce(HP) -

Unblockable:**

Chun Li

Fake Crossup:

Abel
Akuma/Gouki
Balrog/M.Bison
C.Viper
Cody
Dan
Dhalsim
E.Ryu
El Fuerte
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Ibuki
Ken
M.Bison/Vega
Makoto
Oni
Ryu
Sakura
Yang
Yun
Zangief

**Corner/Into Corner - Non Quick Rise Only) Roundhouse(HK) Senpusha, Back Dash, C.Strong(MP) Whiff, Forward Dash: Credit - Tarik/Shiroyasha

J.Short(LK) -

Unblockable:**

Akuma/Gouki
Makoto

Fake Crossup:

Chun Li
Cody
Dan
Gen
Guile
Hakan
M.Bison/Vega
Sakura
Zangief

**J.Roundhouse(HK) -

Unblockable:**

El Fuerte
Sakura

Fake Crossup:

C.Viper
Dan
E.Ryu
Ken
Makoto
Oni
Ryu
Yang (Whiffs if blocked normal)
Yun (Whiffs if blocked normal)
Zangief

**J.Strong(MP) -

Fake Crossup:**

Abel
Hakan
Rufus
Seth (Whiffs if blocked normal)
Zangief

**J.Fierce(HP) -

Unblockable:**

Chun Li

Fake Crossup:

Abel
Akuma/Gouki
Balrog/M.Bison
Blanka
C.Viper
Cammy
Cody
Dan
Dee Jay
Dhalsim
Dudley
El Fuerte
E.Ryu
Fei Long
Gen
Gouken
Guile
Hakan
Ibuki
Ryu
Ken
Makoto
Juri
M.Bison/Vega
Oni
Rose
Rufus
Sagat
Sakura
Seth
T.Hawk
Yang
Yun
Zangief

Fake Crossups/Unblockables Into/During Feng Shui: (Corner/Into Corner Only)

Spoiler

**Into FSE:

Forward Throw, Back Dash, Activate FSE, Forward Dash -

J.Short(LK) -

Unblockable:**

Abel
El Fuerte

Fake Crossup:

Dudley
Fei Long
Gouken
Guile
Juri
Rufus
Sagat
Zangief

**J.Roundhouse(HK) -

Unblockable:**

Rose

Fake Crossup:

Cammy
Fei Long
Gouken
Juri
Sagat
Seth
Zangief

**J.Fierce(HP) -

Fake Crossup:**

Abel
Akuma/Gouki
Blanka
Chun Li
Cody
C.Viper
Dan
Dhalsim
Dudley
El Fuerte
E.Ryu
Fei Long
Gen
Gouken
Guile
Hakan
Juri
Ken
Makoto
M.Bison/Vega
Oni
Rufus
Ryu
Sagat
Sakura
Yang
Yun
Zangief

**Forward Throw, NJ.Roundhouse(HK) Whiff, Activate FSE -

J.Short(LK) -

Unblockable:**

Akuma/Gouki
Makoto

Fake Crossup:

Chun Li
Cody
Dan
Gen
Hakan
Sakura

**
J.Forward(MK) -

Unblockable:**

Yang
Yun

Fake Crossup:

Hakan
Sakura

**J.Roundhouse(HK) -

Unblockable:
**
Sakura

Fake Crossup:

C.Viper
Dan
E.Ryu
Hakan
Ken
Makoto
M.Bison/Vega
Oni
Ryu
Yang (Whiffs if blocked normal)
Yun (Whiffs if blocked normal)

**J.Fierce(HP) -

Unblockable:
**
Cody
Dan

Fake Crossup:

Akuma/Gouki
Chun Li (Whiffs if blocked normal)
Gen
Guy
Hakan (Whiffs if blocked normal)
Ibuki
Makoto
Sakura (Whiffs if blocked normal)

**During FSE:

Sweep, Short Senpusha (Cancel) Whiff -

J.Short(LK) -

Unblockable:**

Akuma/Gouki
Guile
Makoto

Fake Crossup:

Chun Li
Cody
Dan
Dhalsim
Gen
Hakan
Sakura

**J.Roundhouse(HK) -

Unblockable:**

Sakura

**Fake Crossup:
**
C.Viper
Dan
E.Ryu
Guile
Hakan
Ken
Makoto
M.Bison/Vega
Oni
Ryu
Yang (Whiffs if blocked normal)
Yun (Whiffs if blocked normal)

**J.Forward(MK) -

Unblockable:
**
Yang
Yun

Fake Crossup:

Hakan
Sakura

**J.Fierce(HP) -

Unblockable:**

Cody
Dan

Fake Crossup:

Akuma/Gouki
Chun Li (Whiffs if blocked normal)
Dhalsim
Gen
Guy
Hakan (Whiffs if blocked normal)
Ibuki
Makoto
Sakura (Whiffs if blocked normal)

Note: Keep in mind that the majority of the Fake Crossup setups are also true 50/50’s given that you can change your normal from eg: Roundhouse(HK) - Fake Crossup / Forward(MK) - Crossup.

Character Specifics (Legend):

1. Does S.Jab(LP) work on this character when crouching?

2. Does Juri’s B’n’B work on this character mid screen? *

3. Do Juri’s instant overheads (fuzzy guard) work on this character? **

4. Can Juri dash under this character’s fireballs?

5. Are there Fake Crossups and/or Unblockables on this character? ***

*** CS.Strong(MP)/C.Forward(MK), Low Release, C.Forward(MK), Roundhouse(HK) Senpusha.

** Refer to the Fuzzy Guard Encyclopedia for specifics.

*** Refer to Fake Crossups/Unblockables Section

Note: There are some Instant Overhead/Fuzzy Guard, Fake Crossup and Unblockable Setups that work on too small a portion of the cast to be put in their respective main sections. These will instead be put under the “Character Specifics” point in said characters’ match up information.**

Balrog/M.Bison

Spoiler

1. Yes (Only when blocking.)

2. Yes (Only when crouching.)

3. Yes (Refer to the Fuzzy Guard Encyclopedia and Character Specifics.)

4. N/A

5. Yes (Refer to Fake Crossups/Unblockables.)

Offensive Tips:

. C.Forward(MK) is a very solid option on his wake up as it forces every option to whiff bar EX Dash Straight.
. Throwing him on wake up when he has meter is a strong option too as it will stuff any EX Rush Punch attempt, though it will lose to EX Headbutt.
. Don’t be shy with your EX Fuhajin’s (Mid or Low) if you’re sensing a EX/Normal Rush Punch.
. This match is very Bait and/or Reaction Punish so there’s not much to say about being offensive.

Defensive Tips:

. This match needs to be played, mostly at maximum range of Balrog’s Rush Punches. The closer he gets, the more you’ll struggle.
. Neutral Jump and Focus anticipated Rush Punches. Focus loses to a few of them so use sparingly.
. React and Punish TAP with Sweep or C.Forward(MK) - Roundhouse(HK) Senpusha.
. If you block a TAP, CS.Strong is a good option to throw out as level 1 is -2 and it is a punish for the stronger charges.
. All Dash Low Straight’s (Except EX.) are -8 or more. Punish with Sweep or C.Forward(MK) - Roundhouse(HK) Senpusha.
. All Dash Swing Blow’s are -5 or more. Punish with FS.Short(LK) - Short(LK) or Forward(MK) Senpusha.
. All Dash Ground Smashes (Except EX.) are -5 or more. Punish with FS.Short(LK) - Short(LK) or Forward(MK) Senpusha.

Effective Option Selects:

. N/A

Ultra:

. Either Ultra is viable in this match.

Character Specifics:

. Forward Throw, Forward Dash x4 - J.Fierce(HP) is an Instant Overhead/Fuzzy Guard.
. Sweep, Short(LK) Senpusha Whiff - JB.Strong(MP) and J.Fierce(HP) are Instant Overheads/Fuzzy Guards.
. Forward Throw, NJ.Roundhouse(HK), Short(LK) Senpusha Whiff - JB.Strong(MP) is an Instant Overhead/Fuzzy Guard. (Corner Only)
. After a Cross Up J.Forward(MK), C.Short(LK) - A second C.Short(LK) will be meaty in which you can link C.Forward(MK) or Sweep. (On Hit Only)

Fei Long

Spoiler

1. No

2. Yes (C.Forward(MK) needs to be delayed.)

3. Yes (Refer to the Fuzzy Guard Encyclopedia.)

4. N/A

5. Yes (Refer to Fake Crossups/Unblockables.)

Offensive Tips:

. (Corner Only) Forward Throw, Back Dash, Mid Store and Release, FS.Strong (Whiff), C.Forward(MK) will beat any attempt Fei makes to get out, combo if, for some reason he doesn’t block and give you free pressure if he does.
. C.Forward is a strong option on his wake up as it will force EX Rekkukyaku (CW) to whiff, though, it will lose to Shienkyaku (DP). He’ll be more likely to do it when cornered.
. You need to be able to contain him with smart Fuhajin placement. Mid Fuhajin is a lot stronger in this match than many others.
. If you use it, you can Ultra 2 his Rekkukyaku (CW) attempts to get in on reaction, though it does have potential to fall out. C.Strong(MP) is your most reliable option.
. NJ.Roundhouse(HK) and C.Forward(MK) to beat projected Rekkas

Defensive Tips:

. Your Defensive Footsies need to be very strong to succeed in this match. Make sure you whiff punish any mis-space Rekka or Normal.
. When in range, C.Fierce(HP) will be your primary anti air as an early J.Strong(MP) from Fei can force a trade with C.Strong(MP).
. If you see a CS.Jab(LP), it’s rather likely that he will go for Tenshin (Cmd Grab). CS.Forward(MK) or EX Senpusha are your best options here.
. EX Rekka’s 1st hit and 2nd hit are 0 and -1 on block respectively. This is always a frame trap so don’t bother pressing buttons unless you want to commit to a reversal.
. Try not to focus too much as a Fei with strong reactions can punish you hard for it.

Effective Option Selects:

. OS C.Forward(MK) after a Safe Jump will force EX Rekkukyaku (CW) to whiff, though, again it will lose to Shienkyaku (DP).

Ultra:

. Either Ultra is viable in this match, though you will gain extra Setup potential with Ultra 1.

Character Specifics:

. N/A

M.Bison/Vega

Spoiler

1. No

2. Yes

3. Yes (Refer to the Fuzzy Guard Encyclopedia.)

4. N/A

5. Yes (Refer to Fake Crossups/Unblockables.)

Offensive Tips:

. Don’t get into the habit of throwing too many fireballs. Occasional Low and High Fuhajins are ok to beat Devil’s Reverse/Slide, but your general goal is to wait for him to do something and punish him for it.
. Focus a lot in footsie range, his FS.Forward(MK) and FS.Roundhouse(HK) are his main pokes and can be punished with a Level 2 Focus.
. Press the advantage if he has no meter.
. Meaty EX Mid Fuhajin is a reasonable option to throw and dash in on his wake up as it will absorb the 2 hits of EX Psycho Crusher and allow you to punish.
. After Back Throw, Mid Store and Release also beats EX Psycho Crusher clean. - Kail
. When attacking him while he has meter, you’re best to use true block strings or stop and block when you know you’ve left a gap.
. Any general bait is a good option against his wakeup if you can’t Safe Jump and he has meter.

Defensive Tips:

. You want to play this match just outside his slide’s maximum range and do everything you can to make him predictable. You can punish slide on reaction with C.Forward(MK) - Forward(MK)/Roundhouse(HK) Senpusha or Level 2 Focus.
. C.Fierce(HP) and FS.Forward(MK) are your primary Anti Airs in this match.
. NJ.Fierce(HP) will beat out any Head Stomp attempt.
. FS.Strong(MP) is the best button to beat EX Psycho Crusher on reaction.
. FS.Forward(MK) will stuff greedy Knee Press attempts when defending in the corner.
. If he jumps at you whilst you’re cornered, you need to dash under or go Air to Air. His FJ.Fierce(HP) can and will beat out all of Juri’s grounded Anti Airs.
. His C.Short(LK) x2 or 3 is NOT a true block string. Punish with EX Senpusha if he chooses this string on block too often.

Effective Option Selects:

. OS Forward Jump after a Safe Jump if he has no meter.
. OS JB.Jab(LP) or Forward Jump after a Safe Jump if he has meter (Dependent on which Reversal you anticipate).

Ultra:

. Either Ultra is viable in this match, though you will gain extra Setup potential with Ultra 1.

Character Specifics:

. Forward Throw, Forward Dash x4 - Sekku will stuff EX Psycho Crusher and is safe against all other options bar EX Knee Press.
. Sweep/Back Throw, Forward Dash, C.Strong(MP) Whiff - Sekku will stuff EX Psycho Crusher and is safe against all other options bar EX Knee Press.

Rufus

Spoiler

1. No

2. Yes

3. Yes (Refer to the Fuzzy Guard Encyclopedia and Character Specifics.)

4. N/A

5. Yes (Refer to Fake Crossups/Unblockables.)

Offensive Tips:

. Despite the fact that Juri’s (Forward/Roundhouse Senpusha In/Into Corner, NJ.Roundhouse Whiff, C.Forward(MK) Whiff, FJ.Roundhouse(HK)) Fake Crossup Setup works only if he doesn’t Quick Rise, the C.Forward(MK) will force EX Messiah to whiff if he does Quick Rise.
. C.Forward(MK) on Rufus’ wake up forces EX Messiah to whiff, or hit twice and then whiff. Punish accordingly.
. FADC and punish w/ C.Forward(MK), Roundhouse(HK) Senpusha against projected C.Fierce(HP) attempts to stuff your store. You can Shikusen his C.Fierce(HP) too.

Defensive Tips:

. Rufus can punish Fuhajin Stores on reaction with his C.Fierce(HP) from 3/4 screen. You want to try and play this match at virtually full screen the whole time until you gain an opportunity to press after knocking him down for being too desperate to get in.
. Aim to hold onto a High Fuhajin at almost all times while zoning. Release on reaction to any jump attempts.
. Go Air to Air as much as possible if you don’t have a High Fuhajin stocked. Even a trade is a good result as it sends you both flying away and he has to get in again.
. Mix up your crouch tech OS with C.Strong(MP) and C.Fierce(HP) to beat out dive kicks.
. JB.Strong(MP) - Buffer Dive Kick and JB.Jab(LP) are both solid options to get out of predictable dive kick pressure.
. At specific spacing (After a dive kick and 2 S.Shorts(LK)) mashing S.Jab(LP) is a solid option to prevent more dive kicks/frame traps.
. CS.Fierce(HP) on wake up is a solid option if you read an empty dive kick, throw or delayed dive kick attempt.
. His Rolling Kick (DF.Forward(MK)) and FS.Roundhouse(HK) leave him at 0 and +2 respectively on block. It’s in your best interest to press nothing in this situation.

Effective Option Selects:

. OS C.Forward(MK) after a Safe Jump if he has meter. This will force EX Messiah to whiff.

Ultra:

. Either Ultra is viable in this match, though you will gain extra Setup potential with Ultra 1.

Character Specifics:

. Forward Throw, Forward Dash x4 - J.Strong(MP) is an Instant Overhead/Fuzzy Guard.
. Sweep, Short(LK) Senpusha Whiff - JB.Strong(MP) is an Instant Overhead/Fuzzy Guard. (Close Range Only)
. Forward Throw, Empty Neutral Jump, Short(LK) Senpusha Whiff - JB.Strong(MP) is an Instant Overhead/Fuzzy Guard. (Corner Only)
. Any FS.Short(LK) can be confirmed into a mid combo meaty FS.Jab(LP) - Sweep. The meaty FS.Jab(LP) goes from +7 to +9.

Ryu

Spoiler

1. No

2. Yes

3. Yes (Refer to the Fuzzy Guard Encyclopedia.)

4. No

5. Yes (Refer to Fake Crossups/Unblockables.)

Offensive Tips:

. Very simple match. Ryu likes to control space but Juri can do it better which forces him to want to come forward. Counter space him (Just outside his Sweep range) and try to stop any advance.
. Shikusen punish his fireballs, though don’t feel the need to attempt a punish on each one as it can get you into trouble.
. Mix Strong(MP) Kasatushi (Backward) and FADC (Backward/Forward to adjust spacing and build Feng Shui if you’re using it.).
. Don’t use Jab(LP) Kasatushi (Forward) unless you know you’re going to switch sides. This is rather punishable and many a Juri seem to forget this.
. Focus dashing forward through C.Forward(MK) - Fireball and punishing with CS.Strong(MP) - Roundhouse(HK) Senpusha is a solid option, though doing this too often will turn a smart Ryu player to using C.Forward(MK) - Solar Plexus.

Defensive Tips:

. Be cautious with EX Senpusha on wake up as he can force trade combos with C.Fierce(HP) and CS.Roundhouse(HK)
. After any combo into or whiff punish with Sweep, jumping forward instantly is a Safe Jump. Your only option here is to EX Kasatushi (Backward, Forward or Air Backward. Never cross over, it’s insanely unsafe.), though don’t get predictable with it as he can Empty Jump - Throw.
. Ditto for Back Throw, C.Strong(MP) Whiff.
. Generally, Forward Throw - Back Dash or Forward Dash x2 are Cross up Air and Ground Tatsu Setups. C.Forward(MK) is a strong option to wake up with if you see these.
. Other than that, there’s not much to defending against Ryu. Basic character - Basic Defence.

Effective Option Selects:

. N/A

Ultra:

. Either Ultra is viable in this match, though you will gain extra Setup potential with Ultra 1.

Character Specifics:

. N/A

Should be adding matchups reasonably frequently.

Reserved.

Reserved.

Reserved.

Feel free to request a certain match-up you find you’re struggling with and I’ll do my best to make it a priority. I added bison first purely because this is one of the ones that was requested in the original version of the thread.

How about El Fuerte, I’m completely lost in that match up.

If it’s Fuerte, just do a Spooky and pull the plug rofl. In truth, this is one of the only matches I can’t really help with. I know his options and how to get out of his mixup but my experience in the match isn’t great and last major before SEA and EVO i got destroyed by a Fuerte so I may have to get some help on that one myself.

Amazing guide man. Appreciate the effort.

Thank you for all the work that went into this, it is much appreciated. If you’re taking requests, I’d love some tips on Fei Long.

Thanks for all the work you’ve put into this. Definitely going to raise the game for everyone who reads. A very special request, how to destroy Guy or how not to get destroyed by Guy?

c. mk is your friend.

They buffed his ex tastu so he hits low profile attacks. I don’t like the match at all honestly and really I see it in guys favor. I made a post awhile back on the matchup and don’t feel like doing it again.

it’s definitely in Guy’s favour and one of the top 3 Guy players in the world is one of my closest friends lol. I know the match very well - I’ll write about him and Fei next.

Do you agree on Dudley vs Juri being even Genki

EX tatsu buff, well that sucks. That + the air throw would make it pretty hard to get around.

no, juri wins.

Ryu please…? I got to face him everyday… and I could still get a hard beating.

Guy, Fei and Ryu next 3 on the list. no more requests for a bit. got to find time to do these in between tournaments and training for ss etc etc

About Dudley, any character that has a long reaching low, and can anti-air him, straight up beats him

Good stuff Genki, thanks for including the FSE unblockables/setups