How to deal with Juri is a mix bag as I personally feel there are multiple ways to play her but only one way to approach her as Chun Li
If I’m playing a Chun-Li with Juri (typically I use Juri’s U2), I will make it my goal to get in Chun’s face and utilize her burst damage and wake up/meaty/fuzzy guard mix ups and resets. Chun can’t do much on her wake up

Some Juri’s may use a more zoning based game or be even more rushdown orientated especially with FSE
Ultimately a superior Juri player will do all of these at some point.
Any hoo; I recommend never jumping unless it is in a safe jump scenario.
She has superb anti-air options between Cr. MP and HP both can lead into free stores so don’t give them that option
She can also go air-to-air with Chun and in my opinon being on the receiving end of Juri’s Air assault can lead to some serious pain and gives her access to setups once landing for tricky resets

So make it point not to jump in. Neutral jumps or Jumpback HK (HP or MK if Juri Is Aerial too) are definitely recommend in the right situation as they can beat out her Dive kick and contend with Juri’s J. MP. & Hp

I’d make it a point not to throw kikoukens much either unless in close during block strings or for FA fishing (for example Using St. Mp xx Kikouken in footsies)
reason being I blow up a lot of Chun and Guile players simply by using Kasatushi’s (Juri’s parry) to move in. If Juri does be ready to block low as Cr. Hk is often a move of choice or EX Senpusha. So If you have charge and Super in both situation you get a nice punish. or Cr. Lp, Cr. Mk or throw or LK HSU can lead some nice punishing opportunities

Ultimately as a Chun Li player against a Juri I want U1 and I want to the fight to be fast paced
I walk forward and block a lot in this match up and always weary of her F+Mk overhead.
Do not get cornered but in fact corner Juri but play patient and smart as she has multiple ways out of the corner between reversals and parries and a fantastic dash if you jump she can go under you
Becareful with upclose FAs Juri has some ways to blast your FA attempts but if timed right you can score tons of Counter Hits.

All in all I said a lot, hope I helped - I tried to help, lol
But really my two girls should never fight…I’m gonna have to talk to them again about this crap.

So apparently LK hasanshu can go over Ken’s DP if he does that throw-tech+DP option select that Momochi has been doing because the nature of it makes the DP come out later than normal. 'Kind of makes the mixup aspect of it (guessing between block a hit confirmable DP or avoid a throw) more bearable for Chun, so they have to legit do something deliberate to counter HSU instead.

edit: … also the DP catches backdashes on wakeup most of the time which is why I feel HSU is a little better vs. this particular OS.

Found a hardblockable against oni

Hmm… doesn’t seem like this thread is very active anymore, but my two cents on Juri:

Dealing with her jump ins is a massive PITA. Do not focus and do not try to react with jump HK. You will lose. Df + LK can work for a juggle into U2 but you need to time it late. It’s hard to do. Best choice I’ve found is to use EX SBK, but a good Juri will be able to make you lose charge before jumping in. Make sure you punish any Pinwheels. Best overall strategy to win is to make her play footsies because you have better tools. Walk her down and occasionally neutral jump ready to air to air if she tries to escape. If she tries to stop you with fireballs, focus dash in. Be ready to punish parry as well, or if you have a read on it then just throw her.

c. mp/c. mk works well against Juri jumpins from exp. S. hp if it’s telegraphed

st.hp is the best AA against her, you just need to practice as her jump arc is weird.

@“Laughter 7” EX SBK would lose to j.hp (the downward kick that causes knockdown) and j.hk safe jumps. If you mean you’re losing out j.mp, then yes I would wage war on the ground too.

When I said jump-ins I was talking about her dive kick mainly. Standard AAs don’t work well against her because the DK comes out too fast.

Can someone point me to some Decapre info the one I play every week is getting closer and closer to beating me and I can’t have that plus another one might be coming back who seems to know all the safe jumps like the back of his hand. A link would be wonderful. Also I added some videos of the M Bison who keeps murdering me to the video thread if anyone wants to check it out and see what level they think he is.

im telling you f.hp is the best AA even against her DK

You don’t have to worry about it like the other characters’ divekicks. She mostly uses it as a whiff punish/reactionary. If a Juri is using the divekick for offense/to get in, she is probably doing it wrong.

Aside from what @Malvadisco said, a blocked dive kick is like -8 million on block,so you can just be patient, let it get blocked and hurt her with whatever.

Check the last two pages of the video thread. I posted a Chun-Bison set as well as a Chun vs Decapre one that I played. I’ll see if I can get back to the specifics after work.

Juri’s Divekicks are easily punishable on block.

havent you fought decent juris?

you can space it so it cant be punished…

thats why far fierce comes in handy

“Decent Juri” is rapidly becoming an oxymoron these days :blush: :bawling:
But yes that’s possible, but again it’s more telegraphed than other divekicks (due to its function and input).

Yeah Juri needs to space her kick essentially hitting below the opponents knee to be safe.
Most Juri players (I use the phrase Juri Player loosely) don’t have the discipline to do just one kick either…lol
So that is highly punishable

can anyone give me tips against rolento? I dont know this matchup at all

Check the video here

Going through old posts and here are the notes I have so far

-block rolls standing, punish with sweep or EX Lightning Kick
-you can preempt rolls with c. lp or c. mk. Have EX kick/Super ready if you hit with the latter.
-I’m reading from Facebook that you an throw him out of some of the rolls, but I have not tested that yet.
-poke him out of pogo stance asap. Light attacks will do, but close s. hk is preferable because damage.
-His wakeup and defensive options are limited so rush him down if he gives you the chance.
-Far s. hp and far s. mk should anti-air most of his stuff. Crouching mp or mk if you encounter deep jump ins (and they can stop rolls too)

rush him down very hard. this is a match where you can literally go all offense.

knock him down and do some os
cr.lk os sweep and ex legs is very good in this match. (youtube nemo option selects to see what i mean its really handy)

jump ins with tc or empyy jump short are great on knockdown

Ultra 1 punish his far sthp if blocked