[Beginner] Entry-level Juri Questions

Can I keep up with or beat their meter building speed during the fireball game? I like having access to EX Pinwheel as a defensive option. I saw a Cross Counter Ryu guide, where the player kept demonstrating sneaksy ways to get meter, through falling tatsus and LP SRKs while the opponent is blocking the fireballs. Is there a way for Juri to sneak in random meter, that isn’t just through stores?

Juri’s fireball store builds 20 meter, even just whiffing it. Fireball hitting the opponent is another 20 meter. Both booms and tigers are 10 meter when thrown, 20 on hit. If you’re absorbing and avoiding their fireballs, you’re building meter twice as fast. And since Juri’s LK fireball goes under theirs you’re more likely to hit them.

Go in training mode and make the dummy guile. Throw lp, mp, hp sonic booms. Use Juri’s store to nullify each one till you get the timing down on doing this. You can also cr.mk to low profile his ex boom.

For sagat just practice dive kicking his tiger shots.

Here’s a scenario I keep running into:

Both me and my opponent are crouchblocking, around the cr.MK poke range. I’m not sure what they’re up to, so I don’t feel confident enough to just poke a lot. Then what happens is, either I try something and they immediately counter it, or I get thrown. The more time we spend just sitting there, the more likely I am to just try a random poke or even worse, an incredibly unsafe store. What can I do in those situations? I know it probably depends on match-up, but I really feel like I need a plan for when that happens, because it happens a lot. The characters I’ve had the most problems with in this scenario are Chun, Ryu and Bison. Especially Bison.

Walk into their poke range, then walk out. See what they do. If they poke, whiff punish or walk in and throw. If they do nothing, walk in and poke, frame trap, or throw. You can play mindgames here, this is footsies. You say you don’t know what your opponent is up to, well be brave and find out. You might take some damage in the process, but you’ll have a better understanding of how they play. Gather information on your opponent. Are they panicky? Do they crouch tech a lot? Are they reversal happy? Back dash happy? Focus happy?

You might still lose, but now you know what they’re up to, you have something to go off of. You can go into training mode and come up with strategies, and learn what pokes Juri has that can whiff punish/beat their pokes.

You need to be brave in these situations and stand up. If you’re around cr.mk range there’s not much that can trip you. Against Chun and Bison you might have to be a little further back, but that has to do with the match-up and learning the individual spacing.

I know this video has been posted here before, but it has good information about this topic. It’s a bit long, but worth the watch.
http://youtu.be/FQQCan5oo90

All of which are very good points, but I just have one question. Why do you think, outside of Daigo, Alex Valle, John Choi, and couple of wild card like Xsk Samurai, do you not see a lot of good, strong Ryus? I also respectfully disagree with Cody and walking forward. It’s the fact he DOESN’T have a choice that makes me recommend him so much.If you don’t learn to make aggressive pokes at your opponent and bring the fight to them, you won’t be a high level player. Walking forward promotes aggressive poking and makes you a better player overall. A good example is PR Balrog to see exactly what I mean. Even though Balrog is a charge character and therefore has an inherited defensive nature, you can clearly see that PR Rog is aggressive with his pokes, he walks forward and is bringing the fight to his opponent. He isn’t just waiting on his opponent to make a mistake all the time. The main reason why I suggest them though is because it teaches them to not rely on projectiles and dps (since they don’t have true dps and cody’s rocks isn’t the best projectile) and instead forces the user to make good use of normals. Also the mashing shoryus was meant to be a light joke. I must say though, you made some great points and made me re-evaluate a few things.

You can just walk forward with almost any character in the game except Dhalsim. It’s about not getting used to bad habits. Almost every character has some crutch but it’s up to you how much you rely on it.
The Codys I met online are all shitty. Fullscreen slides, fullscreen rocks, jumping like retards, they don’t learn anything. If anyone actually wants to learn the game then he should just pick the character he wants unless it’s a high execution character like Viper or Fuerte.

It’s really up to how you approach the game. Juicebox expects everyone to be extremely shit and while that might be true for most people playing online in the end it’s just up to you. He is way too close minded when it comes to online play and people learning the game. It might apply to tons of dipshits out there but anyone that is actually trying to improve will improve no matter which character. Ryu, Cammy, Sakura, Cody, Dudley, Juri, Guy, Akuma, Balrog. They all teach the same shit and you can learn the same stuff with everyone. It’s still up to you how you utilize their “abusive” tools.

People need to understand WHY they’re walking forward. They need to learn on how to judge the situations and if walking forward is actually the right thing to do.
If they just walk forward because someone on YouTube said so then it won’t be much help.

I really don’t want to derail this thread any longer. Sorry

I don’t see this as derailing the thread. It’s an opinion on a beginner resource that I’ve been going through multiple times, and it’s something I can kind of see the logic in.

Solid points, I never looked at it that way.

Edit: I just told Juice about the very bottom quote. Maybe this will spark him to make a tutorial on why. Either way, it’ll make for some good knowledge. Oh and Yallus, Juice is a former Juri player himself (performed well at evo twice with Abel and Juri respectively, but he’s more of a KoF/KI player now and only teaches SF4), so going to his Ask.Fm account to ask him Juri-specific questions isn’t a bad idea either. here is the link: http://ask.fm/Juicebox_FGC

Edit: Here’s his reply to the question: http://ask.fm/Juicebox_FGC/answer/113399616800

Thank you for the great thread, like the OP i just started playing street fighter a week ago and played ryu for a few days on pad then switched to Juri on stick (MadCatz pro if anyones wondering) not sure how far you have come with Juri but i think getting her basic punishes 100% is major (C.MK xx MK pinwheel) I can pretty much get it out 99% of the time online with only 1 day of practice with my stick, i play more of a rush down juri then a fireball zone juri so i only store one fireball for combos or i s.mk c.mk xx fireball for a small combo, just work on you footies and learning her normals, c.mp is godly AA and just keep at it. a very basic combo im still learning but i can get out 70% of the time is c.lk s.lk c.lk xx mk pinwheel or EX if i feel like im not going to hit the link and want to beat out any mashed out buttons, Have fun with juri and just keep at it ive only been playing for a week and i feel like ive got alot better (still a scrub by all means xD)

switch your MK pinwheel with the HK one. You’re dropping damage by using the MK one when the special cancel is the same anyway. The MK one is usually used to sideswitch on a hard knockdown since it recovers in enough time to start your oki (don’t worry about this, it’s not that important to learn for a while). If you play a riskier game, you can chance a throw after c.MK xx LK pinwheel. You must kara grab though (plink MP with grab) or else the grab with completely whiff.

Overall, i don’t think anyone should try playing Juri rushdown until they get a solid feel for her defensive game. If you can’t antiair on reaction, she’s just going to get mauled by characters like Adon.

Isolate things when you play online and don’t do everything at once just to win. I used to play hundreds on matches online by only antiairing because of how important it is to her game. Learn the situational importance of s.MP, cr.MP, s.MK, and cr.HP since they all antiair in particularly effective spots on screen.

You can also isolate combos like c.MK > Fuhajin release > c.MK xx HK pinwheel. I say that you should isolate that because that will one be your best meterless BnBs in the corner, but it requires you to know the spacing for the pushback midscreen (else the second MK whiffs, allowing the opponent a sweep).

cr.LK s.LK cr.LK xx HK Wheel doesn’t work due to the slow startup and cr.MK xx LK Wheel is not really that good. Juri is +1 after LK Wheel on hit but she isn’t in range to do anything besides karathrow. People can just backdash. Conclusion: Just use HK Wheel of medium strength normals and try your oki afterwards.

Sorry, I was only looking at the first combo he listed. I wouldn’t discount light pinwheel completely though. It isn’t like you suddenly lose anything if they do backdash. It’s worth trying, and if they don’t do anything, by all means it’s acceptable to abuse it. The worst that happens is that everyone is back to neutral and you don’t go for it again.

I think she is pretty easy on the pad if you get the hang of It. You have to use claw grip(I usually use it when playing other games via pad so you have to get used to it). On default control settings I use thumb to hold light and medium, and obviously left hand pointer to hold heavy. I use my right pointer (claw grip) to press lp, mp. You can do all the simple combos with that involves storing. Though it may take a while especially if you don’t usually use claw grip.

I used normal grip and layout, but utilized my middle thumb joint to hold in fireballs when I played on pad. It was really easy to me and it allowed me to do pretty much everything I currently do on stick. The only problems(button-wise) were inability to plink and you have to be precise so as to not accidentally focus when going for a MP with a LK fireball stored.

My kick buttons are currently 1 and 4, and the right trigger. The punches are 2, 3 and the right shoulder button. The left trigger and button are used for Triple Kick and Triple Punch, for EX access. I’m still getting used to it, since I was using a different set of bindings until recently, so if there’s a better way to do it, I’m all ears.

What are Juri’s main RFA combos into U2?

LK Pinwheel RFA U2
HK Pinwheel RFA U2

xx pinwheel RFADC

beat me to it. forgot to refresh the thread.

Im super new to juri also and im reading this guide and im wonding what xx means :confused: like the only punish combos i do right now are like cK/P into pin-wheels but i have no idea what the xx thing means in the combos that are posted.

For example: cHP xx HK Pinwheel is pretty decent as a basic punish, cMK xx HK Pinwheel and is one frame faster and more range for the punish, but less damage. cLK xx MK Pinwheel is a very fast simple one. and of course, any of those normals into fuhajin store instead is preety good too.