While not exactly practical, you can also dash under Juri’s focus attack. What I’ve done is the opponent charges focus attack and sometimes if I recognize it fast enough, I do my own. I try and release it before he does, then I dash forward. Usually people release their focus attack the moment they see the sign of absorption, so if done on another Juri, you should dash right under her focus attack.
The “kick” startup of her fireball absorbs projectiles. So you can keep up with any fireball character, if you’re fast enough. Absorb fireball, release mk fireball to catch the next fireball, Absorb, release, absorb, release all day…of course be careful when they have meter.
Exactly. I’ve noticed many posts about the :qcb: :lp: / :mp: / :hp: in case of fireball spamming. Everyone can see that the :mp: version should never be used in that case, but there are way too many Juris using the other versions, following with a Shikusen in case of :qcb: :hp: or a mix-up attempt when the fireball got :qcb: :lp: 'd.
Against a crappy player who’s only spamming mindlessly, it’s okay. But anyone who has a bit of experience with the Juri’s match-up could see it coming miles away and you’re more likely to be punished heavily, especially if your opponent has some kind of DP. But anyway, I think there is more than one way to use these counter-teleports.
When some Ken or Ryu has punished you once, you know that they won’t be fooled anytime by the Kasatushi trick… Except if you avoid being predictable. This strategy needs more work but I think the key is baiting the opponent- :qcb: :hp: his fireball, without follow-up, for example. He will react to the teleport by some kind of DP expecting for a shikusen. But depending on the spacing, you’re safe on the ground- the fish is hooked and the only thing you have to do is j. :hk: or j. :mp: .
Another solution could be whiffing voluntarily the shikusen, with a :qcb: :lk: at long range. But I think this bait is quite risky, due to the recovery frames.
P.S: First post here, Juri’s my main. There’s quite a good atmosphere around here, and all those threads are god-like for a newbie SF player like me… :razzy: Even if I have some experience after years of Arc System Works games!
I’ve played a lot of great fighters. They usually always fall for QCB+LP>C.HK. once you have done it once you have several follow up options to continue shutting their fireball game down using the counter. Such as QCB+LP>J.HP(for when the go to turtle the C.HK) QCB+LP>J.MP>EX dive>EX wheel or Ultra. Or the easiest QCB+LP>cross up with J.MK. another good one is QCB+LP>focus attack (shotos love to light SRK when you roll towards them). There’s so many options to use the counter but not be punished. At least in my experience.
Those are some of the counter techniiques I use to mix up fireball spammers.