Full-time Purple Spider Lesbian: Juri Match-up/Strategy Thread

Hmm, I’ve always understood it works like reversals: There’s a tech window, and if you teched during the window, you get up at the end of it. Would have to try it, but I haven’t see any evidence of tech timing changing when I’ve been testing safe jump setups (mostly the fuhajin store one). Admittedly I haven’t seen any reliable info either way.

Edit:

I guess I just never managed to hit a different tech timing then while testing. That’s unfortunate, I guess it was too good to be true. :frowning:

Don’t quote me on that. It just makes sense to my specific case. Could be all in my head

I’ve seen some evidence of it. On a jumping Dan, if you do j.MP, Feng Shui Engine, close s.HP, far s.MK xx L Fuhajin (release) xx EX Focus Cancel and block, a reversal Koryuken may or may not hit you, depending on tech timing.

Unsure if this or the AE thread is the right place, but looking for this.

With the AE changes, how does the Juri/Blanka matchup change. I really feel this is almost a 2-8 right in Super.

How does Juri punish Blankaballs in AE- I think super was a one-frame dash LK pinwheel, which I won’t even try due to risk.

You can test this easily, record Store > j.HK with no delay. Tech it asap, the j.HK hit, delay the tech, the j.HK will whiff. I realised this when doing the safejump+OS list >.<

Against slower reversals you can simply delay j.HK very shortly.

Against fast reversals you can still jump with no delay but you can’t really OS EX Senpusha for example, because you risk a whiff and your OS may be blocked.
I usually use it until I notice delayed knockdown techs. When it happens the EX Senpusha usually catch something so it’s not too risky, but not to be repeated twice.

Something like j.HK [delayed OS cr.HP+LK+LP] can block reversals, sweep a backdash and tech a throw if the tech was delayed, but it also has a weakeness against a delayed kd tech + delayed throw/light, I can’t think of any jump-in OS that cover everything against delayed tech and quick reversal.

Well, I personally have started to think this is 5-5, or maybe even 5.5-4.5 in Juri’s favor. The dash-LK Pinwheel punish isn’t too hard, you just need to practice it a bit in training. Fireballs also shut down excessive blanka balling (usual caveats: don’t get predictable, watch out for EX Ball and slide). And pre-emptive cr.MP or st.MK.

I haven’t played AE myself, but I imagine a raw pinwheel will punish the heavy balls (at least hk pinwheel, if not even MK or LK/EX). Someone who has played AE could verify.

I don’t think the matchup will change that much considering the listed changes. Good Blankas won’t be using Hori balls recklessly, since most of the cast can punish them even on hit.

But the nerfs to Rainbow Balls and his slide should push the matchup in Juri’s favor.

juri vs blanka shouldn’t be more than 5-5 IMO. i mean, juri has all the tools to defeat him. she can punish reckless blocked balls, have 4 different normals to stop incoming blanka balls, and her meaties on his wake up make him rather free on knockdown.

My biggest problem is rush down hops and electricity gimmicks. I tech and hey ch lightning.

I also can’t stuff blanka balls or headbutts. Weird.

A good blanka is a nightmare for me.

the M. Bison matchup neglects how cr. mk whiffs on stomp and hits on devils. It’s a free throw when the bision misses stomp, but if he gets smart with it he can bait it out and throw you back before you can recover. if he decides to do devils it’s a free mk -> super/ex pinwheel.

Empty devils reverse can often just land on the other side of cr.mk and they throw you anyway, shits pretty gay, but at least we have an option, just AA if you think he used devils.

Figured id do a quick write up on Balrog since my XBL has gone down for the night, here goes.

Balrog

The matchup id say is even once you get used to it, im guilty as charged for complaining that Rog is way to good and what not, for the most part thats true because he can zone in quickly and deal large damage really quickly, this match is a test of your personal capability when it comes to reactions, and thats it.

Ultra Selection:

Either, For the most part U1 is good because you have good meaties to use on his wakeup (cr.mk). U2 is also good for catching dash moves on reaction, especially TAPs and Ex Rushs (you can bait these with full screen fireballs) and as well to punish a blocked super, ultra, headbutts and level 4+ TAPs (hard to notice them and headbutts recover fast so you need to recover quick).

Full Screen Tools and Options:

Right at full screen the match will play like this, you want to zone him with fireballs, which will keep his regular dash punchs at bay, just dont misplace a high fireball or you leave him gaps to get in. His tools at fullscreen to get in on you (aside from walking, blocking and jumping properly) are:

TAP: your fireballs are slow enough that it might tag TAP most of the time, if youre still neutral and can react to it, throw out cr.mk, this will go under TAP, hit him and now you can special cancel into pinwheel or fireball.

EX Rush Punchs: The most reliable way to beat these id say are the 2 hit far st.mk (placed well) and the ex lk fireball. During fireball zoning its possible more often than not to throw a Ex fireball to stop this. If you already threw a normal fireball while hes making his way towards you and he absorbs it, try hit him with a Leg Raise fuhajin, now hes on the ground and you have an extra fireball at the ready.

Midscreen Play and Footsies:

Cr.Mk is the best thing you have in play at this range, it goes under:

Dash Straight
TAP
Any Headbutt
Dash Upper

Not only that but it has better range than most of what he has available. Also if you block any dash attacks some Rogs like to Frame Trap them with Ex Headbutt, but ofc your cr.mk goes under it so its completely safe to poke cr.mk even if you think hes trapping you, it still loses to Ex Dash Lows but if you cancel into lk pinwheel you can sometimes at the very least trade with them.

Anti Air

Anti Air of Choice: Cr.Mp

In terms of Anti Air you want to always store a fireball off the Anti Air, then on reset throw out cr.mk xx fireball xx whatever. It should beat any buttons he presses, if he does headbutt, fireball doesnt come out and you get to punish the whiffed headbutt with cr.mp xx ex pinwheel or whatever have you.

Additionally after a deep cr.mp you also have the option of doing dash under and then cr.mk, once again its safe from headbutts and you have nothing to lose since the back charge was lost when you dashed under him.

Your Knockdown Game:

On Knockdown a well placed neutral jump right next to him will make reversal headbutt fly past you and you get a free punish on landing. This tactic loses to non reversal timing and regular anti air cr.hp.

When hes in the corner, use j.mp and j.hp to make both wakeup AA’s whiff, so essentially your safe.

Meaty Cr.mk on Rog’s wakeup still makes Dash Straight, upper and Headbutt whiff but loses to wakeup Ultra, Super, and Ex Dash Lows (but can beat them by cancelling into lk pinwheel) and TAP (you recover before it hits you so cr.mk doesnt make it whiff).

Dealing With his Super:

Its usually a combo ender so there wont be many occasions where you have the luxary of blocking his full super, you can crouch under the “upper” hits if they place any, but its hard to counter it from then on. The super itself is hard to jump away from so its best to crouch block it unless hes trying to chip you out. Also it armour breaks so dont try and focus or counter it.

On block punish with: Cr.mp xx HK/Expinwheel, Cr.HP xx MK super, Ultra 2.

Dealing With his Ultra:

Im refering to U1, because U2 its literally never used. If this isnt used in a combo he has probably tried to chip you out, in these situations you can:

-Use Ultra 2’s invincibility to beat out his Ultra on reaction.
-Mash out Expinwheel on block hoping to god theres a gap somewhere in the string of hits (happens sometimes if done at full range away).
-Jump over it (wont work if he chooses to do Uppers), then punish with hk dive kick or something else if your closer.
-Crouch an upper (if you think hes going to try stop you from jumping out of it) and do cr.lk xx expinwheel/mk pinwheel.
-Use HK Super (Works even if he activated point blank, wont trade).

If you block, punish with:

Cr.mk xx HK pinwheel (200 dmg)
Cr.mk xx Expinwheel (210 dmg)
Cr.mk xx Super (430 dmg)
U2 (looks like it might be too far away at times, but in my testing it has always hit)

^^^some shenanigans you can add into this matchup, you could do a IA j.mp off a blocked headbutt.

Aight another one of these Fei Long meaty fireball into forward dash setups, this ones pretty good:

Forward throw in the corner:

Jump Back > Lk Fireball Store > Lk fireball Release > Forward Dash.

Forward Dash goes under CW, Burn Kick WHIFFS (so you can punish if they are dumb enough to do it).

The best thing about it is that your left at frame advantage after the forward dash, I did forward dash and went straight for lk pinwheel, i had fei long block the fireball and jab the frame gap and i scored a counterhit, meaning its a 2 frame gap. Meaning Your at a full +4/5 frame advantage after the forward dash.

This tactic loses to non reversal timed chicken wings and ex burn kick, its frame tight but the threat is there, but that tactic loses if you throw a mk fireball and then jumpin, that loses to ex chicken wing, but if you neutral jump you can bait the chicken wing and punish on the way down.

Its just this array of mixup from just doing jump back fireball store. From a forward throw in the corner, its decent, nothing ground breaking but the more of these types of setups we have the better.

I usually go for this corner setup on other characters: forward throw > backdash > mk store+release > dash.
It’s +4 or higher after the dash. (mk release hits meaty)

Just checked against FeiLong, depending on how I time the dash I can beat everything. The setup has to be slowed down a little aparently for the dash to go under CWs.

But there are other variations that may be more suited for Fei, like replacing the dash with cr.MK since it also makes CWs whiff:
fw throw > backdash > mk store+release > cr.MK(combo with release)…
Or Neutral Jump to make CWs whiff and react accordingly.

The last one I’ve found was:
fw throw > backdash > mk store+release > far.MP(whiff) > cr.MK(combo with release)…
I didn’t expect cr.MK to combo after the whiff but it does, and this gives you time to hitconfirm I guess.
The far.MP here either stuff CW (lk/mk) or make it miss (hk/ex).

the mk fireball stops all versions of CW anyway, its only the Ex one you have to worry about when you chuck a mid. Didnt know far.mp makes CW whiff, but if its the same deal as cr.mk, then id pass on it. The idea of dashing under them allows enough leeway to punish him for doing CW. Cr.mk just makes it whiff and you cant punish, then hes done what hes intended which is to get out of the corner unpunished.

Added your Rog write-up to the first post Mike.

also, I’m almost done with the Fei write-up (its mostly collected info/setups thats been posted the last few days), should be up by tomorrow.

You can punish all CWs after making it miss with the cr.MK or st.MP setups.

with what? Especially Ex CW, do you punish with hk pinwheel or standing far hk?

Havnt tested your backdash to mk release xx crmk setup yet, but if it can punish escape CW and stuff burn kicks id defo start putting it to use.

Im going to post twice and be a dick.

In the Abel matchup (and this isnt mentioned in the writeup) I think juri has good ways to avoid blocked step kick pressure that arent backdash or jumping (which means you wont need to worry about Falling Sky).

The idea is you turn step kick into a REAL 50/50 as in one move beats an array of moves and the other beats the remaining array.

Your two options are going to be close standing medium kick and your 3 frame close standing lk, heres Abel’s options after a blocked step kick and which move beats what out:

Tornado Throw: St.MK
Ex Tornado Throw: St.MK
Regular Grab: St.Mk
Jab/Short (any normal): St.lk
COD(and EX): Both (2x lk for Ex COD)
Wheel Kick: Both
Roll: St.lk
Ex Roll: St.lk recovers in enough time to put you on neutral ground

Basically Abel is at +1 after a step kick, if both you and him do frame perfect moves, then the above list applies. There are chances that a frame perfect grab will beat st.mk, other than that st.mk will beat all grabs, even Ex TT which is hit invincible, gets tagged by the second hit. All his normals are slow (4/5frames or more) and are beaten by or trade with your 3 frame st.lk, and so long as you do st.lk he cant punish after doing a ex roll.