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

Only problem is Juri has to time her safe jumps manually alot of the time, safe jumps off techable knockdowns arent reliable enough because of the 5 frame tech window, i personally wouldnt OS on these. That being said im surprized none of the safe jumps with “automatic” timings were shown, albeit they require the corner.

Forward Throw in the corner > backdash > cr.mp > jump forward (empty to avoid 3 frame reversals, j.f roundhouse avoids 4 frame reversals)
Forward Throw in the corner > regular counter > Neutral empty jump/Jump Forward mp/hp (makes reversals whiff because they dont auto correct)
Forward Throw in the corner > NJ > st.lp > Jump forward medium punch/heavy punch (makes reversals whiff because they dont auto correct)

I like Hotaru’s Fei Long setup with the forward throw, you can use lk fireball with it too, and instead of st.mp you can also do cr.mp and buffer a fireball store with it so you can start pressure afterwards (or dash in grab to try start the setup or a similar setup again).

I’m sorry mike. I need a little explaining. I’m not understanding.

with the 5 frame tech window and the possiblity that you dont hit these sequences first possible frame, isnt it possible that you’re going to mess up the timing just from the sequence alone?

I only went for basic setups for people wondering how to visually time a safejump from our different midscreen knockdowns.
Manually timing isn’t something to be afraid of, most characters do that.

Delayed techs aren’t too troublesome if you whiff but yeah you can’t OS Senpusha (I sometimes do with EX Senpusha because it catches techs most of the time but that’s dirty and not safe>.>). You can OS something safer like guard, st.MK, cr.tech, cr.MK, cr.HK depending on disance and on the chances for a reversal or backdash.
For example, against Dhalsim after HK Senpusha I usually delay the safejump timing a bit to OS hk Senpusha safely. Or simply when I feel I should cover backdash and not a reversal.
Against slow reversals you can delay the safejump timing a little too to make sure you hit and be able to add an OS.

Forward Throw in the corner > backdash > cr.mp > safejump doesn’t work if you time it just frame I believe, at least from what I tested, I tested it after seeing it whiff in a JP Juri match.
You can do Forward Throw > dash > Store > nj.hk safejump too, but again if timed too perfectly it makes you whiff. Gives you a Fuhajin to apply pressure. You can do an unblockable j.mp from this setup too with reversal whiffs, but I haven’t tested it much.

I’ll try to find setups for the “I jumped with safejump timing but they didn’t tech” situation, it’ll probably be easy to find a normal to input in the landing buffer to automatically time the next jump to be safe.

Im having trouble understanding what you’re asking, could u rephrase?

@Hotaru

The manual timing is fine when they dont tech knockdowns, you can always position yourself at max jumpin roundhouse distance so its always safer. Whiffed jumpins on delayed techs are terrible though, OSing anything means you just risk eating reversal or a grab (unless you crouch tech or do an airborn move), although slow reverals and against someone like dhalsim who has very bad wakeup options, doing a late jumpin is fine really cant see a problem with that.

Forward Throw in the corner > backdash > cr.mp > safejump always works. The only way you can whiff it is the timing on the j.hk, you have to leave it till late for it to always hit, i use this alot and for the most part it always works.

Forward Throw > dash > Store > nj.hk isnt a safe jump then. I know it isnt as well because i tested it while experimenting with j.mp in the corner, doing dash > store > J.mp is manual timing, you have to add delays in it to make it work. The unblockable on guile/seth wont connect often if you do dash into store, but it does have a high payout with 2 meters (doing a cr.hp FADC cr.hp into pinwheel combo) so thats your call to make.

Okay. Lets just say you get the KD and you they tech at the earliest possible frame. This is essentially dummy teching and this is what most of our setups are based on. Now lets say I do the sequence back dash > c.mp > Jump in. If I back dash and do c.mp but screw up the timing by 2 frames…this could be the difference between eating Fei Long DP and not eating Fei Long DP.

But it could get worse. If they tech earliest frame possible, I back dash and do the c.mp 1 frame late, then do the jump in 2 frames late…that could be the difference of eating Juri ex pinwheel or not.

Now this is just speculation…I dont know how these things work. However It seems like the more sequences you have to do the more risk of losing a frame here and there. Also, (correct me if im wrong) cant late tech rising screw up your timing?

Right i think you have confused whats being said, the backdash > cr.mp thing is for forward throws in the corner only. Not on any of these techable KD scenarios. Throws have fixed knockdown times, so the first thing you want to do to help you with timing after a throw is either a dash (back or forward) or a jump, this is because you can queue these during the inactive time of watching the throw animation. For dashing all you do is mash the direction of the dash towards the end of the throw animation and it will automatically come out as soon as your character is controllable again. For jumping u just hold up.

This means all you have to do is press cr.mp and hold up during its animation, yes if you do it wrong you eat Fei Long dp, but thats your fault for not executing a single button press properly, same with combos, if you drop them u risk eating DP, setups are the same.

You can do this in addition to the mix-up I mentioned (on characters that are tall enough). I prefer j.MP over j.HK just because it can be used really late in your jump, making it virtually impossible to differentiate from an empty jump into c.LK. I guess people can still block it correctly if they have good timing, but we can at least make it as hard as possible for them.

Oh duh. I forgot about that. Lol. Untechable kd. Heh.

Yea you’re right about the button presses, 100%. I just keep trying to find safe setups for teachable kds

Damn, after reading most of her match-ups I have problems with I think it’s time to step my game up. Bison kills Juri It’s god awful lol time to be in the lab.

When you spend time with it, its not that bad anymore, id say 5-5 just because i now know how to approach the matchup and how to cover his wakeup options. Although i think FSE is a major contributer in conquering the matchup.

True that man I need to work it more so, FSE is good against Bison. Balrog beats Juri’s oh man.

I don’t understand how FSE is good against Bison. He has so many different reversal options. Does Juri have some amazing option-select for this that I don’t know about?

OS expinwheel beats backdash, Ex PC and headstomp, loses to devils reverse and sometimes teleport. Thats knowledge thats been thrown around here and there, OSing hk pinwheel for teleport as well. However what you want to do with FSE is to try and cover at least one or more of his reversals/escapes when trying to start a mixup, and there are setups available, you just got to get creative and hit that lab.

That being said you need to choose when to activate, and when you do can you at least get rid of his side charge, with that gone you know its either going to be teleport or headstomp/reverse. Heres a handy tip, in FSE and you end a string in sweep, cancel into mk pinwheel to cross him up while hes on the ground, that for instance takes off his side charge.

I don’t know if this works for bison, but I do this vs ryu. Doesn’t work vs Honda.

I get a sempusha in the corner, sekku as they’re getting up. Causes them to be crosses over. This is how I set up fadc ultra 2 on p1 side.

Sweep = store > sekku > c mk xx low release xx fadc > kaisen.

Sempusha with fireball stored works also, but if I have a fireball stored I’ll sweep, sekku, and rock. I can’t fadc kaisen on p1.

With that being said…

Bison gets raped because his options for wake up aren’t great. It’s like Rufus. His ex messiah is really good but not a great reversal… Highly baitable and punishable.

Bison same thing. Bait his pc and punish. But fse is great vs him because you need it to turn the tables. You want the flow in your favor. Fse is your scissor kick loop equivalent.

Once you start baiting shit with fse, he starts blocking. Once he blocks you overhead. Once he starts blocking high you sweep. Once he sees that he’ll reversal.

Gotta read. And his reversals don’t hurt… Hondas does… Lol

Nevermind then I thought it works on him but, who knows. Damn I been fighting crappy Bison lately. Does Balrog’s rape Juri or even?

It’s one of those matches that if played right by either player its in their favor. Once rog is in he could end the match. But if he never gets in it favors juri.

His wake up is 50/50. He has two options. Headbutt or ex punches. If he headbutts c mk avoids or stuffs. If he rushes throws beat out.

Problem is, throw when headbutt or c mk when he rushes and you lose.

Oh I see.
See I’m still training and learning this chick so, I can be prepared for tournaments.

Learn fundamentals first. How to hold fireballs, how to combo, what her normals do. Most important… Learn how to block correclu

It bothers me greatly that juri has no answer to abels wheel kick. It’s a pretty fast move with a great hitbox… Armor breaks…hits back dash, jumps… And can’t dash under on reaction.

This move to my knowledge cannot be punished on block. This means it’s bad news for our girl.

True one of my weakest is jumping and that only way I land fireball combo or I don’t jump and FADC and crMK and H.Pinwheel. I’m learning her pressure game and her mix-ups and teleport dashing thing against fireballs and crap.