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

I’d appreciate it Lion. I’ve been desperate for match-up tips and advice. Honestly, it is the character more than the match (same for Bison and Vega). It doesn’t matter if I’m Juri, Gouki or Sagat because I lose either way probably 75% of the time.

Does any know the Chun Li match up because I just got bodied at Next Level?

id say its 5-5 only because you can zone her quite effectively, her FB is slow so you can use stores to take it away while keeping the flow of your fireballs. Playing the matchup in this way will allow you early lead on super meter and possibly life meter if played correctly and for as long as possible. It ends with something as simple as walk up sweep/hazanchu/a well placed jump though, throw high and mid fireballs to stop jumps/hazanchu/fireballs and low fireballs to stop her from advancing on you.

Her backdash is real damn good, if you dont OS your neutral game and jumpins, dont complain when they get out for free. Safe jump and bait SBK wherever possible.

A simple bait you can do is stand next to her then jump when she wakes up and do Nj.Hk, this gets you a reset mixup punish on SBK, when they anticipate this, you can mix it up by trying to bait with neutral jump, and if they wait for you to land before doing SBK, you can do a divekick just out of its range to still bait and punish, this process still loses to backdash though lol.

She has better pokes than you, dont play the poking game, especially since far Hk whiffs her crouching :frowning:

Her super punishs alot of your pokes on block even from far away, it also punishs even Lk dive at waist height, so yeah just keep that in mind, they still need charge and reactions to do it, only fear it if they show it.

Just block the crossup flip kick, it scrambles inputs too easily, chances are you might lose your input, unless ofc your confident in doing it properly or if they do it so late you dont notice.

All of her AA’s can be baited with jumpin divekick, just be aware of the range far HP and HK cover.

So, your saying to zone her with the fireballs and AA I’m assuming.

Quick question around one of the posts on the first page about ‘safe’ Dive Kicks.
I was playing with EX Dive Kick -> U2 last night, and as well as timing the activation of the Ultra, it seemed that i had to hit deep for it to connect.
Is there a discussion on here around whether it is dependant on that? or just the timing of the activation? or other?
Thanks,

Block on wakeup, Sakura’s meaty tatsu will go through ex pinwheel and break counter. I think Sakura can do cl.hp xx tatsu > cr.hp (if you pinwheel here, it will trade) then Sakura can do trade cr.mk xx DP.

Juri has a big hitbox so Sakura can do st.hp xx tatsu > cr.hp xx tatsu > cr.hp xx ex tatsu/DP.

Sakura doesn’t have a great reversal, I notice Juri likes to do NJ a lot for pressure, so that’s a good way to keep pressure on and bait her EX DP. But Sakura can do cr.hp to hit the NJ.

Backdash avoids meaty tatsu
Expinwheel beats delayed tatsu

its still a 50/50 but not entirely free, you did explain the pressure game perfectly though, i got a couple of games in with Skatan while at SvB, he seemed to prefer trade into sweep so he can start the meaty pressure again, rather he never landed it because i only ever tried pinwheel once, he attempted but missed, so i assume it works and that meaty pressure is what he would go for soon after (its the logical conclusion). But yes dont expinwheel after a lk tatsu since a cr.hp will trade with it and put her at stupid +frames.

I think meaty tatsu catches her backdash and “makes her fly towards the corner”, I had a number of cases where my meaty tatsu made a reversal ex pinwheel go completely through Sakura and Sakura gets a free combo. I will test this myself in training mode later.

Juri can keep Sakura out very well though, it’s just a zoning matchup for Juri really. But obviously when Sakura gets in, Juri’s in huge trouble, very tough for Juri to escape Sakura. You can divekick her fireball quite easily though as it has terrible recovery. Sakura doesn’t handle pressure very well so if you’re feeling ballsy, then lock her down with Juri’s pressure. NJ a bit to bait her ex dp but don’t do nj.hk as Sakura can sit there and cr.hp. You can bait the cr.hp by walking back a little and do an empty jump NJ. Sak’s cr.hp has very little horizontal range. Be careful with your AAs as Sakura has a tendency to trade with Juri’s AAs. Like I said, be careful of using ex pinwheel during Sakura’s tatsu blockstring as she can get a trade combo from cr.hp.

That’s as much as I can think of from Sakura’s perspective. I hope it was helpful :p.

Can anyone help with this? Just lost a game because of it.

Connecting U2 off an EX dive kick is a function of the opponents vertical distance on the screen. I usually activate it when the other guy is about 75% up. A little bit lower than the health bars. To help me out I usually keep doing the QC motion and watch the other guy. When he’s at the right spot I just hit the buttons.

If you go into training you’ll find out that you can activate it too early and too late.

Doesn’t matter where the dive kick hits?

As long as the third kick doesn’t whiff, I can usually send them into U2. If there exceptions to this, I’d like to know.

I’ll record some. Seems everytime it hits shallow, and doesn’t wall bounce, it whiffs.

Well if it doesn’t wall bounce you CANT ultra 2.

It always wall bounces with EX, but I mean against an actual wall, at the sides of the stage, where you opponent lands ‘behind’ you, rather than mid screen. Seems to only let you connect U2 isle the EX dive kick hits the opponents head…

Yes, you (obviously) can’t U2 the situations where it whiffs 3rd hit and doesn’t wallbounce (happens if its shallow, eg. when you TK EX dive). I haven’t found any spacings where its not hittable after wallbounce, but its significantly harder on some characters in specific spacing (1 screen off corner, screen “moved towards their side”).

I’m no U2 expert though, I use FSE against everything, there might be some characters that at the problem spacing are impossible to hit.

Edit:

It doesn’t actually always wall bounce. But in case you’re meaning the situation where the opponent is in the corner and crosses you up upon wallbounce, its always hittable. The timing is off though, you have to do it away from the corner right after they cross you up to hit it.

Yes, I’ve never whiffed it off a wall bounce cross up, but activating U2 at the same time off a fully connected EZ dive kick mid screen, doesn’t always connect.

I’m trying to work out why…

Will do some vids to help. Be in 2 weeks tho. Off on holiday!

Thanks all who replied.

Actually I think what he means is that sometimes it crosses you up and SOME times you are right underneath the opponent. its ambiguous to see what side your on. I know your gonna say your character is facing the side you gotta do the inputs but with the animation of your opponent and you hitting forward sometimes you cross over.

That stinks, I hate when this happens.

I don’t mean I put in the inputs the wrong way. The ultra always kicks in, but whiffs sometimes.

You’re timing it wrong or you hit the dive kick at the tip. If you hit it at the tip what happens is the opponent bounces at the right distance but your further than you’re used to. Maybe a walk forward?