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

Don’t answer mike. If he really can’t tell by now he’s dull.

Rose.

She’s got better normals and playing keepaway is ridiculous.

I know people have posted about this but hngh I can’t search threads so what do, chums.

Im guilty of probably complaining the most about this matchup, but i also play alot of Rose on the side now along with Abel and Chun, and realistically all you have to do is wait till 2012. Rose isnt getting anything, Capcom literally dont care about her, while as Juri is going to get legit 2 meter punishes with pinwheel FADC and buffs to Ultra 1, Rose doesnt have high damage output and can only rely on her godlike pokes and long range grab to keep her in the game. So while as Rose out does Juri in pokes and grab game you can still easily keep up on damage output alone. Practise punishing unsafe drills, far short can whiff punish her cr.mp to a certain degree and jumpin divekicks very easily blows up her cr.hp AA. The grab game is annoying mind, Juri’s biggest weakness is regular throw, probably does the worst against them out of the entire cast.

Good advice mike. “just wait til Capcoms helps you”. sigh

Rose is a pain matchup. It’s 100% winnable though. Just takes a little knowledge and practice.

The range you don’t wanna be at is drill range on the opposite side block stun. Roses will adjust to how you deal with slide. I find slide (although it’s a great tool) is a test poke. Focus a lot they will start raw drilling. Start blocking slide they will start frame trapping you. She has the mix up at this distance. Not to mention throw range… This is where she is annoying.

I suggest zoning and rushing. Rose loses the zoning war. Even though she has reflects, juri is one of the characters in this game that takes control of fireball wars. Rose has to react to what juri is doing more than the opposite. Here are my suggestions for what to learn in this situation.

Learn to fireball war with juri. I suggest learning fuhaswapping, and how to control the fireballs via holding and releasing. Also, fireball traps can’t hurt. Kick a fireball, store s fireball, release a mid to negate their next fireball, throw a low to catch their next one. If you see them get hit, dive kick for a 5 hit combo.

Ex fireballs go under and kd. Remember.

Learn he fireball start up and recoveries. Her light is fast start up slow recovery. Her hard is slow start up fast recovery. Because of this you can plan your next move

Learn to dive kick fireballs on reaction. They need to be high enough to reach, not too high as it adds to start up time.

Learn to dive kick reflect on reaction. Id like to say rose hp reflect is a problem but it isn’t. I never get hit with it. They will absorb or reflect it back. If you anticipate it as soon as you see it, dive kick.

The last two things are important because it gives you the knockdown, as well as ex lows. Once your in the match is heavily in your favor. You have tools to win.

You can safe jump anyone of her options as well as option select any one of her options. J.hk is ex pinwheel beats dash, spiral, soul throw, etc. Also. Learn c.lk os ex pinwheel. The inputs are c.lk, ex pinwheel, c.lk. Fast enough so it doesn’t just ex pinwheel but slow enough so it doesn’t cancel from c.lk. Practice it. Really good os.

Fuzzy guards are good vs her. Use them and learn them. This works great vs rose because if you os her it forces them to just block. Then you fuzzy guard and now they feel overwhelmed.

Up close no unsafe dive kicks or unsafe pinwheels. You cannot whiff stores. Her c.mp is too good. Really fast and great range. Your offense had to be tight. Any holes and shell escape with a bs jab string or a c.mp.

Learning meaty mk fireball is a good thing. Keeps her locked down and keeps you safe. Do it from a distance.

Fend shui is good for this matchup because rose has no answer for it. I would dab in it.

As mike said, dive kicks can blow up c.hp. But remember j.hp. At worse it will trade.

Seriously. This match has a lot of room of improvement and can help you in other ways. Keeping your strings tight, learning to anticipate and punish is a great skill. You gotta learn to Read ahead and also How to maximize your openings.

Take one thing and try and work on it. Hope it helped.

Quick question guys. What is the best way to defend against Seth’s dive kick?
I tried c.MP, c.HP and j.MP, but they all get beaten by it :frowning:
It’s probably because of the timing, but if Seth decides to do a normal j.HK instead of dive kick, the early anti-air will whiff which leads to big damage…

Also I just found out the hard way that Seth’s j.MP has much greater priority than Juri’s :frowning: Combos and mix ups afterwards as well…

Some people say its a 6-4. Its really not that bad. Palm is a projectile ex pin wheel. It hits hit but not high enough for a jump hk. Cr rh goes under it. Its tought but its really not that bad.

HOW DO I ZONE. Okay that sounds ridiculous but it is a serious question. I’m a pretty good zoner, I was annoying as all hell with Mu in Blazblue and Dormington in Marvel, but I just can’t seem to do it with Juri. The whole storage mechanic is awesome but it also means fireballs take forever and a day to come out. I’m good at predicting jumps with H Fuhajin but on the roughly 25% chance that I get it wrong they have enough time to pretty much get in for free, depending on who they are. And just about everyone has their ways around projectiles which compounds the storage issue, if I want to keep enough fireballs coming to keep them locked down I feel like I have to do fuhajin store as soon as I can… Which leaves me open to crap like EX slides and fast walljumps etc. So can anyone give me some good tips for zoning with Juri? I seem to lose fireball wars with her all the time too, for some reason I’m just not getting her projectiles when they’re used as… Y’know… Projectiles. Don’t know what it is.

I can’t think of too much to contribute in return except this, just in case anyone missed it: http://www.youtube.com/watch?v=3svTdHRn1pk. I’ve never seen anyone use the fuhajin store into Ultra combo so I can only guess most people don’t know about it.

And to say that vs Seth you should NEVER try to beat his air normals, they’re crazy-good, and to try to always keep a H fireball stored instead. This will also beat any jumping normal/divekick shenanigans that many Seths love to test their luck and my patience with. Especially if you’re using U2, H Fuhajin FADC U2 will teach that jerk to disrespect you.

EDIT: Forgot to say, HI EVERYONE. Look forward to me pissing you off plenty in the coming weeks. :3

First off welcome. Piss us off with questions, thats the best

Zoning with juri is not always about fireballs. Its about control of space. Its about pokes, anti airing, knowing what fireballs to hold and when. I’ll try and explain what I think about when zoning.

Far away I try and hold high at all times and swap btw mids and lows. I’ll build meter with stores and if it’s a fireball war I’ll store to negate fireballs and throw some to meet trying to sneak lows under theirs. The only reason I throw a high is if I anticipate a jump. When they jump I try and react with a follow up.

Between full screen and mid screen I where I like to keep them. The reason being is that fireballs will hit and keep them in block stun letting me store the next fireball. I try to make them guess with highs after a few lows.

Mid screen is tricky. This is where there jump ins will catch you if you plan incorrectly. I don’t like holding highs at this range. I prefer using hk for jumping attacks, far hk, and sweep. The only time I’ll use high is a really good read. If they walk forward I try and catch their legs, or I dash throw or dash normal xx fireball. Keeps them honest to always be aware of my offense that I’m not going to just walk myself in the corner. If they jump I anti air them. Whatever your button setup you make sure you can anti air.

It’s also important to shy from mk fireballs unless you want them to sit still. People block low on mk fireball. Allows you to dash in, or walk back or jump in. I think your mk is a very important button. With and mk they can jump in you at all and you should have a low fireball ready for mix up.

There are match specifics that I won’t go into unless you have questions. You don’t zone Honda like you would zone guile for an example.

Be aware of your punishes. For an example. If you have someone in the corner and you throw a high and they jump, you can do a lot of damage with super, ultra, or just ex pinwheel. If you hit a high mid screen you can dash up ex pinwheel. If you go air to air mp, I find it best to punish hard depending on the situation.

You’ll be building a lot of Meter so don’t be afraid of using it. Any questions ask away.

Thanks a lot Kail. I think my main problems are not keeping a high stored and probably being too stingey with meter. Need to get into better rhythm with using the store to negate, too. Dashing up while they’re trying to work me into the corner is something I really need to do more, I let people push me around too much, heh. And yes, I love my MK button, definitely going to be the first to go on my pad. :b

Do you have any advice on what to do when you’re at mid-close and want to get them further out and keep them there? eg Rufus seems to be my worst matchup because when he’s in mid (see: start of the damn match) he just has to wait for a store, react with dash, then guard or tech and surprise he’s in close range again. Assuming I somehow guard his mixups and find an opportunity to bashdash or jump out, he’s not far enough away to store without just letting him in again! So hard to keep out anyone with decent walkspeed.

Oddly enough I came to talk about Rufus.

If you pressure him with a c.lk is there a time where be will cross up and can’t follow up. In training room he always goes over a crouching juri. If you mash ultra it always works. Thoughts.

Rufus is a pain. He has wheel kick and nacho grab. With dive kick it feels like he always has a way in. I like keeping a high stored in case of jump but sticking to lows. (see a pattern?)

You really got to anticipate rufus’s approach. If he dives in an you’re not ready or you can’t fireball, counter. Get out of there. You control the screen.

You gotta use air to airs and c.hp in this match. He hurts because his stun is low. Although if you get s knock down an no meter rush in and pressure. Rufus has poor defense IMO.

Once he’s in. I got nothing. Haha

While I realize the Yun matchup is terrible for Juri is there anything at all that can be done against him? I’ve been playing the same Yun online lately though I’ve been doing better I still haven’t managed to take a game off him. I could take a round zoning him out but as soon as he closes the distance I just get destroyed.

Ex counter, block, u can grab lk dive kick if u block it, or ex pin. Ex pin is ur worst choice. U just gotta lame yun out when u got a life lead.

The Yun matchup isn’t bad. Just keep a stock of EX (for EX Counter Out, not Over) as backup for if he gets close enough to start his pressure. Otherwise, keep him out with Fuhajins all day and mix up your pokes for anti-air/throws.

Fs mk really shines in this match up. Also use st. jab. Fucks hi, up on dive kicks and u can dash under for mix-up.

appearently sbo champion inoue ( kazunoko ) thinks yun 8-2 juri for free.

Its probably true, can you imagine playing a Yun like Kazunoko who has probably spent bare time on the matchup? Its probably as free as he says it is.

I played a Yun online before who could punish the kick part of fireball on reaction with ex shoulder so I had to fall back full screen to charge. And at full screen he would just keep building metre until full. When full, Yun is of course extremely dangerous. The amount of metre he builds with whiff palms is just unreal, especially you can’t dive kick it even though you know he’s going to do it. When Yun is in, Juri can ex counter out, but Yun gets in again after a few seconds anyway with that stupid ex punch. I mean, how many ex counters can you do really… And then there is the command grab :frowning:

Lawl, Honestly that List is bit exaggerated. Seriously not even a single 5-5? Yun aint that godlike >__>

and I’m not surprised to see it 8-2 vs Juri tbh, the MU is quite horrible. What I’m surprised to see though is Akuma being 8-2 too O__O and that Vega and E.Ryu arent 8-2 is shocking as well. From my experience these two have it way worse than Juri vs Yun…
I wouldve liked if he added some notes or an explanation for the numbers rather than just making a simple list that adds nothing, its not new to us that Yun is retarded…

You guys haven’t played a real yun yet. If you think juri vs yun isn’t bad try playing the number 1 yun in Japan. Lol.

I’ve only played 2 good yuns. It’s still a nightmare vs the not good ones.

A good yun will mix it up. Command throw is what really fucks you up when you’re being pressured by normals. You wanna hit cs.mk but you’re afraid of hitting a button and getting countered hit. I’ve played some pretty solid yuns since ae dropped. The same things i’ve been saying here have worked for me time and time again. Ex counter to get out if you’re pressured (but i’d say throw it out once a match don’t make it a habit), and lame him out with your normals. The match up only becomes difficult if he can keep on juri. I find that yang and fucking cheap ass mother fucking fei long are by far worse match ups for juri in this version. Both characters have tools to shut down Juri and corner her very easily. If i could rank those three characters i’d be…

  1. Fei “nerf me to hell” long
  2. Yang
  3. Yun

Then again i believe Kazunoko’s yun would be 8-2 against juri only because he is one of, if not the best, yun player on this planet.