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

@Axl_M4ster, far mk for danku and start charging mk fireballs more against him, he wont have an easy way in at all. Air Danku can be focused against as an easy punish. Dan is stupid easy to zone.

Cr.hp, jump back or jump forward hk, and focus are the best ways to go against his barcelona attacks. The EX version does the two hits and IIRC it has a larger grab box on it. But you it should still be easy to jump AA it.

ok thanks. by the way my juri is improving after i poste my gameplay vid.
i’m more concious of crouch teching and using my anti-airs. i still have a very long way to go though.
i still need to stop trying to ex counter and ex pinwheel upon my wake up every time to avoid pressure. which gets me killed.

must learn to block on wake up moar!

i dropped u2 for u1 coz feng shui is freakin addictive challenging and fun to pull off. but now my u2 set ups are rusty, lol. especially ex counter cross up~u2.:oops:

i just found out standing jab stops sakura’s ex tatsu spin kick…whatever its called.
stops its start up specifically. i’m not sure about juri’s jab, but i was sakura, my friend fei long, every time i tried to ex tatsu, he’d stop its start up with standing jab.

I’m pretty sure this has been covered already but oh well.

I’ve found that Juri’s U2 overrides a lot of other Ultras. I like to use it as a ‘counter’ Ultra at times directly after someone uses their Ultra. It even overrides those counter Ultras like the ones Cammy and Fei Long have. There are only a few Ultras it doesn’t override (I believe Dan’s Haoh Gadoken is one of them).

Also, is it just me or is the range of Juri’s FA longer than those of other characters?

90% of the time, an ultra activated second wins with any character.

Also, quite a few characters have better range than Juri on their FA.

Sakura and Fuerte have gigantic FA ranges. There’s also oiled Hakan

Don’t forget Seth.

Seth’s is super annoying if you’re not used to it because his character moves forward so far.

Would like some tips how to deal with the following characters in general:

  • Guy
  • Rose
  • Adon
  • Gen
  • Cammy
  • Guile
  • Bison

These characters give me mayor headaches. The rest not so much.

Not a complete list, but things I tend to do/learn to compete with the below

  • Guy
    His jumping elbow drop can be flat U2’d. If he wants to play this game, tell him straight to his face; no. He has poor wake-up options and can be safe-jumped nicely.

  • Rose
    Learn the unblockable forward throw setup in the corner for her. It’s insane how well this works. (Forward throw, dash -> cancel into light pinwheel -> j.hk. Poor wake-up, learn the safe-jumps and option select EX Pinwheel for back-dash.

  • Adon
    st.mk beats most of his jaguar kicks, I think it stuffs EX but you have to have quick reactions. Poor wake-up (5f), learn safe jumps.

  • Gen
    Be careful with his cross-ups, they are insanely misleading from his low, but far jump arc. Safe jumps are tricky, but can be done. Watch out for his gimicky DP, he can delay a second kick to throw off your timing when attempting to punish a blocked/whiffed attempt.

  • Cammy
    Low-tiered Cammy’s blow themselves up with unsafe or non-linked combos ending with spiral arrow. You can punish most with cr.mk which sets you up for big damage. More often than not, as Cammy is a rush-down character, make her blow herself up on you. Zoning is your best asset here as Cammy has no fireball game. Can be safe-jumped.

  • Guile
    Guile doesn’t have much to counter against sustained-pressure. Simply forcing them into a corner (most Guiles will do this naturally as they tend to turtle) and utilizing far st.mp, forward.mk (overhead), cr.mp, no input on wake-up can cause them to crumble quickly. You can’t win a fireball match with Guile and it’s VERY difficult to punish sonic booms unless you’re already in the air. The best way to beat Guile’s is to learn Juri’s normal game, don’t play unsafe. Can be safe-jumped.

  • Bison
    I still struggle with this match up, cr.lk before his start-up will stuff his scissor legs. J.hk beats his st.hk anti-air if timed/spaced correctly. You can focus a non-ex head-stomp and it’s follow up for a quick crumple. Can be safe jumped.

word from shin is that juri beats boxer 6-4, and from neurosis that juri beats bison/dictator. interesting stuff.

beats bison?? what?! Always felt she went 5-5 or 5.5 boxers favor. I call bs for bison matchup though.

Everyone thinks they play the worst character in the game. Neurosis included.

Where and did they give any reasoning?

I’m pretty sure it was during the Yubiken stream. Balrog doesn’t have any easy way in on Juri, she can cr forward all dash punches except the overhead and dash lower, plus his jump arc doesn’t make it easy for him to jump fireballs without getting antiair’d

teknotic pretty much covers everything. it was the most recent yubiken 3v3, not much in terms of reasoning. boxer i guess i can agree with, though i’m not sold on bison.

Dictator I’m triply not sold on because both my results and common tourney results contradict it AND it was stated by a Dictator player.
Boxer seems reasonable, though I’m surprised hearing that from you (you called it 6-4, his advantage).

E: Kay, skimmed over it.

  • Shin didn’t state that Juri is 6-4 against Boxer, that was just the commentator (no idea whether that is someone known); “Personally… Juri has the advantage against Boxer… though this doesn’t look like it atm, but that’s because -R- practices a lot against Shin Juri” was the statement.
  • “Juri terrible matchup for Dictator; she is like a female Guile” :looney::confused:

Crossquoting because it fits here nicely

Hi everyone.

So how do people deal with demon flips? It is especially dangerous that Akuma gets an easy & damaging unblockable setup after a demon flip throw. Everything is constantly a guess and VERY MUCH NOT in Juri’s favour.

Depends on which character.

Possible options are -

  1. Meet him Air-to-Air (your Air normals got really good hitboxes, while Flipdive not only doesn’t, but also is targeted downward; j.n.HK, j.n.MK, j.f.HK, j.f.MK, j.f.MP should all work nicely and hit the opponent essentially every time)
  2. c.MK (shifting hitbox downward) / f.dash to make it whiff, then punish
  3. Standard grounded AAs, though these are often hard to apply (due to hefty shift in jump arc and timing depending on which followup he uses when)
  4. High Fireball (possibly FADCd into U2)

Whether there’s an actual beat-all option against Gouken (whose air parry ruins … everything?) I don’t even know, but against every other character, these options work more or less.

If you’re talking about “after Juri is knockdowned”… well… don’t get knockdowned :sweat: