I ran the hell outta this match. So much easier as Cody. Seems like full screen or up close is where you want to be. Mid-screen is dangerous.
this new forums are sooooooooooo ~X(
trust me…there IS a smiley after the so
<p>stupid noob question:</p><p>regarding cammy’s ex dive kick, is it impossible to throw her after her ex dive kick.</p><p>coz i got blown up by a friend of mine and every time after blocking his ex dive kick…i wasn’t able to throw cammy even once. i would just eat combo.</p><p>i couldn’t tell if it was something about cammy having frame advantage after her ex dive or if it was because of juri’s awful throw hitbox.</p><p>then i switched to adon, a character that has a great hitbox to his throw, and i was able to throw cammy after ex dive.</p><p> </p><p>so…is it juri’s bad throw hitbox that makes it impossible to punish blocked ex dive kick?</p><p>or is it that cammy has that much frame advantage after ex dive kick and it was just coincidence that i was able to successfully throw her after blocked ex dive while using adon?</p><p> </p>
The wiki says Cammy is at +14 on block for instant-air canon strike. So I think it was a fluke that you could throw her with Adon.
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/79059/Voidstar">Voidstar</a> said:</div>
<div class=“QuoteText”>The wiki says Cammy is at +14 on block for instant-air canon strike.</div>
</blockquote>
That is insane if true.<br>But yeah, I think Yun is the only one you’re supposed to be able to throw after a blocked dive kick. (Well, and Juri, if you count Shikusen as a dive kick.)<br>
Ex dive kick is +18 on hit, +14 on block. he cannot throw you upon hitting it either, he has to delay the throw. Nothing can punish a blocked Ex dive kick. Also cammys throw range is the worst in the game, so if you feel a throw is coming and not a frame trap you can just use close medium.<br>
did you guys know that far standing mk beats the shoto’s crouching mk xx fireball clean.
it just stuffs their crouching mk fishing completely.
apparently its better to stay standing than to crouch block their fishing.
f. st. mk also stuffs bison’s crouching short.
and far standing lk stuffs scissor kick.
btw, i don’t know how this compares to the rest of you guys regarding win/loss percentage…but here’s mine.
MATCH UPS
TOP TEN OF BEST MATCH UPS FOR MY JURI
YANG-71.43 WIN PERCENTAGE
YUN
JURI
DAN
FEI
GIEF
E.RYU
DUDLEY
RUFUS
SAKURA-52 WIN PERCENTAGE
BOTTOM TEN OF MY WORST MATCH UPS FROM WORST TO TENTH WORST
BISON-18.75 WIN PERCENTAGE
BLANKA
HONDA
GUILE
ROSE
BALROG
DHALSIM
DEE JAY
CODY
CHUN LI-33.72 WIN PERCENTAGE
alright I really need some general advice against a few characters.
Shitrog: I am ACTUALLY ok in this matchup but I really feel lost if they get the lifelead and stop attacking and the only thing they do is throwing out dem normals. This is just frustrating. I just loathe the matchup and don’t really know how to play it sometimes. I know my fuzzysetups and combos though and I know how to pressure him on wakeup. It is just that really good Balrogs are rather annoying than fun to play against but that might be because I suck.
T-Hawk: My friend plays a decent thawk and as fun as it sounds I completely fail to zone him. He gets into a sweet spot with well spaced Condor Spires and it is kinda hard to antiair him with fireballs since he can EX Dive through them. On the other side I know that cl.s.mk beats all his wakeup options if hes out of meter but again I lose the neutral/zoning game against him. Btw what should I do if he gets meter on wakeup ? Any general advice here ?
Akuma: I think even Juicebox said that Juri is actually able to keep him at distance. I can’t. I will upload some matches later but generally I find it REALLY hard to keep that character at bay especially if they go full retard fullscreen away with their demonflip and backjump airfireball. I don’t really feel like that I have an advantage. Is there any way to counter his ezi pzi get in shenanigans ?
Vega: I usually play against a decent german Vega and we are kinda even most of the time. Then again I play some randomrussians who go nuts with Vega and I can’t do shit against him. If I use FSE they just keep commandbackdashing which is annoying since for some reason I can’t punish them. Of course they’re unsafe and I am just messing up the punish everytime but isn’t there anything to make the punish easier ?
Evilroo: Any matchup notes or tips against him ? While I am pretty solid against shotos (except Akuma) I just feel kinda uncomfortable sometimes against him. Are there any tools to get out of some of his divekick / axekick shenanigans ?
Guile Bipson Honda Blanka: Genki pls halp me :<
I am actually fine and kinda solid against the rest of the cast but it’s just these few characters which are kinda unenjoyable to play against. Also I really consider to play Cammy against Guile all the time because I rarely lose that one even against the better ones I encounter lol
Akuma: Zone… Don’t go after him if he uses jump back fireball. Just use that as a way to store, you can negate his air fireballs with store as well. Try to keep a hk fireball stored. The hk fireball is enough of a threat so that akuma will stop with the demonflip or jumping. Keep an hk fireball stored and still try to play your normal fireball game. You can also go air to air against any of his jumps. Jump hk, mp, mk and lk are pretty your go to air normals. lk for something fast. Juri wins against his neutral game imo. Playing lame I think is the better way to play the matchup. Don’t let him go in the air and divekick all his ground fireball attempts. When he stops with fireballs and resorts to playing footsies, I think it becomes a worst matchup because of his superior walk speed and I am still learning how to play against an Akuma who is willing to do that. Avoiding playing footsies I think would be better for Juri in the long run.
I only have time for that write up. I can do, later, Evilroo and maybe Vega but I don’t like the Vega matchup though so I might be a bit more biased on that one.
Against Vega:
If he’s going crazy with wall dives, punish them as much as possible. He’s -30 or worse on a blocked claw attack. If they try to izuna drop, focus at the last second to mess up the spacing. Or just ex pinwheel.
Cosmic heel is negative on block, there’s no real mixup after it, just hit cl mk.
Backflips cannot be used as reversals, and scarlet terror has no full invul frames, so just meaty him with cr mp on knockdown. Backflips have lots of punishable recovery, the long one you can dash after him and punish easily. Probably the short one too.
Oh T. hawk… I actually wrote a matchup guide to him in one of the other threads, my question is about the “sweet spot” if ur talking about between mid screen and 3/4 distance where he can condor to land right next to u all u need to do is far mk, something I forgot to mention in the writeup is the moves he can whiff on jumpin to allow for a surprise SPD, those r hk, mp(I think)…basically all of them depending on when he does the move, just make sure u have ur AA down pat and they won’t be a problem, there’s also a VERY risky double throw bate u can perform on Hawk, Seth, and Geif, basically with a hk fireball store u can cl mk to release, since mk and hk have airborn frames they act as a double throw bate, I don’t recommend using it often but it can be comboed from on hit
Vega:
I think this is seriously in juri’s favor, zone him all day, he is like second or third best at footsies so avoid it, his cr mp beats everything u have in regard to normals, u can cr mk his wall dives to make them whiff then punish, with the command backdashes just dive kick to punish, u can dash to pinwheel depending on if ur in his face when he does the move, let him put himself in the corner then catch his backdash and keep him there, beware of the scrubtastic random ex wall dive and u should be good, if he uses ultra 2 safe jump him most vega players will use it to escape the corner just dive kick as a punish anything else is too slow
My vega write up… (I know a lot has been said but I think there could be more details)
First of all I dont think it’s in Juri’s favor unless you have vega in the corner which can be very hard to do. Vega is way more mobile than Juri will ever be unless she gets another move that moves her forward quickly with decent recovery. A good player will understand Vegas mobility and maybe if he knows the matchup he can Counter Juri very well. He has better footsies than we can dream of. I’m gonna stress that people still dont know the Juri matchup outside fuzzy guard and I’m mostly theorizing what he can do based on what I know from what ive seen used on me and what i know about as a juri player because like I said not many people still know the match up and how to properly abuse Juri’s weaknesses outside wakeup.
-Neutral game is almost even. Storing a fireball can be dangerous depending on where you are. He can whiff punish store easier than most characters with cr.mp, cr.mk, his ex spinning wall attack (i dont know the name and he’d really have to anticipate your store to catch you so just scratch this out lol) and maybe more normals with his claw on. He might be able to catch you store with far mk but stores dominate hitbox could probably catch that.
-Throwing out an lk fireball can be dangerous because he can hop over it with df.hk and maybe df.mk(overhead). He can catch you with df.hk while throwing out a lk fireball and from far away (3/4) he can catch you with ex barcelona. He can stuff you throwing out a fireball with his long reaching normals of course.
Specials:
Ex spinning wall attack and ex crystal flash are both fireball invincible. Wall attack has long startup depending on vegas location and even if hes close to the wall he wont be able to use it unless you are really predictable. Ex crystal flash (rolling attack) can be used also but only if you are making a pattern with fireball usage. Startup is fully invincible but slow as hell. He’d want to use it like 3 big squares away.
Ex barcelona (wall to izuna or claw attack) is a nuisance for me personally. It comes out pretty fast and wen I’m moving back and forth trying to play footsies it can catch me unexpectedly. That’s my bane of the matchup personally. My fault for letting him catch me. He can charge it while command backdashing which is sorta a mindgame in itself because hes moving and it can be unexpected if you are moving forward or storing while he is command backdashing for no reason. But be wary of that and him charging up ultra or two while doing that. Especially U1 when you are storing a fireball. After the initial dive dont focus because a good vega will know his ranges to get the two hit part of the claw attack after the wall jump. Good vegas will also know how to space so that they can grab you and then continually put you into his wakeup barcelona grab vortex (its dumb and works way better on sagat or big characters). Also after the wall dive try to hit vega in the air with jump forward/back mk, hk or lk. That imo is the easier way to deal with wall dive instead focusing then dash or focusing and hoping to get a dash… Stopping here because there is a character limit now…
Specials continued…
On rolling flash: i personally always go for cr.mk after he uses this because most vegas immediately try to cr.mp you after. Juri’s cr.mk goes under his cr.mp which is pretty valuable because that move is a great move to whiff punish with. Also remember you can mash out ex pinwheel before his crystal flash finishes. You probably can between the individual rolling attacks before the claw finish but I usually do once he is on that last part of the move.
Scarlet terror: idk the frames that this move has either startup nor invincibility but I know its airborne on frame 1 and can beat lots of grounded meaty attacks. The move actually sucks when faced with an attack from the air but when faced against grounded attacks its way better.this is coming from only Juri normals at least. Meaty cr.mp. I’m not sure if she can low profile the move (cr.mk, sweep or dash; all risky lol). But from what I have tried against some vega players and zeus that this move is actually great against meatys. Actually maybe overhead can beat it. Idk to be honest, needs testing on my part.
You said yourself that its mostly your fault for not punishing command backdashing, so I’m going to hold you to that because the move is pretty out there to punish. My suggestion is start with jabs or shorts for the rapid fire. Thats all on that.
Super: this move doesnt get a lot of credit but i know it has a great grab hitbox so just go air against it and dont let yourself get hit by it. Its does stupid damage imo.
Ultra 1: great fireball punish move. Try to realize when he has it and wants to use it. The player will probably try to sit back and hope you go into a fireball zoning mode.
Ultra 2 is a decent lk fireball punish move and good against meaties and to trip guard. Its also a great escape option with its get away and recovery. Overhead on wake up if you know he might want to use that as an option.
Those are most of his options and i know im missing some details on some normal and maybe specials. Im not sure. Just be careful of his mobility. Vegas like to gain meter with barcelona when far away. They should like their spacing so 1 hop command backdashing (2 hop one is garbage) and df.hk are good for gaining ground and getting away.
Your job is to push him into the corner and get his claw off. Claw increases range which is a nuisance for Juri because she cant reach him without fireball. Dive kick is only appropriate for punishing (missplaced wall dives (where you can reach) and command backdash and fuzzy guard). If you can get in close try to throw him to the corner or if you can hit confirm do so with the best corner carrying combo you can. In the corner, you can abuse vegas wake up more so than you can midscreen.
Also a note to add is that a good vega (character specialist) will have a good defense because his wake up is trash like ours. Vega is a rare character imo so that person should be as smart as us juri players. I am honestly saying most juri players are smarter and know more about the game because of the character we chose. We dont have the simplest of setups outside unblockables and safe jumps (still hard to time compared to others) but we most of us really have to grind it out with the character from beginning to wherever we are now in skill. We dont have simple things and neither does vega. So know that you are going to have to get in his head and make his defense feel like trash. Tariikz youre a smart and good player (from what ive seen) so you should be able to take what we say and apply it.
Good luck and I’ll write evilroo later. I know my thawk write up is somewhere. Idk where though. I used it as an argument somewhere where people were arguing that it was 7-3 juri. Maybe this thread. Idk. But good luck :tup:
Wow thanks alot everyone. I am gonna try to implement this stuff into my gameplan. I didn’t know that cr.MK beats his cr.MP so thats gonna be a really nice tool. I also completely forgot to get under his walljumps with cr.MK too lol
standing lp counter hits balrog’s pokes and dash attacks. far standing mp is usable too. sweep hk. neutral jump his dashes.
but lp even if on paper has frame disadvantage, regardless, for whatever the reason, is godlike against him.
you can focus attack his headbutt and punish the recovery.
On vega don’t forget u can throw him out of his rolling special, I personally don’t see many vega players use this move but that could deter them
On Balrog u want to stay just outside of his sweep range, cr mk does wonders against most of his dash punches except ex, if spaced and times right it is possible to cr mk to ex pin to counter these due to the invincibility frames of ex pin, charging lk and mk fuha from 3/4 screen (u can be closer but I’m personally not too comfortable being close to Rog) and alternating the times between release can hold him dead in his tracks and force a jumpin, not sure which moves but I believe cr mp beats all his options (could be wrong) in the air, sweep can be effective but use it scarcely since Balrog is excellent at whiff punishing, cr mk completely avoids headbut, that should be ur go to move on his knockdown and buffer pin incase he ex dash punches or ex overhead, u can also safejump him to mix it up, like most push him to the corner and keep him there, his ultra and super can punish a whiffed store from 1/2 screen, be careful, don’t neutral jump near him, most Balrog users charge down back constantly
Evil ryu:
Dive kick punish all his fireballs, he has the worst recovery of all the shotos, axe kick can be reaction punished with st lp to combo, ex axe is overhead and he can safe jump/ambiguous crossup with backdash jumpin hk, off his forward throw he can safe jump with st mp to dive kick, just block it, his forward mk isn’t an overhead so u can crouch block all day since he can’t combo off his forward mp and its kinda slow, his teleport sucks and u can dive kick punish it or just jumpin hk to combo, any evil ryu worth his grain of salt will try to abuse his cr mk, ur forward mk at the right time will beat it, his cr mk to haduken is a true blockstring (except at max range) so just block, most of his normals r slow besides his lights (5-6 frames), show him he can’t zone u at all and then show him he needs to get in to fight u, evil ryu is a mix of footsies and zoning but ur zoning is better
-you can also ultra 2 e.ryu’s forward mk if you can do it on reaction to its start up.
-regarding vega, after blocking a rolling flash, not many vegas do this this but some do ex scarlet terror to punish anyone trying to punish its recovery.
remember to tech often against vega coz he has the best throw in the game.
you can do crouching mk to duck under sky high claw and ex barcelona attack. i think she can dash under sky high claw. not 100% sure though.
-you can also use cr.mk to duck under bison’s devil’s reverse.
-dhalsim.
you can sweep him to a knockdown if you cr.hk on reaction his hp long distance pokes.
your best button while jumping forward to advance is lk coz it counter hits most of his airborne anti-airs.