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

I don’t think the offense is in our favor when he is oiled simply because no matter what we do, if he guesses right he gets more of it than we do.

Blocked dive ? LP commanthrow
Meathy throw loses to EX commandthrow or EX Oil dive and if he techs we’re at an unfavorable range.
EX Pinwheel is nuts too for obvious reasons.
Crossups in Corner are meh.

Even if we are unpredictable theres no reason for him to be predictable. If thats the case we play rock paper scissors where he gets much more of it when he guesses right but only when hes oiled.
It’s honestly retarded.

Now after thinking about it for a while I don’t really have an idea how to approach this matchup lol.

You aren’t limited to just those options though. I was just giving examples if you knew for 100% sure the hakan was going to parry. Even just walking up then jumping up or backdashing to bait a reversal is better than nothing. and if he whiffs you get a free punish. Also, you can delay a safejump against hakan and there isnt anything he can do without U2 (ex oil dive is too slow). He can parry, but of course, you can beat that if you know he’s going to.

To me the reward outweighs the risk because if you successfully mixup hakan, it is that much more time that you don’t have to deal with the neutral of hakan oiled up because it is so strong. Also, I believe in the ability for me to correctly guess what the opponent is going to do often enough that there isn’t too much risk.
But I can see why you see it differently.

Compare this to someone like zangief where Juri wins the neutral game much harder than vs Hakan. IMO it isn’t worth it to go in because you can just keep playing the neutral game which has a much better reward for Juri than going in.

[quote=“WL, post:1263, topic:115557”]

If he goes for falling sky and you do crouch tech or do nothing? I’m not saying Abel should have no advantage. Just saying there’s at least something to lose.

For the Yang set up, that’s what I’m trying to figure out. Precisely as you said, as of now, Yang has 100% going his way in that set up (against me at least).

So far what I’ve tested

eISH cl mk.
I tried mashing but I couldn’t always get it to work though. Timed it accordingly seemed good enough. Although you only eat a jab rather than the full combo with the mix up again, Yang still has the upper hand. Also, there’s only so much time we can mash till we get predictable.

cl mp.
Since to cross up, you have to slightly delay his cr light, cl mp seemed to trade in our favour. However, if it doesn’t, we eat the full combo again. Again, this doesn’t seem to be the option.

neutral throw
Beats all lights regardless of direction. If Yang techs, we’re back at square one. I would like to think this will be in Juri’s favour. Can someone confirm if cl mk beats throw? Wouldn’t this be a good option to go for if we have no bars?

Ex Pinwheel
Just commit one direction I think he will most likely be and try for an EX pinwheel. If he ends up on the wrong side, EX fireball comes out instead and the cr jab will hit on the air frames ala eISH logic.

This is what I’ve been testing thus far. I’ve haven tried if ex Pinwheel trades with Yang cl mk or not though.



So…

After seeing a few FA Option Selects from Xian, I learned using a delayed wakeup focus attack back dash leaves you clear from Yang’s pokes when you hit the ground. If he goes for a throw you can also use the FA+Tech Throw option.

In addition to keeping Yang guessing what you’re going to do is neutral jump if you read a throw. Well timed csMk when he lands will pop you up, leaving you both at a reset. This option might be more dangerous if he has a meaty poke. From what I’ve tested, it’s really hard to csMK when he goes for a throw after he lands.

I need some help with the Gen matchup, I’ve read through the information here but it doesn’t really touch up on the problems I’m having in particular. My issues aren’t so much with his mixups, but I’m having a really hard time just getting anything going against him. Once I have him at a good range things are relatively fine, but keeping that range is so hard for me because of his walkspeed and normals. He jumps in at odd angles that I’m not really sure how to anti-air, and his air-to-airs are consistently beating or trading with mine. Then on the ground I feel like Mantis cr.mp and st.mk do a really good job at bullying me and I can’t risk focusing because he’ll buffer into hands.

I see most people saying the match is even, so what should I be doing to get it to that?

At what angle could he jump in where you’re not able to antiair with either far.MK (far range) cr.MP (medium range) or cr.HP (close range) ? I think gen is almost free to the zoning but Juri needs 1 fireball on screen to get the zoning going imo. If the Gen is any decent he will sweep the stores from max range (or cr.MP hands fadc etc) so you should also be aware of this.

His normals are good but if he abuses them you can easily whiffpunish with sweep or cr.MK xx pinwheel.

Can you post some matchvideos or explain when exactly you can’t antiair him ?

Once he gets into cr.MP range I start to have some trouble anti-airing, in particular his Crane-style j.mk and j.hp (I think? The stop sign move.) tend to get me a lot. Though I haven’t been using cr.hp as much as I could be, it’s mostly just stuffing cr.mp and st.mk. The max range sweep/cr.mp of my stores has been a big problem actually, I have trouble finding safe times to get a fireball out. Are his normals that easy to whiff punish? I’ll definitely work on that.

I’ll try to get some match videos up in the next few days too.

I don’t know about you guys but I get blown up by El Fuerte all day.
If that isn’t a bad match up for Juri I don’t know what is. One knockdown=death. At least for me.

El Fuerte is just generally annoying. Focus+dash or ex counter get out of most of his run pressure on Juri’s wakeup, losing only to the throw moves. You can also use close MK to get airborne, which will make the throws whiff, and tostada press is a soft knockdown if you’re airborne, instead of hard knockdown. EX pinwheel is generally bad except to catch random forward runs when you’re on your feet.

Don’t randomly store fireballs, it can give him time to run in. Try to get a knockdown, even a soft knockdown is good. Throw him on his wakeup a few times, this beats EX back run, his only other reversal options are EX guacamole (the air grab) or U2. EX guac doesn’t recover in time for him to punish a throw attempt, I’m pretty sure. Then once he starts teching, use the old close MK/HP mixup. Beware of EX run if you try anything meaty.

As for footsies, El Fuerte players don’t believe in them. Even if they did I’m pretty sure they’d lose.

Also, his U2 has 11 active frames, so don’t try to close MK over it. Close HP can work but you won’t hit him with it, you’ll just go over him.

Your best option for beating El Fuerte, though, is just to punch the other player in the face until he stops playing such a stupid character.

OK…Juri vs Vega. I have to play German Luger first round at SCR. So what do you guys know about the match up? Right now here’s what I’m looking at:

I know about the fuzzy guard setup ,pass-through glitch, and safe jumps (although I need to perfect them)

I know vega outfootsies me, outwalks me, and trying to whiff punish Vega’s normals is probably not worth it.

If I get him in the corner I should be able to bully him, especially if he doesn’t have meter. If he does EX Barcelona to get out the corner I can chase him down and punish if I FSE activate.

The plan is to play full screen lame and not let him into the distance to use his normals, try and push him into the corner, or back myself into the corner if I think I can swap sides with him. Don’t let him Izuna loop me, and make sure to max damage all my regular and FSE combos.

What am I missing?

Vega’s walkspeed is too fast to keep him full screen. The best you can hope for is max far mk range. He can punish damn near anything on whiff or block if he’s on point, that cr. lp has range and 4f startup and can combo straight into ex barcelona if he’s halfway charged.

On the plus side, Juri’s cr. mk can go under Vega’s cr. lp and cr. mp. It goes under cosmic heel too, but doesn’t hit him. Far lk is pretty good against his pokes.

His jump hp with claw on is too godlike for Juri’s anti-airs. Don’t even try. If he does a back throw and then immediately jumps back toward you, he’s probably doing the j. mp safe jump. Vega also has an ambiguous crossup j. hp setup that works really easily on Juri, if it looks like he’s aiming j. hp at the back of your head, you can dash forward (towards where he jumped from) to get out of it free.

The cr. lk, cr. lk, ex pinwheel option select on Vega’s wakeup will not necessarily catch him if he does the PPP backflip. Not likely that that will come into play, though. Meaty cr. mp is also good for oki, he pretty much can’t do anything but U2.

If you block a cosmic heel, remember that Vega pretty much can’t do anything useful after it. He’ll probably try to throw, since ex scarlet terror is risky. I have not tested, but I bet he can space it where Juri’s close normals won’t come out. He can also backdash and try to punish a whiffed throw tech. Juri can do the same, just not as well.

If you get him in the corner, do your absolute best not to let him out for any reason. I know you mentioned it, but it deserves extra stress. Stay just outside his cr. mp range so he can’t special cancel it. The match is about 10x easier if you keep him here for a while.

Source: I played El Cubano Loco in some casuals last night.

Vega Matchup

Offensive Tips:

  • OS meaty cr.MP’s with OS Dash > s.LK hitconfirm (standing)
  • He is free on wakeup even with meter so be sure to meaty him alot with cr.MP (OS Dash)
  • Dashunder and crossover sekku works after HK senpusha in the corner

Defensive Tips:

  • Stores can be punished, be sure to store at a safe distance
  • He can hop over LK fireballs. Bait the Hop and punish with cr.MP or stick to MK fireballs
  • The hop is -4 when done from point blank (throw/tech baits), cl.MP xx HK Senpusha to punish it
  • If they space the Hop properly it’s usually a tick throw attempt. j.MP xx Divekick to punish it but use it sparingly or delay your techs, getting thrown is better than eating frametraps into FBA combos
  • EX Roll is fireball invincible, followup can be beaten with cr.MK since it goes under his pokes.
  • You can j.MP out of his vortex if hes going to barcelona throw you in the corner (loses to Claw though but you’re out of vortex) <-- actually I need someone to confirm this I can’t remember it anymore
  • Juris cr.MK goes below his cr.MP (which most Vegas will do after Roll attacks)
  • Mash EX wheel during rolls since the theres a gap between the last 2 hits.
  • He is able to crossup juri with his j.HP after a barcelona throw > dash > wait a splitsecond > j.HP You can either tripguard him with cr.MK or completely evade it by crouching.

Effective Option Selects + Midscreen Setups:

  • HK Senpusha > 2x Dash > cr.MP OS Dash > s.LK, s.LP cr.MP xx HK Senpusha
  • Backthrow > 2x Dash > cr.MP OS Dash > s.LK, s.LP cr.MP xx HK Senpusha
  • Backthrow > Safejump > OS Dash > s.LK s.LK cr.MP xx HK Senpusha
  • Backthrow > Safejump > OS FSE > Dash and punish accordingly

Beats reversals and KKK Backflips. If he really does his PPP Backflip you have to react with another dash into cr.HP xx Pinwheel.
It’s easy to time it so be sure to practise this. Basically if you see that the s.LK doesn’t connect you can just dash again and throw. It’s easier to do but does less damage.

Ultra:

  • Feng Shui Engine
  • s.HK 2nd Hit FADC dashthrough works on crouching Vega (basically after overhead)
    • abuse corner fuzzys on him
  • cr.HK xx LK senpusha crossover sekku doesn’t worke midscreen but in the corner

Corner Setups (including Corner Fuzzyguards)
Forwardthrow > Dash > Store > NJ.HK into fuzzyguard

Fuzzy Guards:
(n)j.HK j.MP
Focus Crumple > s.LK fadc reset j.MP
Corner Focus LVL2 > backdash > s.HK reset > j.MP

Combos
Fireball BnB only works on crouching Vega
cr.HP xx HK Senpusha FADC, s.LP, cr.HP xx HK Senpusha max damage punish
cl.MP xx LK release, Sweep will whiff if not done on point blank

Video Reference

That’s probably all I know. I don’t mind vega anymore. Maybe watch when he has charge available if he uses U2 so you don’t get hit by it. far.HK is also -7, you can punish it with LK wheel + FADC if hes closer.

I think my matchup info just got bodied.

Nice info. When I get home tonight ill work on it.

Couple thing though about this first 2 OS setups.

  1. the “cr.mp OS dash” I’m playing it in my head and I don’t see how is an OS. Seems like the cr.mp always comes out. Any chance for a video showing it off.

  2. assuming I get the dash from the OS can’t I do cr.lk st.lp cr.hp instead of st.lk st.lp cr.mp? At work so cant test it (plus I don’t get the os). I remember practicing that combo today but I had to be as close as I can be. Well the dash out me right on his nuts.

If cr.MP is blocked theres this little window where the time stops. Thats the window where you usually input the dash or any other OS mostly.
When executed right the cr.MP is meaty and if the dash comes out you’re like +5 or even better so you can punish. I don’t know about s.LK s.LP cr.HP and other links but at that point I like to keep it simple because you have to react to the OS dash with the combo. It’s not extremely hard but meh I don’t want to make it harder. More power to you if you can get it to connect.

But these OS’es are mainly to punish his command backdashes. I think you’re minus if he does a normal backdash but you might still catch him offguard with a throw.
The meaty also stuffs everything else he does besides Ultra 2.

Also while U1 might blow him up I think U2 is also really viable in this match due to the fuzzyguards and some corner bullshit nobody knows.
Like you can pick U1 in the first match and if you win because of it you can switch Ultras (if it’s allowed, it’s allowed here) as a total dickmove so you don’t give him a chance to get used to anything.
I would do that but I am a cunt in that regard ( ͡° ͜ʖ ͡°)

Below is the cr.MP OS and some cornersetup that nobody knows (I hope)

I’m stealing that setup against Vega. Gonna use it next time I play Zeus.

Is that lk divekick?

How strict is the timing on that cross up dive kick?
I can’t get it to work in training mode :frowning:

You can put Vega into the corner and neutraljump all day. Try to do the divekick at the peak of your neutraljump. If it whiffs you timed it wrong, if it hits then you figured out the same timing which you would have to use in the setup.

Didn’t get a chance to test this, but does it work in both corners?

Yea