Hi I’m new to the juri forums and I just had a few questions. How to you fight Oni and evil ryu and what are some safe block strings to use?
What’s your strategies dealing with Characters who outclass Juri? I.E. out-zone, beat out her normals, and have higher priority than Juri, to the point where it’s like “what is she gonna do about it.” (Guile/Sagat/Oni/Ryu/Honda/Bison etc.)
There’s not one easy answer to that question. Each matchup is different. Generally characters that have better normals than Juri (like Oni, Ryu) have to approach Juri because their fireball game is outclassed by Juri or they have no fireball game. So you can take advantage of them having to play more offensive to deal damage and a way to mount your offense.
Also, there is no character that completely “outclasses” Juri, characters can outclass Juri in specific areas, but there are also areas in which Juri will excel over other characters. Exploiting the areas where Juri is strong over the opponent is key to prevent getting “outclassed”.
Sorry for the vague response, but it is really hard to answer such a broad question without a wall of text ^^
What is everyone thinking about the Bison matchup lately ? Over the past years it kinda changed from not being favorable or “worst” matchup (next to Honda I guess) to an even one.
I played a friend a lot in the last days and we mostly went kinda even and after like 24 or 25 matches (where the score is 12:13 or something in his favor) I end up cracking and lose like 10 straight lol.
So yeah, how do you guys play against Bison and at which point during the matchup would you consider to change your playstyle from a more mobile Juri into a zoning or footsie heavy Juri ?
It feels like you really have to adapt on the fly during this matchup depending on his meter, charge and distance and of course habits.
Personally my problem with him is that at certain distances I really don’t know how to play, discard my gameplan to figure out what to do and get stuck in that thinking progress and play pretty random at times, not aware of what to do at certain distances. Once I lose the round I literally think “wtf was I trying to do anyway lol”. I actually have that problem against many characters like Makoto too though.
I also have a bad habit of neutral and backjumping a lot in this matchup.
It’s a weird matchup and I just suck on adapting. Any general tips against him ? Also why do you think it changed overtime from a bad into a neutral / good matchup ?
I will post the set I played against him later but I lost the important replays (only 30 slots -.-)
st.mk is our best friend here. Bisons love to dash forward and throw out throw at one point if your defense stays strong enough. if the bison player does lk scissors and tries to follow up with st.hk, our st.mk normally beats him. any bison that does slide is an idiot as that is a free punish. also, we have to make him stop crouch teching all the time since thats all bison does. st.lk to instant lk divekick beats him every time. zone him moderately because he can get around our fireball game if you give him the chance to. throw out normals occasionally for him to run into because if you see a bison player moving forward, roundhouse is normally coming out. avoid jumping at all cost to avoid air-to-air to ultra. most important, once you get the lifelead play safe and smart. no risky stuff.
Honestly wait till ultra shiro (you’ll probably be waiting way longer). But a lot of her new stuff is gonna really help in the match up I think. Far mp is a great whiff punish normal, with it being cancelable I think that, cr.mk (please let it stay as 5f start up) will really help her game a lot. I know you know this as well. Having her ex mid fuhajin hit crouching is a huge buff because it stays out for so long. Bison won’t be able to just slide or ex psycho through to hit us. He could ex scissors though because that was buffed. You basically described the matchup in a nutshell. Adapting adapting adapting.
I personally like to play the timer game against him because both characters can play really fucking lame. If the bison is more footsies oriented (aka far mk and yolo hk) you’ll like far mp because it perfectly whiff punishes his far mk (we’ll be able to convert better in ultra). While cr.mk goes under an beats his far hk. Ultra ex pinwheel could be the perfect anti air against his yolo j.hp against us too. Far mk to beat ex psycho. Umm idk… You can tag him meter building with his devils reverse with a low fuhajin. I also think cl.mk is really good against bison players when they have no meter.
I think a good juri who has really good reactions and realizes all her options versus bisons pressure or him playing lame could make the matchup way more even. But me personally I think it’s 6-4 bison basically. I hate trying to get into bisons head to not reversal ever. I think that’s the worst part of the matchup.
My match against Rico Suave at BC68. Bison vs Juri. It’s how I usually approach the match.
Starts at 22min.
Whenever I try to play like that it never works lol
So what game plan do you guys go with for Sim? I played a pretty long set this morning with a decent Sim, and full on zoning seemed to be the way to go… as weird as that sounds.
I have difficulty winning guy, could someone tell me what I’m doing wrong?
OK I’m bout half lit, but I need some help. I’ve fought a few Ryus tonight, and every one of em has done forward throw then focus… It leads to a lvl 3 focus meaty on my wakeup (maybe theres some timing I’m missing? doesn’t really matter). The best defense I’ve found is to jump so it knocks me full screen, at least that way they don’t get a free combo. Is there a better way out of the situation? Don’t say don’t get thrown lol… that’s what I’m trying to do.
backdash on your wakeup.
ex pinwheel.
…
don’t get thrown.
Backdash or ultra.
I didn’t watch the whole video but, my thoughts
1)you didn’t zone enough. you gotta shut down his movement with hk and lk fireball right from the start of each round.
its like you gave up trying to zone him. yeah I know its a frustrating thing to zone like crazy and to see guy still get in but you gotta get into the guy player’s head that he cant just do whatever he wants when it comes to advancing on you.
2)you forgot to focus his elbow drops.
I personally prefer to walk forward if I know elbow drop is coming. juri just avoids it and gets behind guy for free punish.
3)you got blown up trying to punish his aerial moves with your j. mp.
don’t jump up with guy. no good comes from it.
4)that guy was just a more experienced player than you. he was punishing your jump ins hard with his cr. mp which is a better anti-air than people realize. you gotta learn to fear that crouching mp. that shit beats almost everything.
other than that you did very well in every respect. you blocked consistently. and when you had the offense advantage your offense was spot on.
but you did do counter and pinwheel on your wake up at times and he just waited for you to hit buttons on your wake up.
plainly and simply you tried to rushdown a rushdown character that has more explosive offense than your character.
just zone and don’t stay rooted to one spot for too long against guy. guy cant do shit like elbow drops if he cant pinpoint your location first.
you gotta do lots of backdashes and forward dashes while tossing fireballs at him to keep him guessing what to do.
oh and raw mk or hk pinwheel mindfucks a guy that tries to do meterless qcfxK dash ins.
Thanks guys
thekingofparody thanks for answering I just have some questions which I use fireball but against guy? because it is very bad zoning and what kind of pressure I do corner against him I just stay relaxed when I push him to the corner and with blockstrings frametraps but do not know many, while the focus on the elbow drop a little risky I think he can swap elbow drop by Izuna bushin otoshi which makes me think I should stay away from him and zoning.I wanted to know some mind game with it against the guy or whatever but’re good
I have trouble against yun and evil ryu matchup, but I’m grateful anyone wants to help me
Thanks guys
You can anti-air Guy’s elbow drop but it’s annoying to do - you have to wait until he starts falling with his elbow out. Cr.HP worked best for me I think. Cr.MK can go under it and hit him as he lands and cancel into a pinwheel. Keep in mind he has two elbow drops too - one is an air command normal and one is a special move. Their hitboxes are slightly different. Go into training mode and practice it.
I did, the first would be the elbow drop, and the second would jump forward in air down medium punch,i wanted to see the hitbox of the elbow.
I have a better time anti-airing his elbow drops with cr.HP too. If he starts to get predictable with his bushin flips you can try dashing under him and punishing his recovery with cr.mk.
thanks fatal error XI