Juri 2013 - Year of the spider?

If it makes you feel better, the perfectionist in me makes me feel pretty damn terrible all the time regardless of who I use. :stuck_out_tongue: That and i’m in the middle of transitioning from pad to stick. The buttons are so nicer to play with on stick, especially with storing fireballs. But my stick control needs A LOT of work… Its frustrating but i’m not giving up just yet.

Actually the combo is still possible, it’s just a lot harder. Like I stated in an earlier post, you basically have to move forward right after the release hits. If I had to guess, it’s all within a frame or so.

Ahh… Yes I went back and read your post and I must have missed that part. I went in the training room and I can pull it off like that with some difficulty, though the timing is fairly tight. I question its worth versus its risk involved ( especially online ) due to the fact that the damage on cr.HP got nerfed.

And now i’m going to write a bunch of stuff… Prepare for some “duh, I already know this” information too.

As of the patch, in the corner…

jf.HK > cr.HP xx LK Fuhajin release > move forward cr.HP xx HK Senpusha > cr.HP xx jf.HP > cl.HP xx LK Senpusha yields 458 damage

jf.HK > cr.HP xx LK Fuhajin release > MP xx HK Senpusha > cr.HP xx jf.HP > cl.HP xx LK Senpusha yields 448 damage

10 damage difference. A little more damage on an MK Fuhajin release as well but I usually have a LK Fuhajin stored. More damage again obviously on an HK release but since jf.HP got damage nerfed, you’re not doing yourself any good by trying an HK release with a jf.HP jump in. All that being said, obviously more damage is better and if you can get the timing down, thats great. In fact, I think that little walk forward into a second cr.HP could be an interesting frame trap if the previous attacks are blocked

However…

With all the damage nerfs for cr.HP and jf.HP, doing either of those strings isn’t optimal damage. The scaling catches up so fast…

jf.HK > cr.HP xx HK Senpusha > cr.HP xx jf.HP > cl.HP xx LK Senpusha yields 469 damage

Less is more in the world of SFxT. Even in all 3 of those examples, the meter gains are damn near identical doing approximately 3/4 of a bar except for the MP version of the Fuhajin string doing a small fraction less. Though to be honest, I think this shorter string was more damaging pre-patch too. As a side note, Super instead of LK Senpusha at the end of that string yields 591 damage for a 122 damage increase at the cost of two bars.

The big reasons I can think of to use the longer strings to sacrifice the damage is the frame trap possibilities, varied mixups, or just better hit confirmation. Which aren’t bad reasons of course. But if you are jumping in on an opening or with the intent to punish a whiff and get the best damage, stick with the shorter combo. Keep in mind, this is in regards to the extended corner combo. Fuhajin strings mid screen OBVIOUSLY do more damage. :stuck_out_tongue:

To take the “less is more” attitude further in a bit of another direction, and possibly drive it home a bit, i’ll give the following example with Juri and Nina. By herself, Nina does this…

jf.HK > cr.HP xx HK Geyser Cannon > MK Skull Splitter > cr.HP xx HK Geyser Cannon > Ivory Cutter yields 454 damage

Thats her BnB which sets up a counter hit charge opportunity. She has another that does 466 damage but no counter hit setup. Now lets say I want to start a tag combo with Juri instead…

jf.HK > cr.HP xx LK Fuhajin release > MP xx HK Senpusha xx Tag > MP Skull Splitter > cr.HP xx HK Geyser Cannon > Ivory Cutter yields 455 damage

The Juri starter with HK Senpusha is one of two starters that works with Nina. The other is instead MP xx HK Fuhajain raise and release with the tag cancel activated on the raise. Senpusha version does 333 damage and the Fuhajin version does 321 damage.

Lets go without the Fuhajin string…

jf.HK > cr.HP xx HK Senpusha xx Tag > MP Skull Splitter > cr.HP xx HK Geyser Cannon > Ivory Cutter yields 481 damage

Its kinda sad that even at its least scaled, a tag cancel combo starting with Juri’s nerfed normal damage only results in a gain of 27 damage in this case. But thats functionality of the bonus of switching that partner out aside as that could have been the main reason to tag cancel in the first place. But i’m getting off course here…

The original Juri combo did 333 and it jumped to 481 for a 148 increase for one bar. So thats not that bad as opposed to the 122 damage increase with the Fuhajin string ( a difference of 26 ). As an aside, the Nina into Juri tag combo I have does 510 damage.

…Its at this point that I feel like i’ve talked a bit too long and may have gotten off course a bit in the middle there but to sum it up…

I’ve identified that Fuhajin strings in the corner don’t do as much damage as a simple jump in combo because of scaling. The cr.HP > cr.HP ( in my opinion ) isn’t worth the risk because of the tight link for the small reward and there was already a better option to begin with. But it could be an interesting frame trap. Though with more practice and built muscle memory, I may change my mind on its worth in the future. I’ll continue to practice it.

Oh how I wish I had something more interesting to talk about to further Juri tech rather than damage changes.

So anyhow, thats my long winded opinion, and possibly regurgitated information that people probably already knew but… Anyone have any thoughts? Any corrections?

Not related but it seems I can’t use my HD pvr to record…should I use a camcorder? Because I really KILL to post some stuff. Namely Fuhajin and Kasatushi shengangians. Although not safe if you train your opponent to not attack during a Fuhajin kick into release (since if you do the whole thing there’s at least a 6-9f gap) then you can start with Fuhajin mix-ups. It would be easier to use video since explaining it on paper is not exactly easy.

I’d say use whatever works my good sir. Personally I’m more of a visual person - I can look at things on paper all day but once I see it, it makes more sense. :slight_smile:

Should I use one though? I’ll buy it if I have to.

Err, hmm. Lemme’ rephrase that. Whatever works that doesn’t mean you have to go buy something {extra}.

I know FlyingVe is usually willing to record stuff if you want to chat it up with him though. :slight_smile:

Hmmm that could work better since then I’ll have a real partner to help test these things out. Is he a Juri player too?

2013 is NOT the year of the spider.

I honestly find Juri to be really…mediocre in SfxT. Yes, I’ve been away from the game for so long so I’ve been trying to shake off a lot of rust and rediscover her in this game. My issue is these quite little snips they take off my character that I find to be a little unnecessary. I personally feel that this version of Juri is a character mod of another character. Juri was a character that had great control of space and tempo. Street Fighter 4 mechanics worked really well for her (FADC, ultra being built on you taking damage, Feng shui engine, wonky hit boxes allowing for weird ambiguous jump in’s, cross up’s, unblockables, fuzzy guards, meaty fireball pressure, heavy fireball damage off of confirms).

Whoa…that was a lot to be said about a character that had a fair amount of great tools in a game and she lost them all. So, whats a character to do when she is stripped of these weird mixup’s and creative style? You make her solid!

Vanilla Juri was solid. She lost all of her fun pressure and mix up but I felt capcom said “Okay, how can we fit her moveset and style into this engine”. They did well. But then everyone bitched and they thought it was overpowered to have a character that can do heavy damage off of an anti air. Nigga stop jumping! This is a game in which the neutral game is VERY important and people are mad because they cant jump on a character? tch

So they nerfed the damage done on her c.hp. Ad if that wasn’t enough, they also nerfed the hitbox of c.hp. Isn’t this cutting the board from both ends of the plank? Let me get this straight…the anti air is too good so we nerf the hitbox of it. But even if the player is able to still use it…they took away the damage? Fuck off Capcom!

This is a game where air to airs create juggles. This is a game in which characters can combo off overheads for heavy damage. Some lows look like highs and some highs looks like lows. Some cast members can use safe moves and combo off them for heavy damage. Some characters have counters that lead to guarenteed big damage. Get opened up once, lose a battle in footsies and lose 1/4th of your health. Eat a mix up, get hit with heavy damage, lose a 1/3rd.

Why would anyone stand up against juri? Down back…eat the 70 damage overhead, she cant combo off it…

She cant even force stand by herself >.>. She cant combo into her fierce…(which does shit damage now anyways). I’m sorry im ranting…but for all those who say “oh her anti air is still good”…I say…wait til you play a character like akuma. That dive kick will stuff your c.hp. If there is a sweet spot, I havent found it.

And even though I’m over here finding new ways to make it work…trying to find new mixup’s with my team…I still just wonder about this characters usefulness in the long run. She feels…too basic.

Tell me what you think. I am still NEW to this game, so what Do I know? I just know I do combos and it doesn’t move as much as it should. Then I play like…Heihachi and im confused why that character is able to do what he does yet I cant even combo off overhead without counter hit. I play against guile and Im wondering why does he get to control space yet I cant

/rant. My fault…back to training room to make this Juri/Lili team work. Im trying to play 2 characters that I dont think work well together…and trying to find a way to make it work. :-/

Agreed with Kail.

I’m getting back into SFXT and Juri just feels pretty empty.

cr.fierce’s hitbox was never nerfed. Still popping people eaily just like pre-patch. The only thing different was dmg nerf. Meh, Juri is still a beast character. So many mix-up opportunities. Fuhajin BS, Kasatushi BS, L senpusha BS, Sekku BS, dash/throw BS. The list goes on. Juri may somewhat lack in large dmg solo mid-screen but she excels much better then alot of characters in the mix-up department. Building momentum, and apply dat pressure baby! Peope who say Juri feels basic probably only stick to the basics and don’t bother thinking outside the box. That’s just me though.

Nothing is 100% gaurenteed…however nothing is 100% gaurenteed failure either or impractical.

I think we all feel some of or all of what you feel, Kail. I’ve said before that I feel like i’m being picked on for my character choice, and that hasn’t gone away. So many other characters can do amazing things, Juri included, but they take it away from her why? Because people can’t adapt to the matchup? Ugh… Personally I stick with her because I like her. I don’t have a desire to play very many other characters.

She still functions well enough, even with all the nerfs that have effected her links. But I feel like I have to learn new ways to use her every patch because what I was doing before is no longer optimal. Its the damage nerfs that keep adding up and making her lag behind everyone else I think.

I’ll agree with you. I’ll also admit, I dont know much about this game. I’ve worked on a few mixup’s for myself but nothing really leads to much. Again…the left/right mix up isn’t there. I believe its high low with juri and in this game its a lot harder to get someone to stand up imo.

I’m curious to hear your thoughts though…can you give me an example of some of these bullshits you’re talking about? Where is the mix up with kasatushi? Wheres the mix up with Sekku (other than trying to get someone to stand or eat 70 damage). Throws are strong now, so I agree with that…but could you possibly give an example? Maybe I’m missing something.

And the c.hp’s hitbox was nerfed, no? I believe that was one of the changes they made and I definitely see a difference. You gotta time it better against characters with good jump in’s

Juri plays like Bison. Use in bursts of aggressive, take your time, lame, turtle, observe. In vanilla you just did whatever the Hell you wanted, she had the tools to do that with her jump cancel on block. Now you need to explore different setups off of blocked normals (she has some good ones), laming + turtiling against your opponent waiting for them to fuck up, and capitalize on it. I use the overhead to finish opponents off, to condition them, or to make them more inclined to press buttons. Being patient and opportunistic is ideal with her now.

I never was a Juri who relied on jump cancel and reckless aggression to overpower my opponents, so my playstyle and success rate remains the same. I also have Bison that helps her get in. Juri is good once something happens- she no longer likes initiating it. Now more than ever she is a better anchor imo, she can’t jump as freely or get in as freely with all of the buffs characters received. And with AA, you can’t be early or it’s going to trade and with 900 health you don’t want that. The way my team is set up once she gets in through launcher I have guaranteed power gem activate from launch to offset the damage nerfs, and she is guaranteed to be right on my opponent’s face ready to make something happen.

However I will say for those players who do not have good team synergy with her, or want to use her on point- she is going to be noticeably weaker and will have a harder time. Also players that relied on jump cancel to deal damage and open people up- you’re going to need to look for other ways to land ambiguous jump ins. I suggest experimenting with jump short or jump fierce punch, then stand jab x2, low strong xx heavy pinwheel if you get a hitconfirm.

Juri is weaker no doubt, but if you look hard enough there are ways to compensate for it or at least alleviate some of the losses. She’s still a good character and still has it much better than a lot of the cast.

Alright, so while I was definitely over-optimistic when I titled this thread (“year of the nerf” would have been more accurate, as someone said…) I don’t think it’s all that bad.

As much as I’ve bitched about it, Juri’s cr.hp hitbox nerf only really affects it’s viability against jumps that it was already a risk against (Rolento j.hp, Vega j.hp/hp, Marduk’s entire arsenal etc.). So, whatever. Better off using cr.mp xx store/CADC in the first place. And while the damage nerf hurts she’s still capable of 329 meterless AA’s which is respectable and even more if you tag cancel (my team still does 486+ 1 bar AA’s for example).

She still is. More so than guile imo, her only real competition in this department is from Alisa (questionable AA’s outside of her DES mode) and Akuma (dies in 1.5 combos).

Her footsie normals still have range and a strong hitbox, and buffered to launcher with the right partner you’re looking at 400+ meterless (As an example, Nina can do this easily and relaunch back to Juri at the end for free).

Fuhajin isn’t the greatest projectile in the game but it serves it’s purpose for keeping people away from you, and an opponent that’s mid-screen or further shouldn’t be touching you as you can typically just kasatushi on reaction at that distance to gtfo with no damage taken.

Sekku is much faster here than SF4 and as a result it hops over lows in footsies far easier. Couple this with the ability to store a counter-hit with the CADC mechanic and it can be pretty threatening. Personally though, I use it as a tool for conditioning my opponent to block high so I can open them up with cr.lk/mk into senpusha > tag for stupid amounts of damage.

She still has this, in fact one of her BnB combos sets her up with two stores (cr.lk > st.lp > fs.mp xx store > fs.mp xx store) and at perfect range for a meaty fuhajin into forward dash > fs.mp xx store/senpusha.

Juri’s strength in SFxT is fundamentally different than her AE counter-part. She still has her zoning, AA’s, corner-carry and corner pressure but she’s all about meter build and working with her partner in this game (Strange for her personality I know…). While there are some outstanding examples of synergy (Asuka, Nina and Hwaorang to name a few) you can team Juri with the majority of the cast and find things that not only work, but work well.

Need high float on your tags? Mk/hk.senpusha and hk.fuhajin have you covered. (even her launcher has good float on it)
Got something that requires a ground/wall bounce? j.hp juggle and ex-shikusen got that covered respectively.
Grounded tags? No problem, we got this. fs.mp xx cl.hk [TAG, first hit].

Give her respectable (not top tier, but still good) damage off being tagged in with her jump cancel combos and the ability to easily relaunch with the same deal and we’ve got a solid partner for anyone and an exceptional partner for a good number of the cast.

Man I feel like I really can’t say much, I learned most of my Juri basics from some of you folks during my time in AE and still learning them now in this game… :3

Her tag synergy and her ability to get good damage off of her AA’s are what I enjoy most about her in this game. Darkphyre covered this pretty well, so not much I can really add that would be different. I’ve been playing a ton of characters (most at a basic level, a select few I’ve put decent time into), and the only character I’ve had trouble getting combo synergy with Juri is Poison - but that’s more so a fault of Poison than Juri (Juri can get Poison in no problem, but not the other way around without some really goofy stuff).

Juri has a lot of tools for a lot of situations, some of which many others probably wish their character had. She’s definitely simpler than her AE counterpart, but because of what she can offer her partner and her ability to control space, she seems pretty useful in this game in her own right.

I played Juri/Lili for a while, but didn’t really dig that far before I moved on from Lili. Until this patch, you were able to do a re-stand off of Juri’s j.HP ground bounce. It was cool but seemed a bit impractical since it was corner only and cost a bar. I’d have to hit the lab to find some stuff that works again since I haven’t worked with the team since like pre-DLC, but I’d imagine they’d work well together with Juri being the awesome battery she is (and Lili burning meter for damage as much as humanly possible), and Lili bing able to get good damage from pretty much any launch/tag situation.

The other problem apparently for the team though is that Lili lost her ability to end a bunch of her stuff in launcher to bring Juri back in easily, but that’s from hearsay. o_O

You all put things into perspective very well. Better than I could say it at least. >_>

When it comes down to it, nobody likes seeing their character getting nerfed. And with Juri, all we ever seem to get is bad news. But it hasn’t been so bad as to drop the character or say she’s not a viable choice. Far from it. In the end all they’ve done is make it somewhat harder to use her and make us players work harder to find more damage. I for one would rather play a character that isn’t so brain dead and be proud of sticking with my choice.

She’s still a threat. Of all the characters out there, I think when people see Juri ( and they’re not oblivious to it ) they instantly recognize the fact that jumping in is just something they can’t do while she’s in play. Thats some powerful control right there. Even with the damage nerfs, she is one of, if not THE most threatening anti air capable character in the game.

I’d rather have a powerful character that is braindead.

Looks like I’ll have to find someone else.

The characters I can think of that fit that criteria are Ryu, Ken, Rolento, Raven, Hugo, Cammy, Rufus, and Cody. Those characters are the ones I would see most of early on ( aside from Cody ) and they seemed to hold up for quite a while. As of the patch I have no idea if they are still as they were, but there’s a good place for you to start. Good luck.

Juri bodies all those charaters quite easily.