Juri 2013 - Year of the spider?

I’ll need to pick your brain about the Rufus MU then, because he is a thorn in my side. It’s most likely me missing a few bits of information and just hating Rufus in general than anything though. >___>

Kasatushi example: cr/cl/st/mp/mk> Fuhajin kick on block. Now depending on your opponentt’s reactiosn the following options could be made avaiable.

option 1: your just blocks after and does nothing, carry on with pressure.
option 2: Your attempts to punish the blocked Fuhajin kick (they will fail obviously unless it’s a very quick SA). Then you can use kasatushi since all light attacks can’t connect from that range forcing them to use slower attacks with range. Most likely they will want to cancel that normal into a special or BC. So using kasatushi then grants a free combo.
option 3: Opponent blocks the Fuhajin kick you switch cancel (SC) and thereby releasing the fuhajin (L verison) at the same time (or hold it). The opponent either realizes this to late and attempts to counterattack thereby getting a counterhit and a followup combo is gaurenteed or, the opponent jsut blocks the fuhajin and you can continue with pressure or throw.

I have other options. I’ll post them later.

Well I don’t face alot of Rufus’ but I do know hius frame data and soe of their player habits (as would you probably)

Ah, I see. Yeah it’s weird for me, like I know my options in that match and I’ve practiced them in say training mode… but in actual matches, doesn’t happen. It’s mainly dealing with the dive kick into c.lk business that gets me, so perhaps that’s not even an issue in v2013, and perhaps that’s also due to online.

I haven’t played a Rufus in a good while now, but if I run into one again and have the same issues, I’ll try to upload ASAP and post in the video thread.

Sorry for the slight diversion from the topic. ^_^’

If you see the dive kick coming just kasatushi that crap all day. Sooner or later he’s gona stop using it. And when he does…Bingo! Anyway, since Rufus’ flacon kick isn’t a threat anymore since if he hits (above the waist?) it’s not considered a true blockstring anymore nor is he safe. So figure out where the kick lands then go from there.

I have to disagree with you, i’ll go into why.

I’m sorry, c.mp is ass compared to c.hp. The amount of times I’ve hit this move is really low. I PERSONALLY feel that c.mp and far.mk are worse in this version. I feel as it might be my timing, or maybe my mind playing trick’s on me, but I remember practicing mixup’s after c.mp xx store and I can count the amount of times I’ve successfully hit these moves on one hand. Far mk being the more weird one. I’ve tried a few jumpins with different characters and I honestly cant get far mk to hit them. I’ll have to keep working at that. Again, I’ll take your word for it and keep working at it.

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I’ll ask you, how do I get in on Guile without taking a huge risk? I have very little problem getting in on akuma rather I have problems keeping him out. I cant jump in on guile, I cant dive kick his booms without doing it early…If I kasatushi in he’s going to punish me. If he sonic booms, he can walk forward and slowly push me to the corner. It like AE, except I cant negate his fireballs with my mid fireball (which is stupid). Juri would control space well if Jumping on her wasn’t easier in this version.

Ill aggree, I think her normals are really good in this game. It whiff punishes really well, but I wish she had a little more frame advantage on her c.mp

You seem to talk about Kasatushi very highly. Its a great tool, but you do realize that its a risk, right? Just making sure. If I saw you were kasatushi happy, I’d take advantage of this quickly. Her fuhajin is great in this game without focus attacks she does well. However, the benefit I feel is to get your opponent to do something risky and to punish. If Vega jumps on Juri over a fireball…where is the punish? This is exactly my point. I personally have been going air to air but the damage just isn’t big enough to discourage someone.

Sekku is much faster so the risk is greater. But let me ask you. Would you rather take 400+ damage or 70 damage? Would you rather take 210 damage or 400+ damage? Id rather get hit with overhead 3 times in a row and not stand up than to stand up and eat a full combo. And no one really sits still that long in this game to eat those. So great, you hit an overhead…now what are your options? Go low? They’re blocking low already. Throw? Maybe, but throw range is tough. I feel like you’d be attacked before you can throw again.

This game is about guaranteed damage imo. Resets and mix up can be good however its only good if the reset is that strong. As for CADC to get the counter hit…its a tight link. It something I’ll be looking into more. If I can get this link down and use one bar to do it I’ll gladly burn it. A mini FSE if you will.

You misunderstand. Meaty MID fireball. Id be able to dash up and confirm the hit or block and then use my low one for further pressure or damaging combo.

Thats all fine and well…But j.hp juggling and ex.shikusen use meter to tag out. Some characters NEED that meter for their damage and gameplay (lili for myself). The issue is also, Once you start combos like that the damage scaling will not be worth the meter used (unless its a kill). Of course these are all in my opinion…and situational. I’ll gladly spend bar to switch partners if I can cost me the match but neutral game…I’d rather save the bar.

I’ve been trying to not be a negative nancy lately and just work with what I got. But, I think the responses that I’ve gotten are a little off reality when you have to deal with some of the better characters and some of the characters that are stronger in 1 area (mix up, zoning, footsies, etc). I think she is great in a lot of areas but she doesn’t really specialize in one anymore. That…is what hurts her and makes her a waste of a character on your team. At least…thats the negative nancy coming out again.

Well, to be fair… Dive kicks in general always beat Juri’s cr.hp even in vanilla so that’s not new. You have to deal with dive kick characters differently like air to air, hk fuhajin, dash under or kasatushi.

About Juri having lost her mixups, remember that she can still combo off her overhead if it’s a counter hit. You can link into jab/short and even cr.strong. Getting a counter hit with Sekku isn’t all that rare, you know, since it’s a low crush. If they try to crouch tech/low short/forward, you hop over it and get a free 300-400 damage combo.

Plus, remember that Juri’s j.hp ground bounce lasts long enough to allow either a safe raw tag or a safe counter hit store. Most of the time at the end of a long combo, ending with cl.hp xx LK Senpusha isn’t worth it because of heavy scaling. So just stop at j.hp and store a ch. That makes her overhead actually scary since not a lot of players are able to react to it.

cl.mk and cl.hp can still be used to blow up throws, these normals are hella important in a game where throws are so strong.

And the roll nerf means Juri has her meaty fuhajin pressure back. You can throw a meaty fuhajin and they’re forced to block it now because if they roll you’ve already recovered and can throw them for free.

Juri is still just as strong as before (perhaps slightly weaker). You need to expand your horizons.

My playstyle with Juri is taking things from an aggresive poistion. I prefer to keep on that pressure and since I have kasatushi to back me up in situations where things get unsafe (but I like it like that) gives my opponent an opportunity to punish me like the bad bay that I am. (That’s Juri talking right there.) Then it becomes a 50/50 punishment. Will I counter you? Or will I block/backdash or jump away? I don’t mind leaving myself open if I can get good reads on my opponent. I try to play Juri like Juri fights in her OVA. Constantly leaving herself open yet always coming out on top. Guile was an expection but still got rocked hard in the end.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/26486/Vulcan%20Hades">Vulcan Hades</a> said:</div>
<div class=“QuoteText”>Man I hope Tekken x SF has Juri in it. It has to right? Her character design is just too awesome! And if TTT2 is any indication of what TxSF will be like, then I look forward to learning Juri’s 3-4 stances, command grabs and 200 moves. :eek:<br>
<br>
Also wouldn’t mind having her character panels drawn by Junny and Shunya Yamashita. :blush:<br>
<br>
And I can already picture myself dressing Juri up to look like a clown. #Kappa<br><br></div>
</blockquote>

(psst!! odds are looking pretty good)<br><br>Not sure if someone has already posted these SOMEWHERE on SRK but https://fb.namcobandaigames.com/fbtekken/statistics_user.php?sid=78423<br><br>just an FYI ;D<br>

Man those results are all over the place. Hugo was clamoured for in this game and he’s ranked one of the lowest on there. I wonder if some of that is backlash against the early derpiness of the character here.

Abel is ranked very low considering he a) is one of the more popular SF4 additions and b) isn’t broken in any of the games.

Also, while it’s expected that the Karin fans are going to fill up the internets because that’s what they do, interesting how highly a lot of SFIII only characters ranked.

Whatever, the more characters the better. Just hope Juri stays a fan and developer fave.

As long as Juri remains a mainstay in the series, I’m cool.