Juri Arcade Edition Documented Changes

The twins are a bitch to deal with (Yun especially) and it’s mainly because of their command grab. That opens up so many opportunities for them to rape Juri (or any other character) when they’re on the offense.

I try to zone Yun out with my fireball game and keep him from jumping in or using his dive kicks by mixing up my AA’s with cr.mp/j.mp. St.mk works well too as an AA from a distance. Once Yun does get in, the match up becomes ridiculously one sided. I have to fall back on random EX pinwheels to get him off and that’s not the best way to go considering he can punish Juri with a plethora of moves (target combo, Ultra, etc.)

I don’t have access to AE at the moment so can anyone test ways to punish Yun’s DP on block? I’d really like to know.

Guy, You cant go for damage all the time. I thats the case then one would NEVER reset. Be realistic. Sometimes the next turn will yield more damage than the current.

Guarenteed damage in the corner. dive kick xx ex pinwheel. You run chance of ex pinwheel tossing the opponent out of the corner, not hitting, or getting the damage. Now you fireball store. You have one fireball ready for next turn.

Fireball store ender. Dive kick > fireball store > Fireball store. You have pretty good strings and mix up ability after this. Having two fireballs stored opens up hit confirming the low one to a high one if they pressed a button. If they didn’t press a button you can always do things like overhead, throw, frame trap, fadc to stay in, or just maintain corner pressure. Having the second fireball also can mean covering wake up options safely. If you throw a mix meaty, Viper cant ex seismo, or hp knuckle. Viper burn kick but you’re too far to get hit and you have time to walk up and block on reaction. Dudley must block, Ibuki must block, Ryu must block, Ken Must block, Akuma must block. And again, you ahve time to walk up or dash up to COMBO on hit. YOu have time to walk up on block and pressure.

Or you can just sc.mp xx low and confirm it.

This will add a mix up to your offense. Its not a must…its not a 100% go for it everytime. But if someone has a hard time blocking Juri…this WILL kill them. Juri has a lot of spices you must sprinkle in from time to time. You cant pour it.

Again, to discredit this is silly. You go for resets, i’m sure you do. Why discredit this but not discredit other resets? I’m not saying that my view is better…its different…but I think valid still.

I finally got a chance to play AE, and I think Juri is quite good. I don’t know why everyone is complaining so much.

she is quite good. Just…people need to work on their defense and really make sure that they can guard themselves. Juri has the ability to pressure SO well…but we get blown up on d. I really like juri in AE. The more I dive into her changes, the better I think she is.

Defense can be hard, but that’s more due to the nature of the game mechanics than Juri’s abilities specifically. There are a lot of ways to attack in this game, and there’s no throw invincibility on wakeup or out of blockstun or hitstun, and the throw tech window is short. This means you have to constantly be wary of cross-ups, overheads, lows, throws, armor-breakers, frame traps, etc. Every character has strengths and weaknesses in countering these various options. For example, Ryu’s main wakeup option is his Shoryuken, which may seem really good due to it being nearly impossible to do safe meaty normals or throws against it, but it can be still be crossed up, stuffed, blocked, or made to whiff. This makes it either a big risk or completely useless in certain situations. It’s really only a good reversal when Ryu has meter and is in range to FADC it in case it is blocked. One reason that Juri’s wakeup seems like it is not good is because it is actually balanced completely opposite to Ryu’s; her options carry the most risk against an opponent right in front of her. However, as long as she has meter, she can easily escape things like jump-ins and fireballs. The reason I said her wakeup is solid is because she almost never has to block on wakeup, whereas a character like Ryu often does. Backdash has 8 frames of invincibility, EX Senpusha has 6 frames of invincibility, EX Kasatushi has instant startup (and also cannot be option-selected against), forward dash has upper-body invincibility, cr.MK has upper-body invincibility, and cl.MK is airborne. With a good read, Juri can counter almost any offense without blocking.

I’ll address the Yun matchup in particular, since that seems to be what most of the complaints are about. Yun is a character with very strong rushdown abilities, but it’s actually not that bad for Juri because he has to work to get in on her in the first place. Juri has an advantage over him in the neutral game because of a few convenient traits, the main thing being her Fuhajin. She can whiff Fuhajin store to build up plenty of meter, and while it’s technically slightly slower than Yun’s meter-building with Kobokushi (qcb+P), it ends up working better in practice. Fuhajin has a faster animation and is more difficult to punish, so Juri can generally whiff them without worrying too much. Kobokushi, on the other hand, is always punishable because of Juri’s ability to dive across the screen with Shikusen. Juri can also hinder Yun further by releasing an LK Fuhajin, which goes right under Kobokushi. The more meter Juri builds, the harder it gets for Yun to get in on her, since she gains access to things like EX Senpusha and EX Kasatushi, in addition to some offensive threats like LK Fuhajin FADC and Fuharenjin. This forces him to attempt to get in on her early, but it’s not easy for him. Dive kicks are risky against Juri’s arsenal of anti-airs (st.LP, cr.MP, f.MK, cr.HP), and EX Zesshou Hohou (qcf+PP) is riskier against her than most because she is one of the few characters who can neutral jump and hit behind them on the way down (nj.HK). Yun ends up having to approach the matchup similarly to Zangief, by using footsies and pokes to work his way in. Unlike Zangief, however, he doesn’t have a large amount of health to spare while trying to get in. If he does get in, though, he gains a huge advantage in the matchup, and unless he makes a mistake, Juri has to make a random guess/good read to get out. Fortunately, the reverse is also true; if Juri gets in on Yun and corners him, she gains a huge advantage in the matchup, and Yun has to make a random guess/good read to get out. The matchup can often look one-sided because of this, but I don’t believe it’s actually in Yun’s favor overall.

I couldn’t agree more. I played at a tournament and got blown up because I didn’t know how to block Deejay’s cross-up and short hop he does. Defense is definitely one of my biggest flaws.

Deejays short hop is an unblockable infinite. No one can block that well. I’ve seen an okay deejay blow up really good players with that. That shit is just dumb.

*I know it’s blockable and not an infinite.

I feel juri is one of the most open ended characters in the game. As much as she has that’s stupid for the user because stuff don’t work how we want it to… The opponent has stuff that won’t work vs juri.

No.

By his logic, you should never use THAT particular reset, because it sucks and is in no way worth giving up 150 dmg for.

And why would you want to reset off a 30 dmg attack anyway? Resets are used to RESET damage scaling on long combos to sacrifice a little damage for a mixup opportunity.

You’re playing a character that trains your opponent to block. After the fireball store >sc.mp the mix up is great and the damage is much better than 150 damage.

Expinwheel is +3 on hit afterall, corrected it in the OP and my video. Shoutouts to EMP Cow for letting me know.

FADC into Ultra1 seems heaps easier(in training mode lol) It seems now I can do LP with the timing I used to use w/ LK in super and LK just seems to come out on time automagically. I wonder if its because of a faster dash or a result of those cancelable frames in the dash.

Faster dash was a misconception, they might have made the cancel window for inputs bigger (not the cancel itself), but theres no real way to know that without developer input really.