Juri Frame Data

You my friend, are doing quite a few things wrong.

f.smk and fs.hk are both 0 on hit. fs.HP on the other hand is -2 on hit, but you can’t really punish that. cls.mk is punishable on hit but…why would you ever use that move and not cancel it? It’s basically the same thing with cr.HP, except that’s just -2 on hit. Far HK is -5 on block, so you’d need someone with a really fast long poke to punish that.

Juri’s sweep is punishable at the wrong ranges yes, but so is just about every other sweep. Her backdash is meh though, I’ll give you that. If you’re doing MK Pinwheel on block either something is wrong with you, or you’re trying to tag cancel it which would makes it seemingly 100% safe.

Yes that combo you listed is a link, that doesn’t mean it’s an airtight blockstring. There’s always gonna be room for Ryu to DP through a blockstring unless you keep it strictly to jabs/lows. She has plenty of ways to stay safe, you just seem to be doing something very wrong and I’m not quite sure what it is.

Well first, I never talked about far or close forward so I don’t know why you’re mentioning those pokes. Second, I guess you didn’t understand what it was that I was testing and why I was testing it. I was testing possible setups, frame traps etc. So there are specific reasons why I didn’t want to cancel certain normals into specials or other unsafe normals.

Just tested again and I understand why you’re confused. You’re only considering individual normals but I wasn’t talking about fs.hk as a poke. I was talking about the strings fs.mk > fs.hk, fs.mk, > fs.hp and cs.mk > cr.hp. Those are unsafe on block and on hit. Now I’m guessing chains in general are unsafe for everyrone? But I personally didn’t know that (I’m still learning the system). I was hoping that Juri could maybe stop in the middle of a chain and go for a frame trap but the recovery on un-finished chains is too intense. Even on hit she gets full comboed.

Then I mentioned that far roundhouse had a lot less pushback than in AE. Which is true. It used to be an awesome poke to get grapplers away from Juri but that is no longer the case.

edit: my bad, you meant +0 on hit lol.

Oh the chain strings? Yeah of course those are punishable on hit, that’s the same case for most of the cast I’d assume if you don’t go into the launcher. This guide doesn’t have info for chained normals so I can’t tell you how bad it is exactly, but yeah…

As for fs.hk, it’s -5 on block, and 0 on hit, so that’s why you can punish it.

My bad, I misread your post. I thought you were saying it was +0 on block lol. It’s technically punishable by a full chain into launcher on block but they have to be pretty close to Juri when they block it. But max range fs.hk is pretty safe. Either way, I think it could be interesting to follow up with a kasatushi.

I can tell you Juri’s chains are bad enough to the point of me not ever doing them in match unless I hit confirm them first. :stuck_out_tongue: Buffering a far roundhouse during a far mk isn’t as good as I hoped. It’s high risk, high reward basically. But I’d rather use far roundhouse or far mk alone for footsies than try to buffer an unsafe chain. Sure on hit I can hit confirm into launcher but on block I’m fucked no matter what because launcher is unsafe and I can’t cancel far roundhouse, far fierce or Sweep into EX fuhajin. Only cr.hp and medium attacks are cancelable into fuhajin.

Anyway, the 3 chains I mentioned are easily punishable on block or on hit by full combos into cross-rush or super.

Personally I don’t even use chains. Not only do they do less damage than links, but they also make you commit to either an EX special or the launcher. For Juri it’s just easier to do something like cr.lk st.lp st.mp xx MK pinwheel, tag cancel that and have your partner follow up. That’s what I’ve been doing anyway because for most characters chains seem to be garbage.

Any reason why people are using st.mp rather than cr.mp in combos? Same damage but cr.mp is 1f faster so its an easier link.

St.MP moves you forward, which lets you get the Fuhajin store if you choose to do that. cr.MP no longer pushes Juri forward.

No reason not to use both.

You’re already hit confirming so why end with Senpusha tag cancel? That’s a waste of meter imho. You could simply do cr.lk, st.lk, st.lk, fs.mk, fs.hk, launcher and you would essentially get the same result, with less meter wasted.

Linking to Senpusha tag cancel does seem to do more damage but it’s minimal tbh (30-40 more damage isn’t worth 1 bar imo).

Consider this: If you have 1.4 meter, at the end of the next combo you will have 2 bars to end with super and get 500+ damage instead of 300 something using tag cancel.

There are a few reasons why I’d tag cancel over launcher. First of all, tag cancelling gives you a lot more time to follow up then the launcher does. Secondly, tag cancels reset the juggle launcher, meaning you get to do even more damage. Lastly, when you do a chain combo half of the damage you do becomes recoverable life while if you do a link combo it’s only about 30-33% which makes a huge difference when you’re doing 300+ damage.

That being said, here’s an example: My chain combo with Juri -> Nina does 233 damage and like I said, about half of that becomes red life. If I do the link combo I mentioned then follow it up with Nina, I do 360 damage and only about 30-33% of that is red. It’s a really noticable difference and well worth the bar imo especially considering Juri doesn’t need meter for anything but Supers and Cross Arts anyway so you should have plenty to spare.

That’s interesting… I wasn’t aware about the recoverable health. And yeah I also noticed that you have more combo possibilities via tag cancels.

But it still feels weird to me to use a tag cancel for 360 damage when Juri can do 475 meterless alone lol.

There are other benefits to tagging, it changes the pace of the game if you end with a different character because it leads in to different mixups. If you use launchers you can activate gems with them, etc. But yeah, Juri is a really solid standalone character, she definitely doesn’t DEPEND on a partner.

Well yeah she can do 475 meterless alone, but that’s only in the corner after a jump-in. Her mid-screen damage without a Fuhajin store is pretty subpar so adding in that tag cancel is definitely worth it to get that extra oomph.

more better formatting…and more characters :slight_smile:

ex pinwheel a reversal, wha? I guess i’m playing a different game, because when i try to use it as a wake up reversal i waste 1 bar and eat a combo.

Juri can do good damage on her own, but be realistic, you never store a bunch of fuhajins to deal what you potentionally can, it’s more flashy than practical, on top of that reqires corner. Tag combos, depending on your partner, can be amazing. I’m backing my Juri with ibuki + heavy meter gems, as soon as i get 2 bars of meter the fun part starts. Average damage mid screen of weak starters 350+, middle starters 400+, and if someone decides to jump at me they lose about 550.
Tags are also better than plain super, because you regain some of spent meter back and deal either just a bit less damage, or more damage if you start with heavy normals.

teleports are very good, you use forward to close in on runaway projectile spammers, jumping teleport is an insane punisher, and back is once again to discourage projectile spammers.

Someone has never played SSF4. :rolleyes: Storing 1-2 fuhajins is very common for Juri. In fact everytime you have the chance you should store at least 1 fuhajin. Fuhajins are not only used to combo, they are also used to zone, poke, counter hit, frame trap, build meter, control the air, advance on the opponent, keep them in blockstun etc.

For combos, storing 3 is usually for the sake of flashyness because you really don’t deal more damage than 1 fuhajin, you just build slightly more meter and carry the opponent further.

But you don’t need the corner. st.mp moves Juri forward and always puts her in range. So she can easily combo with all 3 fuhajins midscreen in this game. Is it worth it? Probably not. But storing 1 or 2 fuhajins is always good and it basically deals 100-150 more damage in combos. There’s very little reason not to do it tbh.

In SF4 you had to store a low fuhajin most of the times because H version would not combo on a lot of characters and you needed MK free to do cr.mk and ambiguous cross ups. That was a problem because you lost the ability to throw and tech while you were holding a fuhajin. But in SFxTekken you can store an H fuhajin and keep LK free. That’s pretty significant.

Good point man. I noticed that too.

I have a tag cancel combo that uses 2 bars and deals the same amount of damage than Super but it builds back like half a meter. That’s pretty neat.

ex pinwheel has saved my ass many times now. like any other reversal if it gets baited or blocked you’re in for a world of hurt, but the invincible frames means it’s about as good as you can get for a reversal.

I feel like I need to mention, SFxT Juri has a wakeup option that doesn’t use meter.

Kasatushi teleports are all active on frame 1 now, and trump way more things than they did back in AEland.

Yeah, EX pinwheel works, but I’m of the opinion that meter management will prove to be the second most important factor in the entire game, and 80 damage is kind of lame. It’s a utility move now, not the workhorse we’re used to.

If the EX Senpusha connects fully, you can usually juggle it into cr.mk xx LK Senpusha for 220 DMG.

I find it funny that hk release hits all standing characters now but juri lost her ability for force people to stand with cr.hp. Not that she’s at a loss for dealing damage or anything though.

I have done testing, and I can confirm that EX pinwheel is not invulnerable at the very start, if at all.