Juri in SSFIV - arcade version

IMO her walk speed is okay but I think they should speed up her sweep.

I’ve seen Infiltration using the overhead to great success. Its fine as is, and catches backdashers.

Having heard about the other nerfs, I’m really glad nothing major has happened to Juri (as of yet).

I hate Blanka and Honda lol, so their nerfs make me all warm inside.

The implication seemed to be that she could combo a fresh fireball that way, not just release. The info was really vague though…

Speaking of fireballs, I’m surprised more people aren’t asking for them to travel.

We aren’t asking for that because we want to play Juri, not a homogenized character.

Just doesn’t make sense.

cr.lk, Fuhajin store, release, fadc, u2?

Doesn’t that mean the whole animation for Fuhajin would have to be upgraded to psycho level in speed? Not only would it open options as far combos are considered but make her a total beast in zoning if Fuhajin comes out so fast.

I think there’s an error in translation or I just didn’t understand how it would work.

I would just make it a little faster. I have already been countered many times on reaction because of it’s speed.
Depending on the opponent I can’t rely on this overhead because I know I will be punished.

Overheads suck in this game, get used to it.

Also from what I understand, it seems like she completely skips the “store” animation if you combo into it, and just use a fireball. Maybe as a tradeoff, you have a greater recovery off of it and you can’t link after the fireball?

So it would leave your opponent standing and one couldnt do anything after releasing the fireball? Atleast you could still combo into u2 from Juri’s bnb I guess.

I dont know, we need to wait for solid info.

I’m pretty ok with them not going full-screen, but I do kind of wish medium fireball would hit crouchers. I’m not sure how good an option it would be to give up mk to hold a [useful] fireball, but at least you’d have the option to not have to give up lk and throw teching to hold one. I think it would help against turtlers too to be able to chip them with mk fireballs while holding a lk one for when something actually happens. (Though full screen fireballs would help against turtlers too . . . .)

I, for one, would appreciate Juri’s fireballs traveling further; she is vulnerable during start up and release. There is also a delay on her release anyway. The medium whiffs on crouchers, too. It would never turn Juri into a fireball intensive character.

Invincible EX pinwheel with an ‘instant’ start up would be great – isn’t the EX supposed to be a ‘powered up’ version of her normal, anyway? Or something - just anything - that she can use as a decent reversal.

U2 needs some tweaking. Most Juri users opt not to use this, because it whiffs on so many occasions and is just not that damned useful! As mentioned, it bothers me that she obviously spirals up and still misses people. I cannot punish missed Ultras and Supers as much as I’d like to because this Ultra is very limited. I think that EX DK >> Kaisen is incredibly difficult to do. You really have to be paying attention. The EX DK is horribly punish-able enough such as it is - and it has short range to boot. It whiffs way too easily, and with different characters and their changing rates of fall… I just feel that it’s unjust that Ken/Ryu can do two goddamn SRKs in a row that combo while I have to meticulously time every move I do.

According to the official story, she’s supposed to be pretty awesome, right? But I get the feeling that she ain’t all dat. The same goes with Gouken - - but that’s another matter.

Please take these opinions with some distance - as I’m just a newbie player!

How would that leave her a “homogenized character” ?

Looked at the new updates she’s getting one small buff think she’ll get nerfed?

Thought about maining juri, I like characters that can poke and have good zoning and are a little bit fun as well.

  • Any thoughts on playing Juri on the controller? I got 360 pad. Ill soon be getitng stick tho
  • whats her worst matchup?
  • any glaring flaws?
  • her counter seems eh. the recovery and speed of the forward dash counter too. thoughts?

Because its asking it to function similar to all other fireballs, when currently it has its uses, while being unique (not Sakura unique though lolol)

Mayu, this is the wrong thread for such questions, but I’ll give them a go.

I only play stick, can’t answer that question.
Recently a few have stated that Honda is her worst matchup.
Her major weakness is after knockdown she’s vulnerable and her options are limited compared to most charecters.
I like kara ex counter on reaction to slower, long standing pokes such as Chun Li, Dhalisim, and Seth.

If you have any other questions, please look at the stickied thread for General/QnA

As for the buff, I hope that means they go into juggle state. This would push them back quite a deal. It would also open up the possibility of combos. Hopefully j.faps and jmp will work, leading into Ultra II with just one bar.
As for nerfs she’ll get, can’t say. I can’t think of anything about Juri that is abusable. She might her the amount of meter she builds of a fireball charge kick lowered slightly, though I certainly hope not because she needs that meter on knockdown.

I’m not a big fan of Unique when all it really translates to is worse.

Juri’s fireballs aren’t useless I don’t know what you’re getting on about.

The fireballs aren’t useless, but they’re not exactly good either. Yet it seems almost everything about her was made crap because the fireball has good frame advantage on hit.

So the only comment about Juri in the location test so far is this ambiguous thing about comboing her fireballs. Seeing as everyone’s #1 request was to fix her EX pinwheel, I think we would have heard about it if it was fixed. Why does this feel like Capcom is screwing us?

It’s almost like Capcom is saying “Juri’s not really working out. You know who’s kind of like her but much better? Yun. Let’s just shove him in the game and screw this new chick, and then we can get a bunch of third-strike fanboy love too.”

P.S. Anemone: You forgot to list in her major weaknesses that all of her specials and a lot of her normals are mildly to horribly unsafe.

Other than light kick pinwheel that’s not a problem since she’s not a rushdown and pinwheel kicks are suppose to be used in combos. Spaced Dive kick is mostly safe unless you are fighting characters with incredibly quick attacks such as Balrog, Dudley, and 720 grappler, but again, this isn’t meant to be a pressure tool.

The fireball kick (first hitbox) is -1 on block. Not stupidly unsafe on block.

The fireballs are good. They extend her combos and are good pressure tools.

I’m sorry, but I fail to believe that anyone Infiltration would touch could be as possibly bad as you make her out to be. Its pretty clear that you guys just want her to be a rushdown when she isn’t, yet you want full screen fireballs, making her fireballs have the same use as the majority of other fireballs in the game.

Simply because people on SRK are asking for something doesn’t mean its going to happen. Basically everyone always ask for a Shoryuken like move for their character every loc test. So Juri has trouble on wakeup, maybe she’s designed with that weakness in mind, like Seth’s low health/stamnia, or Dudley’s trouble getting in. Juri’s far from the trash some of you make her out to be. She has decent tournament showings, and iplaywinner ranks her as solidly mid-tier.

Where did I ever say her fireballs were useless or that she was a bad character?

it would be cool if she had an extra overhead to give her more mixup when FSE is active.