Juri in v2012

But tokido thinks that because NO ONE uses FSE and shows him otherwise.

I’m sorry. I’m not a great player but if I can train everyone i go against to fear FSE, then better players should do the same. If people didn’t use ultra 2 because “Pro’s do” or “Guaranteed damage”, then maybe the outlook would change.

Tokido has access to, and plays a very good Juri player called SoraMiso whos a good user of U1. Its not about Tokido, its about the character, on wakeup he can teleport in two different directions with varying amount of distance (short or long teleport), he can backdash, he can DP and if he has 2 bars he can DP FADC. In the neutral game Air fireballs and demon flips can easily keep you from advancing, U1 is a very poor choice in the matchup overall.

im thinking they added ex Diveck under FSE for that very reason. Assuming that there are no surprises on their speed or another property, that we could now punish escape options like teleport, or psycho crusher, chicken wing, etc with more than just regular divekick giving us better punishment rewards. With this change we could choose FSE vs more opponents.

edit: also that could be the reason they dont want it outside of FSE. Could be too strong

I guess I messed up in the Ultra scaling. Still, that’s a really damaging combo.

No after the second hk pin in the combo you’d start getting damage deterioration and then u2 would be bumped down by 20% so you’d get 70% of damage all of u2. I’m thinking close to maybe around 540-560 damage at best.

You’d do a ton more damage off a jump in. Jump hk>cr.hp>lk fireball stock>fadc>u2 is like 530 something damage. Those first three attacks before u2 are full 100% damage.

I think their goal with the FSE changes is mainly just to encourage players to activate it more. As it stands, I don’t usually use it unless I get some kind of knockdown or land a focus attack. The only time I use it from neutral is if I’m trying to get some chip damage out of it. The new tools we’re getting are for situational punishment, reversal invincibility, and mobility. This stuff generally doesn’t help directly with offense, but it helps transition from neutral/defense to offense. The only direct offensive benefit I foresee is that Juri will get a legitimate invincible frame trap into full combos, but the meter cost will make it a somewhat big gamble.

Now please correct me if I’m wrong, but tbh I don’t think these changes are going to make her as much better as some people are hyping it to be (I am NOT saying they won’t make her better, a buff is a buff lol) Like Kail said Juri was always a sleeper. People ignored her for some reason, now more attention is being brought to her with her buffs from the installments causing players to re-examine her more closer and I think people are starting to realize that in the correct hands she is actually a legitimate threat. She’s even more of a threat because she is underplayed at this point and unknown to many people (how she works, how to fight her ect.) I just fear once people start taking her seriously and bothering to learn the matchup it might be a lil harder on her again. But she always was a great character. People just overlooked her a lot. Is it because she was new? o_O Granted, in SSF4 lots of her stuff was kinda… not working correctly (hitboxes, her counter move, ect.) Her walkspeed was also atrocious. She still was good though, just less enjoyable to play as and they fixed it in AE.

Am I making sense? lol

well most ppl will run away when you activate and juri can chase them down better with the changes. Most characters will also corner themselves, it works in our favor tbh.

Her core fundamentals have been buffed. In terms of tiers, she’s staying the same, just her harder matchs got easier and her even match-up got harder, i’m looking at you cody >=. We have the element of her being underused. So most people dunno how to counter our stuff. Even if xyz player know the match up, the rest of them may not. Plus the changes to pinwheel fadc opens up a whole new can of worms in terms of damaging midscreen combos that can push an opponent into the corner. Hk pinwheel pushes you almost to half screen if you do it from the corner. So in essence capcom help juri iw what she’s good at doing. Fse can be activated after the combo or juri can begin her gdlk corner pressure. Think of it as a juri player and not what others think. Others still think she’s an ass character, but we know she isn’t, she is and always will be an underdog character. If she got so good, then this forum would be flooded with newbies asking us how to fadc u2.

I am one who is inclined to agree that people are looking down on the use of her U1.

Right now, atleast from my point of view, she has a few standard ways into landing her u2.
The most common one is j.mp into u2, this is a nice combo, but it’s actually not a necessity for her to have since j.mp, j.mp, cl.hp x ex pw already deals a large chunk of damage which is enough of a deterrant for people not to want to jump against her. Also, this combo is not easy to land against a competent player since not only do they know not to jump against Juri because of j.mp, they also know that when Juri has u2 she is very likely to want to fish for that aa j.mp into it.

The second one most used one is landing a focus attack, then going straight into u2, however landing a focus would also land you a u1 combo, and after the patch it will also let you build meter for it. Also, you have to concider

The third way is c.mk x lk fireball x fadc, u2, this is IMO a pretty difficult combo to do if you are confirming everything from the c.mk and not c.mk x lk fireball.
What I mean is, if c.mk gets blocked you will not release the fireball, because you are giving up your chance of landing that combo without storing a new fireball.
When you are confirming from the c.mk, the motion of everything becomes pretty complicated to do consistently, atleast this is from my own experience with it, you have to release the fireball, quickly do the fadc into the dash and also input u2 during the dash with no room for error.
After the patch this will be much easier since you have more breathing room doing c.mk x mk pw x fadc, since you don’t have to fadc until the second hit.

The 4th way into it is character specific, but very strong against the characters it does work against, that is her tk dive.
Due to how defense works in this game it is very simple to land this anti-tech trap, or force someone to stop pressing buttons altogether.
Adding to the fact that it will be possible to do c.mk x pw x fadc, u2 after the patch you have two VERY solid entrys into u2.
The only problem right now is that dive, u2 doesn’t work on every character midscreen, but who knows how it will be after the patch.

Both of her ultras have uses, and u2 is definitely the ultra that is the most safe to use.
But something that I have learned through traveling to many tournaments, and playing against very strong competition, is this;
When I have been playing against really strong players, people that are as good as me or even better, I have realized that to take the game I have to take risks.
Just by playing safe I might be able to make the games look even, or even turn out into a 50/50 or 55/45 percent ratio in my favor over a set.
During a tournament setting however this is not how it plays out, the winner of a tournament match where two players are of similar skill isn’t the one that just plays it safe. The winner is the one who is able to make the best reads and capitalize from that fully, the one who manages to put fear into the opponent and gain the momentum. For this particular goal, U1 is a much better choice than what her U2 is.

But, as we all know, U1 is also -much- more difficult to use effectively than what U2 is, so it’s all a matter of how much time you are willing to commit to put your Juri above everyone elses.

See, I respectfully disagree (EDIT: That it’s broken). Full screen fireball ultra punish like Chun Li and Seth for example? And it’s hardly guaranteed. Full screen fireball punish requires a few things that others who can punish full screen to ultra mostly don’t have to do (at least not all of these):

  1. Not only do we need to react, we need to react quickly because of they fireball recovery time from so far away. Basically Rose is about the only one who is really screwed. Oh, and Oni.
  2. We can’t actually be full screen for 2 reasons. 1. we’d be too far away and it would whiff. 2. If we were just within full screen, chances are the follow up kicks will whiff because they hit too low (or it will cause the spacing for the ultra to be slightly off).
  3. If we manage to land it, we then have to time it. It’s not a brainless EX move into Ultra (i.e. the twins, Balrog, etc. These aren’t full screen but you know what I mean).

So it’s far from guaranteed and it won’t work full screen, and it isn’t an auto pilot ultra that you just get to mash out. I don’t think it’s broken at all, especially when you think about the few raw ultras that are full screen. Ex Dive kick requires reaction, timing, set-up and execution. And, if we mess up one of those 4 things (in the Ex Dive Kick or the Ultra 2), it’s a free ultra for them

Not trying to be argumentative or anything, just sharing my thoughts.

It wouldn’t be broken, but it definitely would be a very, very strong tool for her to have.
It is already a hassle for fireball characters to deal with Juri since she can divekick almost any fireball on reaction, just imagining that each of those would net her about 250dmg and kd with pressure, yeah, it’s crazy good.

I agree that it’s a very strong tool, but it isn’t like it doesn’t require meter, is safe, etc. It’s still a very risky move to do. And 250 damage isn’t much different that Akuma with an EX Demon flip (a true full screen fireball punisher) into BnB which nets him 300+ damage and vortex/knockdown pressure (which costs him 1 bar of meter). Once again, Juri’s not getting something special. And, as I said before, you have to get up in the air in time and down to him before he recovers. It requires a read.

They could always nerf the damage on it a little bit to have it slightly less than the damage of a raw ultra, if comboed into ultra. That’s certainly fair.

What he said.

I meant with “broken” that it would be a too strong tool in the context of the character, in my opinion. And if you’re allowed to combo to Ultra2 from EX DK, its not just a few hundred, that’s 520 damage. For reference, eg. Chun’s UC1 does 460 damage. And Chun struggles with zoning much much more than Juri does.

It’s a good thing they have both been my mains…woo hoo!!

Can’t wait to body cocky codys

^ a good Cody player is just gonna fish for counter hit to get that 300+ combo. Don’t mash cr.tech he won’t get a counter hit. There are just a few times when you can cr.tech. It’s such an easy match. He has no good mixup. I don’t see where people are getting he’ll be better. He has an improved wake up game. Jump and he won’t be able to bad spray fadc.

On topic lol. After thinking about these changes the cl.mk is actually a godsend for FSE users. If both hits really do hit people crouching then that helps some of your FSE combo-ability. I don’t know about you. But sometimes when the close/far normals are being iffy as all hell I do cl.mk sometimes I don’t chain the first hit or for some reason it doesn’t chain and I get the second hit which whiffs and allows me to be punished then FSE is over. Now it hits I can confirm the chain into something else.

Fuhajin dmg buff, senpusha fadc, close mk seem to be the only good changes in my eyes. I’m not saying the other ones aren’t good but they are kinda specific to FSE and you don’t always have FSE to rely on.

Also senpusha fadc U2 being a 1 frame link sounds brutal to me. I was seeing how fast the link would be in training mode and it feels brutal but I like it more than fireball fadc.

^^^Yo once I pick dat knife up ur done LOL. Bad spray is gonna be pretty nice too, I gotta start using it more often. As for the walf speed, I’d be satisfied if he got something similar to Juri’s walkspeed.

Building meter in FSE has got me hype like crazy. WTF man. cr.mk xx MK/HK Pinwheel>FADC>cr.hp xx HK Pinwheel + Pinwheel FADC U2 will look too nicccccce geez. Plus that FA LVL 2 will hit those stupid small characters now.

Now the greedy side of me hopes the developers will add some more changes to 2K12 Juri (HITBOX CHANGES) once it’s all said and done. :sunglasses:

lol <3