Ok well I said earlier that tk dive kick ultra 2 only works in the corner. I was practicing on Dudley and it doesnt seem to work on him (couldnt even get j.mp>dive>ultra on him grrr). It does work on Cody and probably other characters but you do have to be standing close to them when you do it. Damn you Dudley. Oh well, he will have a hell of a hard time trapping juri in the corner cuz of her counter. My brother was doing meaty overheads on my wakeup and I was able to teleport out everytime lol.
Hey guys. Al 24 Juri Trials done by me. Props to Vesper for the pro editing.
[media=youtube]wt5emYQXfm0[/media]
HD version should be out soon. I’ll go over trial details if anyone has questions. Some of her stuff is very awkward.
TK dive kick U2 works midscreen. Just have to have right height/range, and it’s fairly tight. Dudley is overrated. That is all.
Good stuff man. Much appreciated. I like that you showed footage of your hands.
First thanks for the upload man really appreciate it, second do you still receive a title after every completed trial (like in SFIV, because 24 trials is a lot lol) or is it different now?
Yes, you still receive titles after completing the trials. I’m not sure if you get one for each trial since it doesn’t force you to exit after each trial. There’s a next trial option after completing one so I just did them all in one shot. The hands are important in those vids because anyone who are attempting the trials when the game comes out will want to know the timing.
Good stuff Killey, thanks for the upload. Anyone who has the game wanna test out what people can punish EX pinwheel on block for big damage? Like, can gief/Hawk/Hakan command grab her, can Gouken/Ryu/Ken Shin-Sho/ryuken her, etc. etc.?
I mean it’s obvious EX pinwheel is pretty bad on block and probably every character can probably reach her in some way, shape or form, but I’m curious as to what can reach her and what can’t.
Great Job Killey! when the game comes out ima go in training mode and not leave until i finish her trials since i know itll help me understand her much more! Thanks again bud!
Awesome work Killey! Now what I want to know is how useful those will be in a real match.
I tell you know I don’t see trial 24 being that useful in an actual match. The link of forward fireball, c.forward, short fireball is not that tough but it makes the match really awkward when you are storing 2 fireballs for a combo. If you were counting stun and anticipated on the stun and stored them before hand for the combo.
j.Strong, j. StrongxxDive Kick, Ultra II is practical but its tight because you have to hit the first j.strong at the apex of their jump for the 2nd j.strong to work. That being said a late AA j.StrongxxDive Kick, Ultra II seems more practical in a match.
The feng shui engine combos are pretty good but the Overhead, c.Short is a link and not an easy link to do and the EX Pinwheel, s.Fierce is an awkward link as well. You have to wait for EX Pinwheel to completely finish then s.Fierce. It’s much easier if you p-link s.Fierce.
Pinwheels are really unsafe and I don’t think Short Pinwheel gives Frame Advantage on hit. I felt my options were limited unless you space them out from max range. I believe the key to her game is the fireball pressure because Pinwheel pressure seems bad or distance specific. Didn’t do too much with Dive Kicks but TK Dive Kicks seemed hard to do because it shares the same input as pinwheels.
why are you adding a divekick after an AA j.mp? just do right into ultra…unless u are talking about the setup that’s on the front page of srk
short pinwheel spaced properly i think gives even frames, but im not sure…i was playing som casuals today and i was safe if i spaced it properly (cr.lp, st.lp cr.mk lk pinwheel seems to give proper spacing)
also, comboing occasionally with lk pinwheel throws people off as it does not knock down, so u can often get a throw or another cr.lk in their and combo after it
her j.mk has amazing priority
her cr.mp is a GODLY anti air
throwing medium or low fb and getting people to jump lets you divekcik or j.mp and leads to a lot of setups (ultra, pinwheel, etc)
j.fp also crosses up in the corner
Anyone else kind of upset that they made her fireballs kicks instead of punches? Very awkward hand positioning there.
He was talking about one of the trials.
I played Super today for 2 hours. But I mainly played with my Vanilla mains just to see the changes. I only tried two matches with Juri (against a Gief/T.Hawk -_-) and she feels a bit… awkward. Needs getting used to for sure. I don’t know if I can get used to her slow movement speed but it was only two matches. I’m going to try Super all day again tomorrow and I’ll try her once more.
I’ll give you guys my full impression of her tomorrow.
he said it seems practical in a match, so i just asked why not stick with just the AA mp in a match…much more practical, easier to execute, and saves meter
It’s definitely better to do Ultra II after a AA j.Strong to save meter and minimize damage scaling.
I’m really iffy with Juri because I haven’t found my comfort zone with her.
I want to be able to participate in discussions… just release the game alreay Capcom -_-
Same here, its even worse when you actually HAVE a modded 360 but your so called friend wont fuckin return it >_<
you need to figure out how u want to use her…she seems to have a variety of tools that are useful with many different play styles…u can rush down, zone, footsie, shenanigan, etc
experiment and figure out how your most effective
She’s definitely not a character you can pick up and go.
I think her Ultras are pretty versatile and I don’t think one will be dominant over the other. It’s going to be a matter of personal preference. Ultra II is hard to land and has gimmicky setups but deals good damage. Ultra I is a really good pressuring tool and can lead into some good damage off of good setups. I’m leaning towards Ultra I because I like the free style aspect off of it.