Juri Thread

yup…im coming from cammy so thats how im playing juri

Ultra 1 is my choice simply because im guaranteed the damage (and it does good damage)
plus you can deal 3xx damage from juri with her fb shenanigans anyway without the need for u2

Hmm, so another Cammy player switching to Juri.

Anyway, added some very mininal notes from gsxtacy to the matchup thread.

Played like 7 hours straight of Juri vs Gouken today so I have more comments on the character for you guys.

Pinwheels are ALL unsafe, I believe LK being the least unsafe is atleast -6 on block as Gouken is able to sweep her after blocking it. All the pinwheels push out to an awkward distance though so it feels like you can only really sweep her after blocking them, and only on fast / long sweeps. I’m really really hoping Sagat’s DP doesn’t reach her after blocking it.

She can kind of play lowfoward fireball poking like a shoto but you need to store the fireball first. After you release a fireball at range you actually have time to jump in and if the fireball hits them you can combo. Or you can fireball > EX dive kick > ultra at range.

Dive kicks don’t seem that bad on block as long as you’re smart with them. Her ground movement is terrible terrible terrible and she doesn’t have very good pokes so you’re gonna have to utilize fireballs and dive kicks to get in. I feel like she shines the most in the air so if you like jumping, you will enjoy Juri. It feels like she can do whatever she wants in the air and people have to respect it.

But yeah her ground movement is ass. Her forward dash DOES go under fireballs though. Teleport kinda sucks vs fireballs at range. Gouken has time to dash palm before it recovers if you teleport towards him. Probably get free punishes if you do it in between a low forward fireball vs shotos though.

EX Pinwheel honestly felt harder to punish than MK or HK. It’s sweepable but it’s definitely DEFINITELY worth the risk in going for it. Probably the best reversal in the game without an FADC behind it.

Non EX Pinwheels kinda suck as an anti air. I was hoping to catch jump outs with it but nah… it doesn’t really do that.

Also despite having a lot of options to combo into ultra, none of them are easy to get or hit confirmable really. She is not the brain dead easy “lol do a special, FADC, ultra” character like say… Cody.

Hitting her ultra feels like hitting Vipers, if that makes any sense. Need precise timing to catch them when they are low to the ground after a juggle.

And to comment on fireball storing combos, don’t expect to do them in high level play. MK and HK fireballs whiff on crouchers and you need LK for throw breaks so unless you don’t mind risking being thrown, she can’t do a whole lot with stored fireballs. I wish the low one was on HK, as I don’t really use that button much.

i have to disagree with a few points…first off, i find some of her pokes VERY good…cr.mk is definitely solid as it has good range/priority
j/mp to ultra is very easy to do, and jump mp, divekick, ultra is also hit confirmable, so is HK fb ultra (corner only so far, might be able to fadc), ex divekick to ultra is easy to time as well, as soon as the character is horizontal, hit the button

try spacing ur lk pinwheel a bit better as i noted in an above post (bnb combo), it makes it safer

i agree with the fb combos in high level play…i dont see it happening, and if it does itll be strictly for show ( i can see sanford or someone doing it)

cr.MK is a good poke but she doesn’t have anything safe she can do from it. Even at max range LK Pinwheel is punishable. We sat down and tested it and I’m 100% sure you can’t make it safe with spacing. You can only make it non jab punishable by being out of range. If the move can reach her though, she’s always at negative. But yeah even with a decent poke, since her movement speed is slow I see her like Sagat where she can’t really play footsie that well on the ground because she kinda lumbers around.

As far as hit confirms to ultra, yes EX dive kick works but EX dive kick isn’t safe at all, in fact on block it’s pretty easy to ultra punish it, so you have to see them whiff something to land it. j.MP is easy air to air to get ultra but that doesn’t come up so often that it’d fall under easy for me. HK fireball works in the corner or after FADC but once again, that’s situational and takes setup. j.MP regular dive kick ultra isn’t really hit confirmable as the dive kick blocked is punishable so you can’t just do that as a jump in.

I guess what I’m trying to say is that the opportunity to land it isn’t so easy as the old top tiers where you can just do common stuff that pops up in every match all the time into ultra, you actually have to really look for the setup.

Maybe regular dive kicks > ultra is easier but I need more training mode for that if it’s always doable.

Hmm it seems like she may be really good in lower level play because if you dont know how to punish her she can steamroll you. In high level play she probably wont be nearly as good since she wont get away with all those unsafe moves. She still seems really good to me tho. I love her corner pressure and she has the best corner escape in the game probably.

[media=youtube]mNVVq1uElH4[/media] been training with some custom combos

j.mpxxDive KickxxUltra II on a grounded opponent is really easy to do as a hit confirm.
The timing on a wall bounce to Ultra II is pretty much instant. You don’t really delay the Ultra II motion after the wall bounce which is weird because I kept wanting to delay my Ultra II to catch them off the ground but it’s pretty much instant after the bounce.
Seems like the most reliable ways to land Ultra II is off of a dive kick on the ground or off of a wall bounce. You can AA RH fireball into Ultra II (Corner only) but that one doesn’t happen as much.

Feng Shui engine notes some of this will be repeat information:
-Just turns all of her non-command normals into a magic chain series
-You can chain 2 of the same strength buttons like c.Strong to c.Forward
-Super meter ceases to build once Feng Shui engine is activated so you can’t build meter during a combo and FADC for long strings
-Damage output per combo is pretty low and most of the damaging ones are around 250-ish damage and corner only
-Reset potential is good when pressuring into an overhead
-Overhead links into c.Short but the link timing is pretty tight (feels like a delayed 2 frame link)
-s.Fierece after a Pinwheel in the corner works but the timing is really awkward. You’ll understand how awkward it is once you do trial 22
-As far as I can tell there’s no way to combo into Feng Shui engine activation into a CC because of the startup animation frames on it.

The thing with Feng Shui Engine is the damage scaling really hurts it. So you can do like s.mp c.mk s.hk s.hp xx super and it will do like 470 damage but even if you add a j.mk or a c.lk as something to actually get that first hit in, it takes off like 100dmg. It’s pretty harsh.

you can actually do it without the corner. just FADC the AA RH fireball release and then immediatly Ultra II after.

Would one of you mind testing s.lk/cr.lk -> s.mp -> s.HK -> s.HP -> EX pinwheel midscreen during FSE? I figure the problem with most of the FSE combos we’ve seen is that people are simply adding far too many hits and just lowering the damage output for no reason.

The combo I’ve proposed shouldn’t be too difficult, is hitconfirmable, but may be out of reach mid-screen in which case the st.HP can be dropped entirely. Either way the combo should break 300 damage, starts with a low short, can be dropped into a reset if it didn’t connect, or can just be dropped entirely and just be a safe blockstring.

That being said, how much options does she have on her normals during FSE? Can the St.HP I mentioned be replaced with a cr.MK? Can she go backwards in her kick/punch strength or only forward?

yup works. the timing after the s. HP is kinda strict - easier in the corner i think.
264 dmg - no stun - obviously because its an ultra combo…

right, she can only go forward in the order, so you cant replace it with the c. MK.

feng shui engine feels like Tekken 6 lol

So I was playing around with her in training mode and found that she has an unblockable U2, altho my setup isnt very pratical as it requires 4 bars and the opponents needs to quick get up. Here’s what I am doing.

Start up however you want and finish with EX Pinwheel. Throw an ex fireball fadc forward ultra 2 (must wait a bit for the opponent to recover)

Again this set up is not very pratical due to the opponent needing to quick get up and the need for 4 bars but hey, it did ~70% dmg so Im still happy with this setup.

It IS possible to do the unblockable after a grab as well but I did not have time to further test it. Hopefully someone can check it out to make Juri even moar top tier!

She can only go forward unfortunately. Like I said before adding that first lp/lk really makes the combo prorate hard too so it kind of sucks.

In other news, I’ve been messing around with using U2 as anti-air. It works really really good from what I can tell. I’ve tried all kinds of setups(I don’t have a human to play at this second) and she seems to beat every single one I can think of. There were 2 exceptions that I found so far; Boxers j.fp makes it whiff and Dics headstomp will get hit once and drop. If anyone has any suggestions for jump ins to try let me know.

Wait, what? Why is the damage so low? Does FSE not follow SF4’s damage scaling system (100% 100% 80% 70% etc. etc.?) or are some hits whiffing/cl.HK not being cancelled on the second hit?

Edit @ Buh : Not exactly Ultra 2 related but have you tried seeing if she can punish Yoga Snipes? As for AAing with Ultra try Gouken/Akuma’s dive kicks Ryu’s j.neutral mk, Sak’s j.forward HK and Sagat’s elbow, I know those in particular beat/traded a lot of my AA ultras when I played as Rose in SF4.

Edit again : Just throwing another theory out there. If you’re gonna play a poking game wouldn’t it just make sense to pre-charge a lk fireball for it? I mean, you lose the ability to tech throws, but if you’re playing footsies you’re not in throw range to begin with. That being said, does low forward xx lk fireball combo at max range?

Pinwheels are such a guessing game. Yea they are all punishable but a lot of times you have to have perfect timing to hit her which is hard when you arent sure of which version is being used. Not only that but she can end up a lot of different lengths from you which can change what you would use to punish. Say for instance you use a lk pinwheel at max range by itself like a poke. Which right now doesnt seem bad for a mixup because it owns normals. To punish you gotta be perfect with your timing and you have to use something really fast. It seems like if your opponent doesnt know exactly how to punish you can just toy with them. Like do a blockstring into lk pinwheel then do EX pinwheel to destroy their punish attempt. Or just block and punish them. Best used in the corner obviously. I think Juri is gonna be queen of the scrub tier list lol.

@ xS A M U R A Ix

Really good stuff on the last page and I agree with you on a lot of your points. Juri does have decent pokes, but you definitely want to hit confirm each one of them before your combo it into any of her specials. It does suck that she doesn’t have any safe specials to follow up with on her c.MK

Juri’s ground counters feels more like a zoning tool to help take off pressure and to get back on the offensive.

I do agree that Juri’s ground game isn’t all that great, but more options open up after a knockdown or when you use stored fireballs; On certain opponents, her LK fireballs are good to help mix-up into an overhead/cross-up, block stun my opponent to get in closer, bait a jump into her dive kick or punish whiffed specials from half screen.

Her MK/HK stored fireballs look like they will be mainly used in the midst of a combo, if used at all. Like you stated, it whiffs on crouching opponents. I disagree that her fireballs won’t be used at all in high level play; They will be situational.

So with Juri recorded to do lk pinwheel then block I found these results so far:

Akuma with sweep on turbo can sweep her every single time. Its a lot harder to sweep her manually however because of the distances and differing #hits of the pinwheel you blocked.

Balrog with sweep on turbo however could NOT sweep her everytime. Which of course means it would be even harder to do manually.

The pinwheels move her forward so different ranges were being tested not just 1 btw.

So if you are gonna play Akuma you should just put your RH button on turbo. That is a winning strategy for Akuma in general :rofl:

Here comes some answers.

I can’t seem to find a way to punish a yoga snipe.
Dive kicks can beat her U2 if you do it too early, so you might not want to risk that one. All the others she hits them no matter the timing.
c.mk xx lk fb does combo at max range.edit: c.mk xx hk pinwheel also combos

Ah sucks about Yoga snipe. Thanks for all the other info though, it’s good stuff.