Juri Thread

lol you guys are funny. if you let a fei hit you with that infinite you deserve to lose lol.

Keys to not getting hit with infinite

1.)Block chicken wing
2.)see number 1

/facepalms

dude, i dont know if you just play in a small circle of friends or what, but you are completely wrong. this shit is going to happen a lot, people dont think like that when it comes to street fighter

It’s highly doubtful Fei’s infinite on Juri makes that matchup even close to 8-2, IMO.

I wouldn’t be surprised if the infinite just turns the match into a 5-5 or 6-4 Fei.

Agreed. Infinites have never really been a big part of the gameplay in IV.

Yep, that Fei infinite will be getting patched :-/

The only character who used a viable infinite in IV was Fuerte, and his was difficult to land. It still didn’t make him God tier or give him 8-2/9-1 matchups.

Damage and stun values on all of her normals.

s.jab
damage=30
stun=50

close s.strong
damage=70
stun=100

far strong
damage=80
stun=100

close s.Fierce
damage=100
stun=200

far s.Fierce
damage=120
stun=200

close s.short
damage=30
stun=50

far s.short
damage=40
stun=50

close s.forward
damage(1st hit)=30
stun=40
damage(2nd hit)=35
stun=40

far s.forward
damage=70
stun=70

toward+forward
damage=70
stun=70

far s.RH
damage=110
stun=200

close s.RH
damage (1st hit)=40
stun (1st hit)=125
damage (2nd hit)=70
stun (2nd hit)=75

c.jab
damage=30
stun=50

c.strong
damage=70
stun=100

c.Fierce
damage=100
stun=200

c.Short
damage=20
stun=50

c.forward
damage=60
stun=100

c.RH
damage=90
stun=100

I got a solid 11.5 hours of Juri/Ibuki today.
The BnB for me was charge short fireball j.Forward, c.Forward, release short fireball, c.Forward xx Pinwheel. The distance is critical because you will whiff if you are too far away. If you are point blank it will connect and always works in the corner. With EX Pinwheel it deals 320 dmg and 421 stun.

c.shortx3 only combos into Short Pinweel. The startup frames of Forward, RH, and EX are too long to combo from c.shorts. If you want to the knock down you should combo c.short xx Pinwheel.

TK Dive Kicks work like Cammy’s TK Cannon Strikes. You have to go d,db,b,uf+K to get them to leave the ground really early. TK Dive Kick can be combo’d into EX Pinwheels for 190 dmg and 205 stun.

As everyone mentioned c.Strong is a godly anti-air. It will cleanly beat a lot of things. I beat Adon’s Jaguar Tooth (wall bounce kick) cleanly with c.Strong on reaction.

EX Pinwheels is a decent reversal. It’s not as good as people claim it to be. It gets beat by cross ups on wake up.

Pinwheels for chip damage is really dirty. It adds up during her pressure game.

You can safely lose the store of fireballs during block stun and when Juri gets knock down. So if you feel your opponent is going for a tick throw or throw attempt when storing short fireball just let it go during block stun then immediately continue throw teching.

Feng Shui engine setup of short fireball charge, j.forward, c.forward, release fireball, FA crumple, dash forward into Ultra, c.Forward, EX Pinwheels has too much prorate and deals 320 dmg with about 300 or so stun.

Juri can EX Dive Kick wall bounce into j.Fierce for a surprise knock down setup but she can also do EX Piwheels after.

c.short is a good meaty and works well with Feng Shui engine when you do meaty c.short, into magic chain knockdown combo.

j.Fierce has some good hit boxes to it I beat Adon’s wake up DP with it when I misjudged the distance and jumped directly in front of him instead of on top.

S.Forward and C.Forward are extremely good pokes and are vital to her footsie game. It would beat Adon’s s.RH when spaced right and was a good 2 hit punish when he whiffed. Same with c.Forward. She has incredibly fun footsies.

Dive Kicks are good air-to-air if you jump back and they jump towards you Dive Kick will beat them. Her weaknesses are unsafe specials and requires awkward button holding for her more damaging combos. Her specials are pretty spammable in some instances. Not a strong oki game but her cross ups are really good. j.Short is incredibly dirty cross up and can hit really deep.

We did a mini new characters only tournament and I managed to win it with Juri. :slight_smile:

All of the taunts I unlocked for her are incredibly sexy. The 11 and 12th colours are just filters. :frowning:

Thanks for your info, Killey. I’ll be sure to try out a few of those the next time I’ll get to play her…

Watching Juri matches on Team Spooky’s livestream now. She looks quite exciting and fun to play.

Killey, cr.short does combo into MK pinwheel, and all pinwheels are unsafe starting with LK which is -5, so be careful about pressuring depending on the character. Otherwise, spot-on.

LK pinwheel is safe on block as far as I’ve seen. I’m guessing you can do a little sakura-style pressuring with cr.lk to LK PW.

LK pinwheel is most definitely not safe on block.

http://www.capcom-unity.com/jgonzo/blog/2010/04/21/research!_vote_for_your_favorite_street_fighter_or_marvel_vs._capcom_characters!

get Juri in Marvel Versus Capcom 3.

fuck fei long

whoops, broken link. I’ll just link the poll he post directly

Aw what the hell. I thought the list was completely alphabetized so when I didn’t say Juri in the J section I just went and voted for Poison.

Edit : Sent a message out to the people on PSN regarding the Juri training room. If you didn’t get a message from me and you’re interested, let me know. I don’t know who’s gonna be working on the 360 version if anyone since i won’t be able to due to a lack of a 360.

I like her footsies too killey. RH is pretty good for jumping over lows as well. MK can stuff jump attempts and can be used for a far AA. Dont try to go air to air with rufus btw… j.rh beats dive kick easily. To get it to land you would basically have to counter hit it which means youd have to start your dive kick before he leaves the ground. Obviously thats risky as hell and youd have to be psychic. J.fp is also bad against his j.rh unfortunately. J.rh ex snake does 300 damage which is still a lot. It still combos into ultra as well of course.

Pinwheel -> FADC -> close s. lk -> whatever

It combos (gotta double check if it was counterhit).

Opening the box for more pressure.

Well, that’s good too anyways, since if you cancel a cr.mk, which hits low and people usually expect to have some recovery, into an overhead, you get the reset off the OH into the link, which means more dmg.

EDIT: Totally using Juri’s “Get Bent!” title. it’s just badass.