Juri Thread

Yeah, trying to learn all of the match ups is going to be a huge pain in this game. I think the lack of solid mix ups or some sort of pressure game really hurts Juri. She is getting away with a lot of things right now because people are not use to how she plays. Most often in terms of a zoning game you want to store short and RH fireballs. You throw a low fireball and if they jump you AA with RH fireball. If you AA with RH fireball with short charged you can throw the short fireball. If they quick tech they have to back dash or focus absorb the fireball on wake up or block. It gives you a relatively safe way to dash in on your opponent on his wake up. I’m going to be doing some experimentation with fireball charge block strings but I think these are pretty good for her pressure game. c.forward to short fireball store puts you out of cross up range though. I think I’ll have to experiment with c.shorts and some standing normals but they’ll be unsafe and susceptible to DP mashing.

Right now I’m using a stupid little frame trap of c.foward xx short Pinwheel. If they get hit and I’m at max range I can either do EX Pinwheels or do another c.forward xx short pinwheel. The 2nd string is unsafe on block but if you hit confirm it you are in their face and most people want to counter attack which is where EX Pinwheel comes into play. EX Pinwheel is pretty nift at sucking in limbs though it’s incredibly unsafe frame trap on block so you’ll probably want to have 2 more stocks to FADC it.

I really want to get the frame data on pinwheels though because the advantage/disadvantage on block/hit is driving me crazy.

I want to say that Balrog will be a bad match up for her but I honestly think she has tools to make this at least even. Her footsies are solid and Balrog can never ever jump at Juri (not like he jumps that much to begin with) because c.MP and c.Fierce either beats or trades with Rog’s jump ins. The trade will be in Rog’s favor due to Juri’s health and Rog’s damage output. I didn’t store fireballs to deal with dash punches or focus through them as I mained Viper in SF4 and I was too use to not using my focus as a means to counter attack. I really think she can handle Rog but it’s not an easy match up by any means. I’ll have to do more testing on the match up.

Oh, don’t misunderstand me. I’m not saying Jag Tooth is the definitive test but its just some of the small bits of information I’m working off of based on my matches yesterday. I pretty much stopped all jump in attempts with c.MP.

The only issue I have with air-to-air dive kick is if you decide to go for 2nd Impact and 3rd Strike cause sometimes they whiff leaving you vulnerable on recovery. I really wish they were overheads or TK spammable like TK Cannon Strike. Her pressure game would have increased 10 fold from that change alone.

It seems like if you can hit them from above with dive kick as air to air you can usually win. Unless they are using a move like rufus j.rh which hits upward. Not a whole lot of moves like that though. If you can cause them to whiff a normal in the air trying to catch you, then you can ususally hit them with a dive kick on their way down. The dive kick itself doesnt seem to have very good priority as it trades a lot. Like drdogg said that is gonna be a bad trade for juri since the first hit is only 40 damage and if you trade you cant do the followups. EX doesnt seem better at all in that department either. Not too big of a deal tho because her air normals seem really good.

So sometimes followups whiff, but sometimes they don’t? Is there something you should be on the lookout for when you a2a dive kick as to whether or not you should try for 2I/3S?

Is there a reason more people are praying at the altar of AA c.MP than AA s.HP? Far s.HP’s hitbox is retarded (in a good way), and close s.HP does ridiculous damage as an AA. Both seems to have the same priority as c.MP…

Yeah, its either “get Bent” or “the End” (i think this wouldve fit Dudley better but whatever) with the awesome Vega cube for me :smiley:

am I the only one seeing that most of the titles of the new characters are just “bland”, 60% of them have Fighter or warrior in them -_-

Got any pics?

Here’s a vid. [media=youtube]Ndee1m_h778[/media]

I agree that most of the titles do indeed suck. I’ll probably use “Get bent!” or “Crazy/Magic Eye”. Aren’t we getting red and blue titles too? Maybe those will be better.

[media=youtube]Ndee1m_h778[/media]

Oh, and Juri’s walk is BALLS! feels like I’m using Seth or Makoto -_-
But her dash is awesome so it makes up for it i guess.

So, for those playing the game, we all know the hardships of holding a light fireball or a medium fireball, what about hard? Does the hard kick button get used quite often, am I trading anything major by holding it down, or can I have that anti-air fireball stored throughout the match, thus giving me 100 percent control of the air at all times.

RH goes over lows, and has pretty awesome range. I guess it’ll depend on your playstyle mostly, But Holding fireballs if fuckin weird man, they shouldve put them on Punch buttons.

Wait… what the heck? Could someone explain to me how the fuck holding FBs works?

I’ve heard do the kick motion with K and hold K, do with P and hold P, do with P and hold K.

Which one is it!?

Also, those titles are just the ones gotten from the trials, there are more I believe. I hope at least. I heard something about red and/or blue titles/icons.

This… sucks holding a fireball sometimes I forget I was even holding it and let go. =[

Also whoever is doing the Juri training room thing for PSN can you send me a msg on psn or add me or w.e it is that you do.

As far as I can tell, it has to do with where you hit them. Don’t quote me on this, but I think that if you hit them low and at a weird angle, follow-ups will miss. It also seems to depend on the distance you have from the ground, but since we’re talking air-to-air here that shouldn’t be an issue.

Kanta-Kun, you do the QCF with kick, and hold that kick button.

And I agree “Get Bent!” is just badass, definitely using that one. :smiley:

you do it with qcb+Kick and HOLD the Kick. qcb+P is the counter >_>

Haha…You guys are linking to my buddies video for trials and icons. I think we were the first in the world to complete all trials. It was a 31 hour grind though I only did Juri and Viper’s. lol

Honestly, holding fireballs is awkward at first but you get use to it. You just have to remember you can give up the charge by releasing in the air, wake up, or during hit/block stun. You don’t have to sacrifice your defense for it nor should you in the first place. In any case this is really nothing in comparison to the negative edging you had to do in Guilty Gear with Eddie or Carl Clover in BlazBlue. I’m not surprised to hear Marn was playing her at a stream event that happened yesterday.

For me, I liked to keep a Short and RH charge fireball when zoning but the start up and release of the fireballs are pretty slow to the point where you can be punished for them if you don’t space yourself correctly. There’s a lot that needs to be experimented when playing with Juri’s fireballs but I strong believe her pressure game lies in the fireballs. The pinwheels and dive kicks are too unsafe to be considered as a a reliable pressure game. You can get away with gimmicks with Juri at first but don’t expect it to happen once everyone gets accustomed to her fighting style. She’s got some solid stuff to who but I’m really concerned how she will fair in the long term.

far HP is pretty good for longer distance AA and I havnt really tried close HP as AA. It seems maybe a little slow since they already have to be close and are most likely attacking at that point. I havnt used c.mp much myself. I usually hit them on take off with far mk and for AA I mostly use c.hp right now. Also you can AA with EX pinwheel like if their intention is a jump in, you let it rip before they get close enough to do their actual attack. Thats only on far jump ins really tho. Also if they try to jump over you EX pinwheel will catch them if you activate it as they go over you. Close HP seems pretty good to catch jump overs too.

c.FP has longer start up frames so depending on the distance it isn’t always the ideal AA normal of choice.

krazykone123:

Do you have a full translation of that comic strip that’s in your avatar. I know you cut out the last few panels due to obvious reasons but I want I’m dying to know what the punchline was in that strip.

Her walk speed is ASS and it does hurt her pressure game.

I’m starting to see what Dr.Dogg meant about how Juri’s frame data is nothing special. I can’t seem to find much reliable hit confirms/blockstrings outside of cr.lk x3. I really did hope st.lp didn’t whiff on crouching opponents. It gave good frame advantage on hit.

As far as her close range pressure goes… I try to use cr.lk to hit confirm into pinwheel on hit and store fb on block. When I find an opening to combo, the stored fb is useful since I can combo it for good damage (e.g. cr.mk > release fb >cr.mk xx HK/Ex Pinwheel). The fireball itself also seems like a useful pressure tool since Juri recovers instantly. When I find myself just out of range of my pokes, I can release fb, dash in again and start pressuring with cr.lk.

The problem is trying to force the opening to score big damage. Her overhead kick isn’t as daunting as I thought it would be unfortunately. I guess it only really shines during FSE =\

She has a great zoning game but I have too much trouble breaking through my opponents defense. I can see as time goes on, her pressure game (and pretty much everything else) might heavily revolve around finding the opening to store and release fb’s to keep the opponent cornered rather than relying on block strings or pinwheel. I’ve never really liked using projectiles but we’ll see what happens in these weeks to come.

But this is all just the impression I have on her from 3 days worth of play. I would really like to see her frame data before I make any solid judgment. No doubt I’ve overlooked many possible and reliable close range block strings, combo set ups, etc.

But still, I really did hope for a more “aggressive” character in Juri. Regardless, I’ll still be experimenting with her a bit more these next few days even though at this point, I don’t see myself using her as my main. I’m really enjoying Cammy (my Vanilla main) since she finally got the tools she needs to break turtles and defensive characters, something Juri really is lacking at the moment.

Edit: One more thing, Ex Pinwheel doesn’t seem to be that great of a reversal since it can get stuffed on wake up (I don’t know if it has throw invincibility though). And Rog is a pain to deal with. I hate it.

This is probably old news, but after toying around with some of Juri’s block-strings, I found that these are some of the best to combo her Pinwheel into for me.

  • c.lp, s.lp, s.lp, c.lk, pinwheel/EX pinwheel
  • s.lp, c.lp, s.lp, c.mp, pinwheel/EX Pinwheel
  • (lk,fireball hold) s.lp, c.lp, s.lp, c.mp, (lk.fireball release.) (The fireball can be replaced with mk strength or EX but I believe HK fireball is too slow.)

What I noticed is that if you don’t finish 2nd Impact on the Shikusen, you can reset them with pretty much any move you want. The only one I did reliably was s.lp and crossed under all sakura style. I also tried to see how low to the groud I could get Shikusen to activate, like everyone else said, it isn’t cammy-style, but you can actually get it pretty low to the ground. To the point where its ALMOST instant, but I wouldn’t use it to pressure unless it hits overhead, which come to think of it…I didn’t test. :frowning: My method of doing it was something like U (or) U/B-QCB k. Sooo, yeah, keep your hopes up ppl.

Also, it might be worth noting that is the shit and all of her taunts are hot.

Could anyone link me to a vid with Juri’s weird green+purple color? The puke colored one, not the regular green+purple.