Juri Thread

Yep. It was changed. That’s why we’re talking about the “new changes”.
http://www.hadoken.net/?p=1306

Can you do Punch attacks while storing it? Like you could with a Quesadilla bomb or Turn Around Punch?

Yes. You also only have to hold one kick button, so if you do the anti-air fireball, you can still use LP, MP, HP, LK, and MK. I believe you can also store all 3 of them and release them at once, but don’t quote me on that.

lololololol

But even though she takes no damage absorb, that doesn’t mean it works on armor breaks. In fact, in that Adon vs. Juri vid, she doesn’t absorb the damage, but still gets Armor broken.

Yeah I believe Seth himself said you could store all 3 of them but I gather you’d have to do the startup to each of them separately, which will be a little time consuming perhaps? :rofl:

Yup, yup. That video vs Adon shows her successfully using it and not getting any grey’d health as well as showing it get smashed by an AB move on a separate occasion.

I guess they kept that part of it otherwise it’d be too strong, do we know what the EX version does yet?

If I recall correctly the EX version was rumored to teleport Juri far away from her opponent backwards.

But when I’m storing a turn around punch or Quesadilla bomb, I am unable to use the moves for that category of attack (holding PPP means I have to use only kicks while charing, and vice versa). So wouldn’t storing a projectile force you to use the other set of normals?

No it wouldn’t because you only have to hold one button to store a fireball with Juri. It’s not a PPP/KKK storage, it’s a Lk, MK, or HK storage.

So then what good is holding all three, that’s 3 fingers used and you won’t be able to punch since those keys are above the kick keys usually.

Why would you wanna punch with a kick based character? Anyway, it has possible uses. For example if you charge up and shoot all three, your opponent can’t FADC through them, and can’t jump over them, so it might be useful for chip kills.

mind games…I guess lol. I don’t know I am just trying to think of something. Other than your opponent may not realize what you are holding I can’t think of a reason off the bat.

Most likely, you’ll only holding two at max, keeping your opponent guessing at which ones your holding and hoping that they guess wrong.

Does anyone think the whole fireball storage system will actually be useful in mixup game? It seems to come out pretty quick but will it be fast enough to turtle with?

Well I don’t really see it as being used as a turtle. It may not be a super low frame move but obviously it’s input time is nill since all you have to do is let go. I see it as a pressure ability. Like Ryu’s hadoken jump in medium. It covers a lot of the board and creates a lot of pressure and panic in your opponent.

A low fireball input, hold. Fling it out, jump in creats a really really difficult situation for your opponent.

Holding the diagonally upwards fireball will be useful against jump-ins :slight_smile:

I rather have a good dependable normal as an anti air then a diagonal fireball

By holding two fireballs and mixing them up, you might actually be able to condition your opponent in such a way that you basically lock down their jump ins even if you’re storing mid and low fireballs. You could then possibly use both to mix them up, toss out the high one, then dash in and release the low one as they block the mid one. I can think of other possible shenanigans as well from that. Toss out the mid one then dash in, if they react with a fireball, toss out the low one as the mid one is negated. If you’re fast enough, you can close in with an overhead even if your opponent blocks low. And if she can toss out two at a time, you might be able to toss out the low and high/diagonal ones, then jump in since they’re likely going to block low - especially if you have meter and a whiffed AA from them could possibly lead to dive kick -> wallbounce -> Ultra.

Pinwheel.

That said, if you’ve got the high/diagonal one held, you’ve got a safe AA option against jump ins.

I’m under the impression that while the pinwheel is a viable AA it doesn’t have invincibility except for the ex version.

The fireball come out slow so it can beaten by a lot of quick attacks. Even Gouken who has faster fireballs and wider range of attack with his fireballs can sometimes be attacked at a range where his fireballs don’t reach.

Juri is a fast mobile character and she has many special options like her teleport so i think good normals will help her more in the long run then good specials.

Advantage in using fireball as anti-air is that it’s easy to do, spot someone jumping and you just let go of the button and bingo. The fireball itself may be slow but it comes out fast enough to combo so should be fast enough to catch people in the air.

It’s just one of her many options; can use Pinwheel, can even use a counter and she very well might just have a normal or two she can use as well :slight_smile: