Juri Thread

I would say it is a 50/50 on what ultra people will use. Best depends on what style of play each Juri will be using.

theres damage wise and can connect off some pinwheels and whatnot probably. Or if your flashy you can do combos with boost ultra like this. [media=youtube]Roo0QIXnHZY&feature=related[/media]

Shikusen 2ndimpact >3rd strike love it nice one capcom :stuck_out_tongue:

Wonder if the axe kick is a close standing overhead like Chun’s close MK. It could just be like Akuma and Ryu’s 2-hit close roundhouse I guess.

Did anyone ever reliably decided what that Feng Shui combo is? It looks like cr.MK, close MP, cr.HP xx release LK fireball, FADC, MK xx release RH fireball, FADC, cr.LP, cr.MP, HK xx Fuhajin to me at first glance, but the first section doesn’t fit the magic series and the first punch sort of sounds like it might be a heavy hit. The actual combo I don’t give a shit about really, but I’m curious as to what her normals all are and there’s a lot of them in there. The middle part sucks ass with how close she has to be to connect with the angled fireball, I have trouble believing it was worth anything but flash.

Oh, about the Super, in one of the videos from GDC where she’s being played against Cody, she stays in place like in the older videos, so that probably is button specific.

The axe kick does not hit overhead unless it was changed in recent builds.

Custom Combos

Does it do more damage then a combo cancel ultra?
Or say after a focus, would a custom combo do more damage then a ultra?

I hope there’s some way to combo into her Ultra I. That would add so much value to it. Doubt it though. It’s looking like the reason why it lasts so long is because you CAN’T combo into it, and all that time is given so that you can find a way in before the damn thing runs out… and even then the effect is not all that powerful… it would be really good though if damage scaling was reduced during the ultra.

I’d say go play Kim Dong Hwan or Kim Jae Hoon in Mark of the Wolves, they’re the closest thing to Juri out there. Or just Kim Kaphwan in most KoF games. Like the rest of the original IV series characters(or at least most of them) Juri especially has a very SNK like feel.

I can see most players including myself going for the knockdown then activating the ultra. If they think mashing dp will get them out of the situation then hopefully her counter handle that and then punish them with the custom combo. It looks like the meter has plenty of time for stuff like that.

Counter will get broken by reversal uppercut. Untechable knockdown, activate, dive kick/jump fierce may work though, she’s got stuff that should beat wakeups like Akuma and Viper, particularly with Ryu SRK and Tiger Uppercut nerfed. Just don’t do anything where a flaming Shoryuken can hit you and watch out for EX DPs.

I like that she can j.hk or j.mk (not sure which),c.mk>>pinwheel twirl move into ultra. Just seems like it would be a standard combo to watch for when a Juri has Ultra.

Damn she seems so fun to use. I cant wait!! I’ma make new stick art just for her. :stuck_out_tongue:

I predict someone finding a way to combo inti Feng Shui Engine in the first month of the game. Either by hitting a meaty or by cancelling something into a lvl2 focus. It’ll happen.

On another note, which is the jumping normal that slams people down? J.HK or J.HP? Looked great to get a window to activate FSE.

j.FP causes a knockdown.

There’s a new vid of Juri using the Feng Shui engine on SRK homepage. Unfortunately, the player didn’t get much time to test it so we don’t get see the capabilities of it. I guess j.MP or j.jab will be that weird angled punch at the very end of the video. Also, something worth noting is that pinwheel after a knockdown does a cross over on the body so that may or may not be an interesting mix up tactic. Obviously, you would want to use lk pinwheel for the least amount of recovery and timing would have to be tight to get any sort of mix up going. It would also have to be done on an untechable knockdown like a close throw or a c.RH perhaps this might be something to consider while using the Feng Shui engine for mix up games. Combo into c.RH and go for pinwheel cross over for a last second mix up though it would die to mashed reversals. Also, her focus looks incredibly fast so I’m liking the possibilities of it though it’ll be a weird shift for me since I’m coming from Viper and I barely used her focus.

With Pinwheels and Dive kicks being incredibly unsafe on block I wonder what her pressure game is going to be like? For a seemingly rush down type character she sure doesn’t seem to have the tools to go alongside that. I’m seeing her more as a Chun-Li type play style with a bigger focus on pokes and footsies with her seemingly good normals and maybe pressuring with her fireball game to make her offense safer.

Um…I think Juris fireball game is way to good to try to just rushdown with her.

Noting about er rushdown is mindblowing anyway.

i am pumped about juri. her multiple option dash, fireball shenanigans, pinwheel for pressure, it all looks awesome. also the dive kick looks nice too (i main akuma).

has anyone thought of juri zoning at mid screen? like say throw the low fireball (if it has to be blocked low, i’m not sure if it does), then follow it up with a dive kick if they block to force a guess? or if they jump at you you’re waiting with ex pinwheel?

also the custom combos sound awesome. i loved yun in 3rd strike, was very fast and fun to play. all in all i can’t wait for super :slight_smile:

Juri still gets ultra meter if hit during the ultra, she gains all the meter at the end of it.So i could see like 2 uses of Feng Shui engine during a round, because it not being a hit confirmable ultra, you could use it after every sweep/wheelkicks/divekick, letting you activate it exactly when you get it.

I think that it’ll be reasonably hard to chip Juri since she doesn’t take damage from using counter. She’ll be able to weasel out of a lot of situations using backwards or jumping counter, and then dive kick to the other side of the screen and run away.

I really hope she doesn’t end up being a runaway character. :sad:

^The abilty to store fireballs and the upgrade done to her counter leads one to that conclusion.

Honestly, tat would be really fun for me. heh

Juri, Chun Li, and Akuma should all be strong zoning characters that can play keep away against the point blank face rape fatasses, but can actually skeet all over your face if they feel it’s safe to start going for mixups. If you watch say Haneyama play Chun he’ll play the fireball game to build meter for a while, then once he has a chance to get in and get a knockdown he often goes on successful oki runs and mixups that pretty much annihilate his opponent.

Spending time meter building with fireballs seems like it ought to be in Juri’s best interest as well. It gives you a better way to feel the match out than with a rushdown only character anyways.

She seems like a hit and run character to me. Fireballs to apply pressure and to keep put the opponent in a prone position for when you close, hit em hard and get back to start it again. Which is how I like to play so I am looking forward to her personally.

I think her fireball kick will play a huge role in her rushdown game and will be her go-to safe move for chip.