Seconded.
Figures, I go to learn a new character in a new game, and look who’s handing out info. I’m assuming your Juri’s as GDLK as your Jin was lol.:razz:
Thanks for a solid post and a good starting point.
lol. No, my Juri is not as good as people claim it to be. There’s a lot about her that I’m still trying to figure out.
C’mon mods sticky this, or are they waiting to see if it gets completed first?
Updated first post with hitbox information as well as completed (at least for now) the play style information.
I’ll be moving onto Juri’s defensive options and maybe footsies.
Footsies would be awesome if you get the time. Brilliant mini-article though mate, it’s helped me out loads already. Legend.
Amazing stuff here. Nice work, Killey. :bgrin:
You might (or not) also add something about Kasatushi- Juri bends toward the opponent during the “counter frames”, and I assume it actually plays a role in her footsies. Maybe it’s kinda obvious but nevertheless, it slipped my mind until I figured out its importance in training mode. The dummy was in playback mode, just throwing random jabs and stuff… And suddenly, it occured to me that when Juri seems to be just outside of the opponent’s reach- well, Kasatushi brings her in it and swoosh, teleport.
Just consider the following situation: a random guy is trying to bait you with safe moves like jabs, (too) confident in the fact that it won’t connect, fishing for something. Well, :qcb: :lp: (for example) has the ability to suddenly turn a bait into something your opponent didn’t expect.
I must admit this trick won’t assure you damage or a safe way to beat the hell outta him. But it may slightly shift the momentum, or even lead your opponent to do something stupid if he was relying on some kind of gimmick.
I’ll note that in the Katsushi section.
I’ll be on vacation in Hawaii for a week and a bit so I won’t be making any updates to the thread in a while but at least I got it stickied.
Also, I know that it is possible to kara-Kasatushi from a regular to EX Kasatushi - there’s a video of it being done floating around somewhere on these boards.
In the video, it shows a Juri absorbing both hits of an EX Fireball, but as far as the discussion on footsies it may have a better use there. Using Kasatushi, kara-cancel into EX Kasatushi makes Juri move forward quite a bit.
I don’t know if it would be practical in an actual match setting, though.
Thanks a ton, Killey! As a SSFIV newcomer, this has been really helpful just to get a general idea of Juri’s better attacks…
Do you have any Idea of when you’ll have some of the B&Bs up?
Yeah, I believe I put that in the Katsushi section but I don’t find it too practical but I imagine someone will master it on high level play.
I don’t think I’ll put up BnB’s since they are posted in the combo thread but I might just link it.
Again, this thread just keeps getting better. If you find time to squeeze in a little more on the corner strategies and anything more specific on frame traps, that would be brilliant. Though it’s great as it is.
I think this is incorrect information now because I checked the hitbox data and the reach for nj.Forward was listed as .243 while nj.RH was listed as around .340. The hit boxes on nj.Forward is pretty generous though because it actually extends slightly past her feet. The use of the 2 moves will be situation dependent but I think it’ll come down to how fast of a move do you need.
From first post:
Cr.MP: “It has a unique property of being able to cancel the recovery into another attack, which will extend the range of the second attack”.
Can someone explain this better? and is there something usefull to do with that property? I’ve only found the kara throw in these forums.
Basically, if you do cr.MP then do another move right after it, the second move will have greater range than it normally would.
As for uses, she gets an even better Kara throw out of this (moves 1/2 a box forward in training mode as opposed to 1/4) and I assume it could help in footsies to extend the range of her cr.mk and sweep.
It’s not a kara throw or contains kara properties because you aren’t cancelling the animation of c.Strong into the throw or any other move. You are cancelling the recovery of c.Strong into a new move. The “kara” throw from this has different applications in that you aren’t doing it to land the throw in a tick throw setup you kind of have to anticipate your opponent in throwing a move out after a poke and then catch their limbs. This is more applicable in SSF4 because I swear throws got buffed in this game. It’s beating out a lot of normal attacks then it would in SF4 giving off the illusion of grabbing limbs. The application of extending the throw range with this is more applicable to her footsie game and placing reads on your opponent.
Well what I meant when I said Kara throw was doing c.strong, then doing her normal kara throw where you’d kara the st.strong.
Man, I’ve been waiting for something like this to get put up! Good job.
Good writeup. This earns the Spud Seal of Approval.
good stuff i think you should put in a section of all her moves that can kara