"Mmm... You look like you're in good shape": Juri Q&A and General Discussion Thread

I was reading back a few pages, and I noticed that there was some talk suggesting that Juri is like a watered down version of Yun. Yun is obviously a really good character (whereas Juri is a character that no one cares about), but let’s clear up some misconceptions about this. Juri and Yun have a number of similarities, but they are still fundamentally different characters. I don’t know a whole lot about Yun, but I’ll just go over some of the main things that make Yun so good and explain why it isn’t reasonable to lament that Juri’s abilities are “worse”.

First of all, meter-building. Yun’s main meter-building tool is Kobokushi (palm strike), which has 30/60 meter gain. You’ll see good Yun players whiffing this at every opportunity to build up their meter. It does build a lot (about 42 per second), but it’s not actually very safe. The animation is 42 frames, almost as long as Ryu’s Hadoken, so it is susceptible to being punished by things like jump-ins and dive kicks. I think the move seems better than it really is due to human error and character unfamiliarity. It has a deceptively large hitbox and long active frames, so a lot of times, people will run headlong into it instead of punishing the recovery, and Yun builds that extra 60 meter.

Juri builds her meter in a similar fashion, by whiffing her Fuhajin store. It has 20/20 meter gain and a 30-frame animation, which is only slightly slower (40 per second). On the other hand, it’s less punishable on whiff because of the much faster animation. It also gives her a stored fireball, which animates in 33 frames (Guile’s Sonic Boom animation is 29/31/33 frames for comparison). Yun, on the other hand, doesn’t even have a fireball.

Next, meter usage. Again, Genei Jin is clearly one of the best supers in the game, which works well with Yun’s ability to build meter so fast. Juri’s super is decent, but it’s not nearly as strong as Genei Jin. Of course, being that Genei Jin is a combo super, it’s being more readily compared to Juri’s Ultra I, Feng Shui Engine. I keep seeing complaints that Feng Shui Engine isn’t as good as Genei Jin, but there are too many differences between the two for it to be so black and white. The purported advantages of Genei Jin are that the activation is hit-confirmable, does more damage per combo, and combos can be started from a command grab and an overhead.

As you know, Juri also has the overhead option; both of their overheads have a 20-frame startup, so there’s not really any significant difference between the two. She doesn’t have a command grab, but her normal throw is very good, and it leads to a good mix-up. Since FSE is an ultra, Juri also doesn’t have the luxury of easy hit-confirms, but look at what she does have. FSE is a guaranteed activation once or twice per round, whereas Yun has to work to build up his meter and avoid using EX moves. If Yun messes up with his super, he loses his entire super meter and has to build it up again. Juri, on the other hand, is free to use her EX moves and still have access to FSE.

Now, let’s look at rushdown options. Yun has a safe dive kick, EX Zesshou Hohou (lunge punch), Zenpou Tenshin (command grab), and c.MP (+2 on block, +6 on hit). These are all really good, and Juri doesn’t have any of the same tools, but the fact is, she is just not a rushdown character. Shikusen is really not like other dive kicks, as it’s used more for mobility and punishment than rushdown (it can counter crouch tech, though). She does have a very good kara throw and a fireball with huge frame advantage, which don’t necessarily function as well as Yun’s tools but are not bad by any means. If you really want to play rushdown, I would suggest picking a character like Yun, but Juri has other strengths that you have to take advantage of, like her great mobility and corner game.

In general, stop worrying so much about what Juri doesn’t have or doesn’t do as well as other characters. There are other characters who have similar weaknesses and still do well in tournaments. Juri also has other useful tools that other characters can’t match. What’s important is to understand your character’s strengths and weaknesses and what you need to do in order to maximize her potential. Believe me, Juri has a lot of potential.

Juri has already had tournament placings at majors, its safe to say she has surpassed stages of “potential” , its that not alot of people play her and shes got bad matchups which means you often need to play another character to make it work.

I was probably the one that made the comparison too. They are totally different characters obviously its just that Yun seemed to get the better trade off in concepts of Juri’s play (such as divekicks and Genei Jin). My problem is that Genei Jin is too good, and its way better than FSE can be, granted its a super but its also a really easily accessible super, it practically wins you the round too.

Cancels off of the shoulder barge for a free juggle which you can end any combo with practically.
Does maxxed out around 500 dmg if not less.
Pushs you to the corner from any part of the screen.

And heres the biggest bullshit of it all, YOU GET A RESET OFF OF IT. Its like come on…have mercy.

Well, he is a top tier character. I’m just saying that even though Yun may seem more dangerous with moves that are conceptually similar, there are other trade-offs to consider. FSE might not be quite as strong as Genei Jin, but if you activate it 3 or more times in a match, you can get a lot of mileage out of it.

FSE is just stupid really. Its stupid strong and stupid weak.

Its weak because its an ultra that loses to mashing. O.o. This is the most frustrating thing about it really. The amount of execution needed to do really tricky things with FSE is silly. The amount of knowledge it takes to make the ultra works is just silly. The amount of SKILL (recognition of spacing, footsies, reading your opponent) is just silly.

On the flip side. Come on. I knwo you all know the potential of FSE. The pure mix up of the ultra is very good. VERY good. The mix up of FSE cannot be ignored. This is happened last night. Heres an ultra that is chainable…makes her moves cancellable, makes her moves resetable, and Its a free move to use. Its an ultra that makes blocking a liability. So if someone can read their opponent well…they can either block, or counter attack and get punished for both.

I cant wait til AE drops and some pro goes “you know, she aint that bad”.

Yeah, I bet if Daigo, Justin Wong or Momochi picked Juri up a lot of people would change their mind and say she’s actually pretty good.

Apparently Momochi has started using Cody on the side which I find pretty awesome. Though I’m pretty sure he’ll stick with Ken for serious tourneys. But it would be cool to see a Cody or Juri place top 8 at EVO.

Momochi plays Makoto now, not Ken.

Dont know what your talking about regarding pros picking Juri up either, you have Edma and Infiltration playing her, thats as good as Justin Wong or Daigo.

Here’s a noob question in my quest to learn all the SF lingo. What does OS mean, and I hear stuff like techable and tech a move… What does it all mean? I probably already do it, I just don’t know the lingo.

OS = Option Select. If you dont know what it is, youtube a tutorial. “How to Option Select” something like that.

Tech has two meanings, it could reffer to negating a grab by grabbing at the same time as them (grab break).
It also means to get up off the floor quickly, Ryu’s Ex Fireball is an example of a “techable” knockdown, because you can tech (quick stand) the knockdown. A untechable knockdown is a knockdown you cant tech(quick stand), like a sweep.

Mike. Thanks for the tip vs Abel. I knew in this tourney I entered I’d have to go against an Abel. This player moons is a fei long player subbing Abel. I know the fei match well so he felt his Abel would abuse me more so he went with Abel.

The blocked step kick was great. I threw him often. The worse that happened was he teched the trow. If he did it again I would have scmk.

I placed third. Went 3-0 then got put in losers by li Joe (sagat) and the. Eliminated in losers finals by moons (Abel).

His wheel kick is a pain. My reactions are good to air specials like that, cannon spike, and chicken wing. But the arch of it fucks me up.

In time this match will get harder for both of of us. His blocking is really good and my high low mix up is really my specialty. His blocking was awesome and he knew after a blocked overhead it’s a free Tt.

I realize I have a tell. When he hears a pause in my button presses he knows overhead. I cancel to oh really early so there’s a huge gap. I got something for that though. :3.

It’s always a work in progress and it’s really fun nonetheless.

Wheel kick cant be poked once the active frames begin, just block it and throw a far mk or far lk to try and punish the recovery if he lands really close. Meaty wheelkicks that are placed with good range arent punishable, you just block it and carry on doing your thing.

Juri doesnt have alot to deal with wheel kick outside expinwheel and thats hard to do on reaction in my experience ill just get tagged anyway, i sub Abel, theres just some characters that simply cant deal with it very well, Juri is one of them.

Best option is to jumpin/neutral jump in anticipation that they throw it out, thats how you punish them hard, outside that there isnt a single button press that beats it clean, you get alot of trades with pretty much all your pokes, though you might get abit of success with cr.mp and far mk, i still wouldnt reccommend it :S

Blocked overhead is 0, its not a free TT. Overhead is unpunishable.

Id imagine you can press dead buttons if they are listening for them, alot of people i play with do that. You cant chain backwards in FSE so you can consider all previous moves dead buttons too.

Realistically how hard should I practice stuff like lk mp [H] Pinwheel and lp c.hp [H] Pinwheel? These are Juri’s one frame links right? Or am I missing something here? I’m not exactly well versed in the ways of SSF4 (I generally don’t get too into the mechanics of fighting games, and SSF4 is the first one I’ve really taken “seriously”) so are there any tricks or tips that would make doing these links on a pad a little smoother?

When it comes down to it… how often do you really use these combos in a match? Is it suggested that I stick to more general combos and leave these ones out for more specific situations?

Overall I guess what I’m asking is… are these combos worth using? Will basic combos get me by for the most part or will I need these to really step my game up? How often do you find yourselves personally turning to these combos in the middle of a match?

The more detailed the explanation the better… since I’m still relatively new to the “serious” side of fighting games.

I’m trying to read up/watch vids on eventhubs but I can’t seem to replicate most of the techniques I see aha… not for lack of trying though.

I Spent a lot of time in the lab on wheel kick. As long as it’s under him it’s fine. Like if he uses hk wheel and you’re reasonably close you can stuff it easily. For the most part if your outside if step kick and you see them jerk or turn yellow a nice cmp or far hk will do you well. The best Punish is far hp. This is also the hardest and you gotta be psychic. The trade for cmp is not bad. It’s almost even.

The reason not to try it is the risk of getting stuffed.

Oi. This is as bad as jaguar kicks.

A blocked overhead can’t be even…hmmmm. Even if it is… It’s pretty bad. Vs say… Fei long I won’t get a chance to escape. I can’t jump, can’t back dash, can’t counter… Just a bad situation.

I have work to do… Thanks mike.

Realistically the mp link is very important. It’s reach is very good. It also does the most damage in a bnb. I definitely would learn it. I personally don’t use it because I’m still trying to get it down. I’m working on it.

The hp link is something I’ve been working on. I’ve been debating on trying it out but I figure I’ll leave it out until I find out who it works on and when.

If you’re using a pad with shoulders I suggest making your punches the shoulders. You can do say mp as your right trigger and hp as the left. You can plink a mp with a face lp while keeping your kicks open on the face.

That’s my suggestion.

Hmm I will definitely have to try that, right now my current set up is similar (all kicks on face + mp, and lp hp on left/right shoulders respectively) but I’d like to try it out just to see if it gets any easier.
the lk mp link is about a 50/50 for me right now as far as actual (not lab) matches are concerned… I just tend to crack under the pressure and find myself linking to [H] Pinwheel even if my mp gets blocked :confused: so I’m in the lab right now trying to break that habit.

From what I’ve read/seen/thought the lp c.hp link seems cool, and especially useful for building stun… but it also seems so situational since lp can be so iffy on who gets hit :confused:

I’ll keep practicing on that mp link, hopefully I can start nailing it 100% and get less trigger happy with that pinwheel… I just really need to put in the time to practice it.

Anyways, the wheelkick discussion got me thinking about some stuff… testing it out in training right now :< I’ll post if I find anything cool…

Hmm… I must be setting this up wrong, because sc.mp and far mp both seem to stuff Wheelkick pretty reliably… what range are we trying to stuff this at? The only times I’m getting beat out is from max range and I start my mp late…

For the timing on it you can use the grunt sound he makes as a tell on all of them except for the EX version (audio cue changes)
As far as I can tell sc.mp and far mp beat out the EX version every time, and worst case scenario you trade with the first hit but I think the trade is in your favor…

I am convinced I set this test up wrong though, I have to be missing something because this seems too easy aha…
sure it would be harder in the heat of battle, but if you use mp as soon as they grunt/as soon as they leave the ground entirely you should stuff it from any range.

tl;dr
mp stuffs from any range if you use it as soon as they’re off the ground.
Can someone plz correct me?

Far mk is easily the best way to stuff moves on reaction. Unfortunately it only does 30 damage.

At max range the wheel kick is pretty good. You gotta really be quick on reaction in a battle because you’re looking out for other things.

Super Street Fighter IV/Juri - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

Linking this again because you guys are still asking questions about frame data and giving wrong numbers for frame data…

Sorry my mobile frame data app has it wrong then. Different sources.

edit: @ Kail, far mk does 70 damage at the tip, 30 damage is the first hit. 88 dmg on a counterhit though.

In the lab when I have the dummy wheel kick and I scmk it’s 30 damage for 1 hit.

close med kick is 30 yes, my bad. Thought u meant far.