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

I did notice the scmk stuffing it relatively consistently, I still don’t see any reason not to use mp though.

Also, Mike, I see where you would think he meant far… seeing as he did say far:

I thought something was wrong with that sentence xD

My bad again, he just put sc.mk, in which case i already answered it the first time round, its hitting with the first hit for 30 and not the tip of the foot for 70 which is the second hit.

Anyone else notice that the Juri forum address is shoryuken/feet? Coincidence? Discuss.

nah my fault. I put SCMK by mistake. Got abel on my mind.

I meant far mk. Everytime I do this move i get 30 damage.

Lmfao juri got the smexiest feet that’s why xD

That is the truth

Dunno if discussed. A little flashy mix up. Works on gouken, dunno who else.

Focus attack, wait until kneeling, cmp fadc under, dash back.

She dashes under twice and returns to the place she started.

Hey guys, I’m just letting you all know that I started working on the SRK wiki for Juri: Super Street Fighter IV/Juri - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!

So far, I’ve written a bit about some of her moves (mostly normals) and filled out the combo section. I also made a couple corrections to the frame data.

Awesome your the man. What is up with the frame data? What needed to be fixed?

I mainly added some missing info and fixed bad translations in the notes, as well as fixing a typo or two.

I need some info for juri not on there.

Where can I find speeds of wake up for the cast? For sweep, back throw, and forward throw?

What about juris dash? How many frames start to finish?

How are jumping attacks calculated? Takes 4 frames to jump but what about the normals? If a move is 5 frames in the air does that mean it’s 9 frames until active? Or 5 frames from the start of holding up?

There is a nice french guide SSF4 ? WakeUp duration | Hit Combo about wake-up durations, but you don’t need to be french to understand it, simply scroll down to the Juri section.

On normal characters, Sweep=45f, Throw=87f, Backthrow=47f, but there are exeptions like Adon…

Boxer isn’t listed as exeption but Store>tech>J.HK whiffed last time I tried.

SRK wiki says Juri’s dash is 17f, eMRaistlin’s guide says 19f and 39+4 for jump.

I’m pretty sure our forward dash is special cancellable or something, so it’s hard to tell how many frames it has. To test it I did (corner)throw>dash>store>nj.HK, the nj.HK whiffs, but when doing throw>store>dash>nj.HK it doesn’t.

Jumping Medium Punch should be active between 9th frame (5+4) and 14th frame (5-1+6+4) after your last action.

If we count 36f for light Senpusha, sweep being 45f, when we do sweep>senpusha>j.mp we hit with the first frame of j.MP.
If dash is 19f (x2=38) and backthrow 47f we also hit with the first frame of j.MP when doing backthrow>dashx2>j.MP.
So I guess these numbers make sense.

I have a question with her two anti-airs, what are the pros and cons of each one?

Cr mp does less damage but it seems to have a better hitbox/more range. Does crouch fierce punch get stuffed less ect? Is it mostly a range vs power thing or are their hidden advantages like better priority between the two? Thanks in advance.

i’d say its just the hitboxes. c.FP is better for deep/close Anti-airing and c.MP works better for somewhat further AAing, however it seems c.MP has alot more active frames so its chances of hitting the opponent out of their jump-in are better than with c.FP. its also a bit faster (i think) so its easier to use it on reaction rather than anticipation.
there are other AAs that seem to sometimes do the AAing better than these two (jump back MP or cs.FP for close AAs, s.MK or s.MP for far) but c.MP/FP are definitely her go-to AAs as theyre the most consistent

I did a write up on Juri’s forward dash when testing for differences in Arcade edition.

Me from the Documented AE changes thread:

Right keeping in mind what you guys have just said, in regular super after a normalxxfireballxxFADC you can link the following:

Normals you can link off a fireball FADC:

Cr.Hp (7 frame startup)
Cr.Hk (8 frame startup)

Specials you can link off a fireball FADC:

Mk Senpusha (9 frame startup)
Ultra 2 (10 Frame Startup)
Ultra 1 xx St.Cl.Lk (11 Frames startup altogether)
Ultra 1 xx St.Lp (12 Frames startup altogether)

Now thats as far as i can get in terms of combos because any version Ex Fireball (13 frame startup) doesnt combo and there is no way to get a 5 frame close normal to combo after FSE activation, close.mp which should be 5 startup becomes 7/8 startup under FSE so its hard to deduce. I tried to get a far short out on one of the cast members but no luck there, well i could if i spaced the fireball but that put it further away and natrually gave me more frame advantage.

Now based on the information above you should be able to link a Close.Hk (11 Frame Startup) if your as much as +12 on hit…but you cant, it just doesnt work. If you do fireball FADC to IA j.mp that sequence wont combo but it takes 4frames(the jump) + 7frames(j.mp startup) which is 11, on Seth this catchs him in a fuzzy guard reset where you see him take crouch animation but still hit his standing hitbox, meaning you gave him a frame to change his visual stance animation but not 2 frames to also change his hitbox from standing to crouching, so one can assume you are as much as +10 on hit if your trying to link a normal.

Now lets assume in regular super then your dash is 19 frames (complete) and you can cancel it on the 18th and 19th frame with a special, this puts it at an extra +2 frames on hit if you go straight for a special as opposed to a normal.

So your dash is 19 frames and special cancellable on the last 2 frames (supposedly).

During inactive periods of time, like a move animation, you can queue a dash or a jump, those are the best ways of getting automatic timings coming straight out of an inactive period of time.

Some useful things to note

You can whiff a move in the air to add 4 frames to your jump.

You can queue a special at the end of your dash to make add more frames (and build meter).

You can queue a normal on landing a jump to add more frames.

Whiffing normals and specials after inactive periods of time are only good if theres leniency in what your trying to achieve, an example of this would be the safe jump:

Forward throw in the corner > Backdash > Cr.mp > J.Hk

Its not neccessary to time the cr.mp perfectly because it relys on when you do the J.Hk, so long as its done close to the ground theres a large window where you will instantly land, making it a safe jump.

If that’s the case… If were hitting j strong first frame why doesn’t this work vs a majority of the cast? Of I sweep ryu, sempusha, j strong why’s it whiff vs him but hit rog/hawk.

J strong hits him if he’s standing, and on that frame he’s standing. So…I’m confused.

Their hitboxes are shorter whilst getting up. Its dependant on how they get up.

So their hit box is not as tall as when they’re fully standing? I’m confused further. It hits rog who can’t be caught by a jump in but can be off a wake up but won’t work on sagat who’s tall a hell. (maybe I’m timing it wrong).

Didn’t someone find a fuzzy guard vs ryu? In theory everyone should be hittable by it first frame.

Thought I’d say hi to every who still remembers me! I’ve been gone for a while, haven’t played much since february. I’ve been thinking of getting back to SSF4 and Juri again once the PSN blackout lifts. Going to start following the forums again as well :slight_smile:

I heard AE for consoles is finally confirmed, do they have a date for it yet?

Balrog isnt caught by the jump because of his block and hit stun animation changing his hitbox, if you do it on him with IA J.mp, it still works, so on wakeup its possible. Some characters still have shorter hitboxes when getting up(Sagat?) others it wont matter(Balrog), just how it is, whats so confusing about it? Either it works or it doesnt. I dont really care either or, im not spending time on this.

@Deice, welcome back man. 7th of June mark your calender.