Assuming you have all the basics down, like kara throws, frame traps, links, instant dive kicks, etc., I think the big thing to focus on would be Fuhajin management and meter management. Juri doesn’t have one of the best supers, but it is pretty good, and her EX moves are quite strong. After seeing Yun in action, I realized that meter management can actually play a huge role in deciding a match. (Rose players are probably quite aware of this as well.) If you can keep a consistent meter advantage, you can use your EX moves somewhat freely, and you get more opportunities to convert hits into huge damage with the super. It also lets you do things like LK Fuhajin xx EX Focus Cancel to transition from neutral footsies to offense.
Juri’s main way of building meter seems to be by using the Fuhajin store (builds 20 meter in a 30-frame animation). Try using the Fuhajin store as much as possible, while watching spacing and timing so as to minimize the chance of getting punished. Every time you anti-air with c.MP or c.HP, cancel into Fuhajin. Use the stored fireballs to keep opponents locked down. Juri’s fireballs are actually really good; they recover in 33 frames, as fast as Guile’s HP Sonic Boom, which makes them great to throw out without having to fear getting jumped in on. They also have great frame advantage and build some extra meter on hit/block, so try to use that to your advantage. The details of what buttons to use, and where and when to use Fuhajin stores and releases will depend a lot on matchups and opponents, but I think that’s the gist of what we generally want to do with them.
Of course, you have a footsies game to think about while doing this, but Juri is a character who doesn’t really work well with typical SF-style footsies. She has a slow walk speed, and her good mobility comes from things like dashes, focus attacks, Shikusen, and Kasatushi. You want to try to set the pace of the match to be like the first match [media=youtube]ibl2hRa183Q[/media]. Then it shouldn’t be hard to get a good meter/fireball game going. Also remember, you always want to be fishing for opportunities to land throw, MK/HK Senpusha, or Shikusen > Second Impact > Third Strike to get your corner game started. Also, if appropriate to the matchup, fish for focus attacks and use dash cancels for mobility. Against other fireballs, try to punish with Shikusen as consistently as possible. Counter grabs with close s.MK cancelled to Fuhajin or Senpusha (can’t really be hit-confirmed; you have to use your yomi for Senpusha). Once you have an opponent cornered, all you have to do is keep them there as much as possible and use Juri’s great mix-ups and traps to take the round from there.
Seems we have a new forum software. Its … different at least, I think I’ll reserve judgement for now. I’m sad we lost our f337 forum number
I hope they fix the spoiler tags, they don’t seem to be working currently. In any case, there’s lots of reformatting to do with the sticky’s first posts, bunch of them didn’t migrate very well. I hope they’re still working on the quirks.
I think they’re still ironing a few things out. I’m expecting the font for posts and the smilies to change, at least. I don’t like having all these trophies and other “social” features here, but overall, it’s nice. Luckily, I don’t need to change anything in the FSE thread since I already moved all the info to the SRK wiki.
Next thing you know, we going to have forum whores who are only posting because they are desperate for their trophies, that should be taken out, me thinks.
Sorry haven’t been around lately. That dang storm that tore up Missouri passed my city and lightning hit the house… we got lucky nothing caught on fire but there’s going to be over 1000s of dollars worth of repair between electric damages, roof, internet, ect; I’m looking forward to AE, can’t wait to try out the enhanced Han, same with Bison.
You know, about a month ago I discovered a good way to pull ultras rather quickly despite the side you are facing. Doing 236, 236 didn’t always worked for me, sometimes I got ex fireball. Just recently I found that holding the stick down and doing a 26, a diagonal motion while holding down registers 236. In your mind the motion is 26, 26 and it works great! I wish I had known this sooner.
Because of the input leniency in SFIV, the game doesn’t actually need to register every direction for the motion to work. If it registers 2626 or 2326, it works as a qcf,qcf motion. I think you can also do things like 2329 to make high jump cancel ultras easier.
Good to be back xD.
I really hate there’s is no good players on PS3 it’s about the 360 players.
Does anyone know how I can train my Juri to win a tournament at the end of june?
Also due to some kind of input shenanigans, you have all day to hit the buttons for an ultra. If you’re deliberate about doing the joystick motions and then hitting the buttons instead of ending with 6+3K, you should get ultra every time.
the problem with ultra motions are not a problem with the mind, its dexterity. When you’re on the P1 side and right handed, its harder to PUSH the motions rather than pulling on the P2 side. Just go into the lab and work on them. Use your minds eye and focus soley on that…see the movement in the joystick first.
What would be the most practical combo(s) to lead into a fireball store? Particularly the lk fireball, as that is the one I feel most comfortable storing right now.
I’m trying to incorporate more store combos into my game. I think I get way too Pinwheel happy sometimes. Trying to work on being safer, grounded, etc.
I only recommend comboing into the store if you can’t hit-confirm. If you can hit-confirm (or have yomi), Senpusha is pretty much always better. For frame traps, use c.MP xx Fuhajin store. For throw bait, use s.MK xx Fuhajin store.
In case some of you guys didnt know, SRKWiki has frame data up for AE now. I looked at the frame data for Juri, and I think that some of it might not be finished. But when I say that, I mainly just mean the special notes for certain moves on the far right column. But as far frame data goes, I only payed attention to Startup, Active, Recovery, and the Frame Advantage you get on hit and block. After looking at that, hardly anything has changed at all. Juri got buffed in AE, her walking speed is faster and she has better hitboxes on her moves among other things. Here are all of the frame data changed I have found for Juri:
Her Overhead has 17 frames of recovery now, in SSF 4 it was 18.
EX Senpusha is -14 on block now.
All versions of her Super are -25 on block, they were -82 in SSF 4.
So as you can see, it looks like all of the combos that have been discovered lately should work out just fine in AE.