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

@ Juri Thread: How do you guys use Juri, play-style wise? Do you try to zone/lame your opponent out like Yossan, push your opponent in the corner and RTSD like WeirdoNeo, rely mainly on pokes or something else?

I pretty much always go for corner lockdown, and I believe this is the optimal way to play the character. However, against Zangief and T Hawk, I tend to run away a lot more.

What is Juri fuzzy? I’ve seen it referenced but have no idea what it’s referring to.

i am lame as fuck. maintain a certain spacing where you can’t possibly lose. that’s the goal. juri’s rushdown isn’t safe enough for her to be doing it over and over (pinwheel pressure =! scissor kick pressure). my foremost concern is to stay safe. when you’ve come into contact with sagat and he can’t do anything but flinch and eat far medium kick, that’s my style.

FetZ: juri has a few fuzzy guard (people flamed me for “abusing” this term before) situations, namely a blocked safe meaty jump-in on opponent’s wakeup, into jump mp, and a meaty medium fireball that forces the opponent to block high.

It honestly depends on the person I’m playing against and the character.

Like Dr. Grammar said, against Zangief and T. Hawk, it’s fireball mind games.

Mostly, I’m passive aggressive. I wait back, find an opening to blast them and keep a good distance. At the same time, Juri is an animal when someone is cornered. If you get someone in the corner and can keep them there, you just won the round. I always look to push whoever I’m fighting back towards the corner. Once they are cornered, it’s all aggression while keeping smart pressure.

Juri is absolutely a mind game character. I think I’m right by saying that.

Fetz from Soul Calibur?

Soul Edge now that’s old school!

See Kail’s Instant Overhead thread (Fuzzy Guard) for an explanation of fuzzy guard (which is used to create instant overheads among other things).

I rush. I rush hard. I rush so hard it’s stupid. So stupid it’s smart. People just get confused… Why would he dash there?! I’ve dashed under fireballs into heavy punishment at footsies range. I’ve dashes through vega cmp. I use counter a lot. I dive kick often.

Shit is so stupid it works. Lol.

Nah in all seriousness. I play footsies and fireball until I csn get in there. Once I’m in I force into the corner with pressure. Every kd I dash to push.

Then I go all in. I’m trying to be s bit more safe and trap more. I got some things on deck to try. But I’m all about making you feel like you mist mash because you can’t press buttons.

I think her mix up is amazing underrated but it’s also unsafe. I think you have to be like water. (shout outs to laswagga).

Yeah that’s the theme with Juri. She has lots of amazing tools- just most of them aren’t safe. But when she corners someone watch out son!

What are Juri’s most conventional mix ups and resets? In other words, ones that aren’t character specific (or extremely character specific anyway).

For example, I know you can dash under them from an air-to-air j. LK, and sometimes an anti-air cr. MP.

What are some of her other good resets and mix ups?

I was tempted to start a thread on this, because I couldn’t find one, but chances are there is a section on this somewhere.

I am slow and defensive so far, but that’s because I’m still learning stored fireball shenanigans and her useful normals. Maybe too many dive kicks for my liking, but I’m working to reduce that. Going to check the video thread more for a general idea of how she’s supposed to move.

I’ll try and rush down more once I get even more comfortable with FSE (moreso now I know I could dash under sonic booms-- thanks guys).

If you want to play a more defensive oriented Juri, I would look for some YOSSAN vids in the replay channel. I wouldn’t really recommend FSE engine for rush down, but more so as a tool to him confirm combos into for better damage.

AUGH

Turtles are my bane. How do I combat shotos/fireball characters who downback in the corner? I feel like I don’t stand a chance once that happens.

also screw ranked seriously hnnnngh

First, if they lock themselves in the corner its good for you.

Many ways you can get in on a fb turtler. You can fireball your way in using fireball stores and releases. You can dive kick over poorly spaced / timed dive kicks. There is always a chance you can use your counter teleport too but that’s a risk. Once you get in be ready for whatever their best option is to make space. Then carefully work Juri’s corner game. Don’t be afraid to take a little chip damage if it means you nullifying their strategy. If you want to block your way in you can.

You can focus absorb your way in too.

What’s up, guys? Recently started playing Juri. I’ve worked out some decent set ups and frame traps with her, but there’s still many things I’m yet to figure out and a few questions I’d like to ask you guys…

  1. What’s the point of her overhead outside of FSE? It’s so slow that I’d at least’ve thought she could have got a combo from it… Not worth putting it out there for the amount of damage it does.

  2. Her dive kicks can be blocked low and offer no frame advantage. I’m not really sure how to use them. Sure, they work against noobs online, but even if I tiger knee her light dive kick, I can’t keep pressure because of the negative frames on block.

  3. I see a lot of Juri played holding the lk fireball for the mkxxfireball combo. By doing this, you’re stopping yourself from teching and using lk for combos should that need arise. How do you guys get around this?

  4. How many start-up frames is FSE? I don’t trust the Eventhubs frame data guide because it’s telling me that pinwheel is + on block. If it’s more than 0, then what’s up with that?

  5. It seems her forward throw is designed to either create space, or push them to the corner. Which should it be used for? Does Juri have good corner pressure? I haven’t noticed anything particularly compelling about her fireball game either.

I was hoping to play Juri as a heavy rush-down character, but it seems every one of her normals and specials are designed to put you in a position where you can’t press and advantage… Any advice.

Thanks.

  1. The overhead, while slow, can beat most low normals (due to hopping) as long as you get past the early startup. Usually you’ll want to use it covered by some heavy frame advantage like j.HK or fuhajin release, or simply if the opponent is scared and isn’t pressing any buttons.

  2. Dive kicks are mostly for punishing fireballs (and other stuff) fullscreen. You can also use them for mobility, and the frame disadvantage isn’t too bad if you hit their toes (-1 -2 or thereabouts). You can use TK dive kicks to blow up crouch tech (and combo into EX Pinwheel / Super)

  3. Get rid of the fireball before the opponent gets in throw range. You’ll never let them just walk up to you, so if they put you in blockstun so they’ll end up close to you, release the lk fuhajin during the blockstun. I rarely miss LK for combos with fuhajin stored, but when I do, LP is a good substitute.

  4. Fuhajin is 1+6 startup basically. One frame before animation, 6 frames recovery after animation, totaling 7 frames. So don’t activate when opponent is in punish range. See Juri frame dataon SRK wiki.

  5. If you’re zoning, use f.throw to make space. But you’ll definitely want to focus on pushing your opponents to the corner, as that’s where Juri shines. Her other tools also push to the corner, like pinwheel and dive kick (+followups). Her corner frame trap games are very nasty, with cr.MK combined with fuhajin stores, releases and EX fuhajins, allowing you to kill someone pretty fast.

Thanks for the quick response. Great answers.

  1. Juri’s overhead isn’t that slow, actually. 20 frames is usually about average for overheads even in other fighting games. I find it useful because it has pretty good range, and you can often use it outside of opponents’ poking range and hop over lows.

  2. Dive kicks are good for blowing up lows and punishing fireballs, and they can also be used for air-to-air at certain angles. They’re also useful just to move forward quickly.

  3. Juri has a few airborne moves that can help her escape throw attempts. Close standing MK is airborne from the first startup frame until the first active frame. Mid EX Fuhajin also goes airborne on the 4th frame.

  4. 0-1 before the screen freezes + 6 frames of recovery. I guess they just didn’t want it to be easy to combo into.

  5. Juri does have good corner pressure, which is why it’s nice that several of her moves move herself and/or her opponents across the stage. Fuhajin releases have a lot of frame advantage, and since projectiles have no pushback in the corner, she gets really easy frame traps and hit-confirms in the corner. It can be really hard to defend against, especially with the threat of her kara throw. After a knockdown, she can also do a left/right mix-up by jumping in with j.MK or j.HK. FSE can be used to do longer strings, making it harder to defend.

Thanks for the tips. She has a kara throw? What is the input for that?

:mp:~:lp:+:lk: