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

Hey guys, looking to main Juri in AE.
Gen is just not doin’ it for me anymore and so I want something stronger.

I tried maining Juri at the start of super (like 90% of all super players) but I ended up dropping her because I couldn’t figure out how
to play her safely, and I was convinced she had Seth stamina for all the damage I was taking.
(Who knew divekick spam doesn’t work for all characters amirite?)

Anyway, Ive gotten my Juri to a C, but I’m still so-so-so scrubby.

I have a grip on her normals, and Ive spent some time practicing Anti-airs on Ryu in Training mode.
cr.mp and cr.hp are working best for me so far. My reactions are too rough for j.mp / j.hp AAs just yet.
What I need is a list of things to practice in training mode each day when i get off work.
I’m willing to put in the time, i just need to pinpoint some good tactics to practice.

My punishes are really bad. I essentially play her with counterpokes and zone with fireballs.
Biggest “combos” are cr.mk xx [h]Pinwheel, or if I think about it, cr.HP xx EX Pinwheel.
I stay the hell away from U1 for now, bc it wont amount to shit atm.

But yeah, I know I’m going to add Yun DiveKick spam to my list of things to practice.
However, I need fundamentals. I’m not going to get much better on normals alone.
Any insight is welcome. And if any of you play in the early mornings (ie. 7am cst) hit me up for some sparring practice.

j.MP and j.HP aren’t actually good anti-airs; they work because jumping up to meet someone when they jump tends to catch people off-guard, so they’re not always prepared to go air-to-air with you. They have good priority below them, so you should try to use them in those situations. They’re pretty good for air-to-ground situations, especially j.HP, which should at least trade with anything that doesn’t have invincibility.

Things to practice:
[LIST]
[]Kara throw - This is really important if you want to play Juri. You can significantly extend her throw range by canceling the first startup frame of far standing MP into a throw.
[
]Shikusen - Learn how to do it instantly with a TK motion and how to space it to make it safe.
[]Fuhajin management - Fuhajin is a really weird and good move, so you should know how to use it.
[LIST]
[
]Meter-building - Build meter by whiffing as many consecutive Fuhajin stores as possible. You can discard one store by releasing the button during the animation for another one.
[]Projectile wars - Fuhajin store helps Juri keep up in projectile wars, but it has to be timed correctly because of the limited active window.
[
]Discarding - If you store a Fuhajin and decide you don’t want it, the fastest and safest way to discard a stored Fuhajin is by whiffing st.LP. You can also discard any time during a jump or focus attack.
[]Anti-air canceling - Not something I would go to training mode with, personally, but you should get used to canceling any cr.MP or cr.HP anti-airs into Fuhajin store.
[/LIST]
[
]Combos/hit-confirming
[LIST]
[]Regular BnB’s - Combos 1 and 3 are somewhat advanced because they require 1-frame links.
[LIST]
[
]cr.LK, cl.LK, cr.MP xx Senpusha
[]cr.LK, cl.LK, cr.LK xx Senpusha
[
](counter-hit) cr.MP, cr.LK xx Senpusha
[/LIST]
[]LK Fuhajin stored - First combo is preferable but doesn’t always work; you shouldn’t have to memorize a list of characters or anything as long as you know the ranges of your moves.
[LIST]
[
]cr.MK/cr.MP/cr.LP xx LK Fuhajin, cr.MK xx Senpusha
[]cr.MK/cr.MP/cr.LP xx LK Fuhajin, cr.HK
[/LIST]
[
]With meter - Juri builds lots of meter, so it’s good to know how to use it. You can burn meter to combo out of LK Fuhajin when you’re too far for cr.HK to connect. You can also use it to start an offense from LK Fuhajin.
[LIST]
[]cr.MK/cr.MP/cr.LP xx LK Fuhajin xx EX Focus Cancel, cr.MK/cr.MP/cr.HP xx Senpusha
[
]cr.MK/cr.MP/cr.LP xx LK Fuhajin, cr.MK xx Fuharenjin
[LIST]
[]Use MK Fuharenjin mid-screen and HK Fuharenjin in the corner.
[/LIST]
[
](from outside poking range) LK Fuhajin xx EX Focus Cancel, walk forward, [cr.MP xx Senpusha]
[LIST]
[]This is a great if you want to start an offense from neutral positioning. It works similarly to Sol’s Gun Flame FRC in GGXXAC.
[
]Put the dummy on random block to help hit-confirming this.
[*]On block, you can do some mix-ups like kara throw, cr.LK and kara throw, or delayed cr.MP.
[/LIST]
[/LIST]
[/LIST]
[/LIST]

I heard recently that a japanese Juri player won a qualification for SBO, any idea who that is or where i could find that information?

j.mk if they’re crouching, which is basically no. j.hk can cross up (character specific?) if your spacing is perfect; seems impractical but maybe usable after a knockdown.

If they’re crouching then its gonna hit anyways.

I know this battle.
Practice everyday Ryu’s combo shoryuken, FADC, U1

You will find you don’t need to really do a circular motion for ultras. If you hold down, and go right or left x2 while trying to hold down a bit (like diagonally) you will find the ultras come out rather easily.

So I’m wondering, do people using the TE go for the default button layout? I’m trying to wrap my head around the fireball storing system, and it almost seems like it’d be beneficial to swap the kicks & punches for her so that my thumb & pinky can have access to her punches while I’m storing.

What do you guys do?

French comic was tood good, couldn’t resist the urge to change user picture. And I don’t even have to change my custom text!

On my stick I use default button layout. I’m normally storing fuhajin based on how close I am to the opponent. Up close, LK and MK. Mid/far range I’ll store a varied combination depending on the tendencies of the opponent. Sometimes it helps to have all three stored so you can react, but if you store LK/MK you can AA with cr.HP. If you store LK/HK you can AA with Cr. MP or HK release.

It would be too confusing for me to have a button layout just for one character.

I was looking through the wiki and noticed a lack of data on block stun and hit stun for her jumping attacks. Is this information out there somewhere?

Agreed 100%.

Traditional set-up is the way to go. Considering Juri could be gone after AE and even if she is here, you’ll want to play other characters. What if you start playing Tekken, Mortal Kombat or King of Fighters? It is best to leave your layout alone and work from there.

Block and hitstun on jumping attacks is too variable to get accurate frame data. You get more by hitting lower to the ground and less hitting higher, and this changes from character to character.

That is unfortunate. I was really just hoping to find more IOH setups off jump in attacks. Too bad capcom hasn’t put the info out there.

Cool, thanks for the help guys! I figured people just stuck with default, but I thought I’d ask anyways. Learning her is hard. Felt like I was making some progress in training, and then I get spanked online. Practice, practice, practice I suppose.

And I really hope they put her in SFxTekken. I’ll be much less interested in it if I don’t see her or Vega.

Is that Jem from Jem and the Holograms?!

That’s typically how it goes. Everything goes according to plan until you get online lol. You’ll get used to doing it on the spot and it will come easier.

Slightly off topic, how do you post spoiler tags?

Yep. MVC3 board just went crazy for her.

[ spoiler ] Text [ / spoiler ]

I might be a little late to catch on, might be known and might not be but anyway i recently discovered a nice little tid-bit about close standing mk.

Now its a pretty handy tool for Juri, its airborn on the very first frame for about another couple of frames after that (it think a total of 3/4 airborn frames). But thats the important part, its airborn as soon as u push the button. Now when you kara a move, it cancels the first frame of said move into whatever your doing, so you get the properties of the first frame of your preceding move added onto the startup of your next move. However you cant kara airborn moves because your off the ground, and specials cant be done off the ground.

You can kara a normal into a grab, thats how you get the extended reach on kara grabs, but you cant grab in the air so you cant kara close standing medium kick into your grab.

So what this means is if you plink standing medium (when near your opponent) with a grab, you can beat close grabs (non-kara grabs) with medium kick, if they frame trap you, you just get air reset, which can be beneficial sometimes if they with a move while your in the air reset. But if you fuck up and do it too late you still get the grab tech (plinked grab), if you were too far for close medium to come out you still tech the grab.

Just a nice observation really, im sure its got some practical uses in close-up 50/50 situations.

Nice mike.

FINALLY…now where the fuck is everyone?
I just read through 46 pages and no one is here

well let me get to the point
I used to mess around with Juri as an alt (Ibuki was my main) but I put down SF when MK and MVC came along
So after getting that BS out of my system, I decided to come back but I want to take it more serious on a competitive level
So I shut my mouth and read everything to take my own notes and really dive into Juri’s playstyle
Fuck Buks
I’m running with Juri no matter what
So this is my hello to the Juri forum
Anyone here around the NJ/NY area?

on a side note:
Its cool seeing some of the original posters here still active