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

Ah thanks, didn’t realise you could fake jumps like that, seems pretty handy especialy with the cr.mk range.

Edit: Thanks to krimsonstudios for the other options as well, didn’t want to spam this thread with two posts basicly saying the same thing so I’ll stick it here, hope you don’t mind.

If your opponent is blocking your crossups I believe you can use j.FP to hit from the front at the same range. Haven’t played with this extensively though.

Yes, but the “kick” needs to hit and that needs to be at pretty close range. You are -1 off the kick. If the kick whiffs then you’re wide open.

Frame traps. You are +4 off a lk fuhajin on block, so you can standing MK (5 frame startup) or cr.mp or cr.mk at 6 frames. From far range you can time a dive kick so that it combo’s on fuhajin hit and frame traps on fuhajin block (but obviously, this not a completely safe option).

In my opinion, stored fireballs are a far better offense tool than defensive. The main problem I have them is, as an Akuma player, the strength of Akuma’s air fbs comes from the fact that he can fire it at any point from his jump, and he has three different trajectories to really zone his opponents with. Juri’s fbs, however, are always thrown at the exact same trajectories so if an opponent knows what those trajectories are, they can avoid them on reaction and still get in. Not saying they aren’t a good option, but far from amazing.

In my opinion, the greatest asset to Fuhajin fireballs are their speed of recovery and how slowly they move. I always wondered why Juri’s frame data was so horrible, and now I understand: this is why. Her fireball releases have such amazing recovery and move so slowly that Juri’s entire offense revolves around firing one and then selecting the manner by which you want to mixup your opponent. The fireballs are so slow that Juri can usually dash, jump or divekick right behind them with little to no space for the opponent to breathe. Also, they yield spectacular frames on block (at least +4) and retarded advantage on hit (+10). You can pressure with whatever you like after that, and all the opponent can do is block or throw out a prayer reversal.

Just picked up SSFIV (this is my first SF game ever!) liking Juri so far. In other fighting games I’m a pretty defensive players so I’m REALLY liking punishing people with her. Working on getting random SF knowledge, luckily a lot of people play down here in SFL.

I expect to play a lot of mirror matches in my SF future, everyone seems to love her.

Hm… is there any reason to use FSE instead of Kaisen?

Love the Rachel avatar, btw. (My favorite BB char.)

The reason I use FSE as opposed to Ultra 2 is because FSE is an Ultra that you can use at any time in a fight. As opposed to other Ultras, there’s no reason NOT to activate it, since the recovery time is almost nil and it forces your opponent to think twice about taking a SINGLE hit. Ultra 2 has many setups, but you’ll spend an entire match waiting for opportunities, and most said opportunities are either unsafe or things that would let you do big damage off of FSE anyway.

Heh, it’s kind of outdated. I actually switched to Noel a long time ago. Juri reminds me a bit of Noel, so that’s why I play her.

It seems like FSE puts you in that super offensive position that a lot of “power up” supers do in other fighting games. I’ve always been told that if someone is playing too offensively then they have no defense, eg using FSE leaves you open for reversals. Of course, they can be baited, but you’re on a timer.

Juri has to worry about Reversals already, so that’s a no-brainer. When I activate FSE, I try not to let it make me any more or less offensive than I usually am, because that’s something an opponent can pick up on. The key is to activate it and have it out there as a deterrent/threat.

In essence, the trick is to let it mind-fuck the opponent, not you.

lol i dont know why people are complaing about combos people record using stored FB lol if ur planning on using juri without storing fireballs in a real match good luck to ya :slight_smile:

  • A good thing you can do to punish opponents who try to tech throws is to either mix in your overhead (f+mk) in your blockstrings (it’s good to punish throw tech attempts) or to go for an instant divekick (or even EX). Usually, the overhead would net a CH since it would catch your opponents right when they OS throw, in which case you can combo with st.lk > …

-Yes it is safe to end blockstrings with fb kick. It’s safe on block and helps maintain the pressure.

-Poke with another [cancelable] move and cancel that into another fb charge. It’s never a bad thing to have a fb charged (usually). Another thing you can do is to dash up and go for a throw/overhead/cr.lk etc. This is best done when your opponent is sleeping on their guard. Just be smart with your offense and keep mixing it up.

Be hard to tech. Vary betweel crossup mk and crossup LK>immediate throw. Do one, two, three low shorts and kara cancel your throw. Teching seems harder in this game for some reason.

Any chance on a useful OP? Whenever I come to a board about a character in a popular fighting game, there is always a thread stickied where the first post(s) go into detail the movelist, how each move best used, what to avoid, how the character is best played, and maybe some frills (not important) like pic/bio/background/etc.

Not fun to dig through 11+ pages and other threads to try and get an idea about certain moves and the character in general. If you guys want a legitimate excuse to tell people to stop posting new threads, get a decent general knowledge/newbie Juri first post.

Not a first post that only says something like “hey let’s make this thread for asking questions hurrr”.

There’s a good matchup thread and a good combo thread. Those types of things are also standard. But matchups and getting into combos is secondary to a full-on primer to the character.

[edit]

Some decent examples:

http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=112223
http://www.dustloop.com/forums/showthread.php?t=7785
http://www.8wayrun.com/f34/tiamats-ongoing-sciv-nightmare-guide-t264/

I know I’m coming off as a total dick but I’m tired of the whining in new threads for unnecessary posts when there should be a proper summary for newbies on the first page before they start ranting (fyi, I haven’t done that here in case you think I posted this as some sort of backlash).

You guys know you’re the best place for SF and most fighting game discussion, I want to be able to send my friends here to learn their characters ($40 game with a ton of characters all unlocked has drawn in a new flock) and not just walk away because they tl;dr’d melting pot general discussion threads (i.e. Juri’s not the only one that needs this).

Believe me if I had control over the Juri forum I would have organized things a lot better. I absolutely hate how we try to compact a lot of the information within a few threads because information gets proven false later on or something old is neglected and a lot of information gets repeated. There’s no centralization of information here that makes it concise and easy to read and understand.

That being said I’ll be doing a joint tutorial video with VesperArcade (http://www.youtube.com/user/VesperArcade) that will break down Juri as much as I can. I’m looking to cover everything from movement, BnB’s, mix ups, footsies, punishes, counter strategies, etc… It’ll take some time before I can do it but trust me that this video will be happening.

Dunno if it’s been mentioned already but here’s some top-tier Juri play from Floe at Midwest Championships: http://www.ustream.tv/recorded/6790580

And he’s using FSE :slight_smile:

edit: whoops, already in the video thread. oh well.

i ended up playing juri for a while during a tournament last weekend, i got stomped but i picked up a lot of new tips. haven’t gotten the chance to read this forum in a while and it showed. :frowning: catching somebody in air with j.mp, j.mp, s.lk is an awesome reset. that’s pretty much what her forward mk is for too, a reset to get them out of blocking low cause i think it counts as overhead. it goes through throws too since it’s counted as air but i think we figured that out weeks ago.

When should you try to hit with a jMP against an aerial opponent?
Or, more generally, when do you use each of her jumping attacks?

It’s really dependant on the spacing of the two characters but generally you can fish for j.Strong if you place a read that your opponent is going to jump so in that case you want to hit early with j.Strong. Depending on the attack you can use j.Strong in response to an opponent’s jump in but you have to be more careful with this one as some jumping attacks wil beat j.Strong.

j.Short I use for cross ups and fake cross ups because it’s very hard to tell which way to block it and you can time how soon or late you do the j.short. Keep in mind you have to hit deeper with j.short in order to combo from it. On the rare circumstance you can use j.short to beat out other jumping attacks.

j.RH is good for beating other heavy attacks or if you find yourself slightly above your opponent air-to-air. It’s a pretty good jump in and it crosses up in the corner only. Due to the fact that a lot of Juri’s jumping attacks are difficult to read which way to block you can throw in a j.RH to get a high damage combo. If you land an air-to-air j.RH you can dash forward and go for a cross over mix up.

Neutral j.RH is really good because she splits her legs and the hit boxes are both ends of the legs and it extends far. You can use this to beat jump ins if you space yourself right or if you anticipate on your opponent doing a certain move which is more match up specific. There’s a lot of other uses for neutral j.RH as well.

j.Forward is her go to jump for air-to-ground as its her best cross up. Really easy to combo off of this one as well. Air-to-Air it’s really good if you react to an opponent’s jump in with this. If you land a j.Forward you can land store a fireball or dash right afterwards and mix up your opponent.

j.Fierce is best used when you space it on top of your opponent’s head as it will beat a lot of reversal options like a DP. You can space yourself so that it crosses up as well and due to her other jump ins you can throw one of these to throw your opponent off. It creates a techable knockdown and places you in front of your opponent so it carries some risk to it. Air-to-Air it can beat certain jump ins.

That’s just a basic rundown on her most useful jumping attacks.

Shynkz, fancy seeing you here lol. I wouldn’t be touching ssf4 if it wasn’t for Juri either.

killey you make good posts.

btw does anyone have good info on ways to consistently fight vs. bison’s s.mk
footsies is very hard vs this attack it seems

you can jab it the recovery, max range roundhouse will beat it (bad idea for them to do it then anyway)… jump over it (risky)?

this is very important to figure out
ideas?

Honestly just block it and work your way from there.

Haha, it’s like I’m really on Dustloop! I guess Noel players are Juri players.

All this SF stuff is really new and awkward to me. I never know when it’s safe to poke so a lot of the time I end up blocking for a good amount of the match. Good thing there’s no guard crush in this game. :stuck_out_tongue:

d-db-b-ub-kick with a little delay on the kick input nets a TK dive that uses a true TK motion, not an instant air motion.