j.Faps wins.
It was a collaborative effort between Blaze and MAGUS though.
j.Faps wins.
It was a collaborative effort between Blaze and MAGUS though.
I remember when we started calling her J.Fp J.Faps. Good shit.
Sorry if this has been addressed already, but what is the reason to not have light fireball stored at all times when beginning pressure?
I mean I know it interferes with throwing, and low short is good for dealing with being pressured. I always let off stored fireball if I start getting pressured (and I think it’s appropriate, most often is but sometimes not).
Is there some magic I’m not seeing surrounding the short button? Honestly I’m loving Juri because I don’t have to link my normals (the exception is after the overhead with engine on, DAMN YOU CAPCOM), but I’d like to know if theres something I’m not seeing.
the reason is so that you can release it after a c.mk connects then sweep ,you get an easy hit conformable Untechable knockdown. Plus you can cancel the lk fireball to a lvl2 focus and then Ultra. it can also be used as a footsie tool to an extent. You can release the button anytime in case you’re going for a throw or trying to tech one for example, dont feel like you absolutely have to keep it stored no matter what. Just release the button anytime you need it.
That is an os, but what you describe will just get you thrown or counter hit. Mashing on crouch tech is rarely a good idea.
This character seems like easy mode except for 2 things, a good srk and a good ultra.
No spacing is really required as much as other characters with light pinwheel being 1 frame almost
Makes other characters not use focus attacks period
Lots of easy light punch and kick links
Very fast movement and the jumping overhead kick has really nice range and quick
Jumping backwards dive kick is unstoppable and safe from full screen focus breaker
Some fireballs even if they are not that fast
Multiple cross ups
Regular jumps don’t have much air time, very useful
Tend to save meter for just ex pinwheel as an uppercut priority type move
When this character was in the making, I saw that it was possible to use ultra 1 after a ex pinwheel but it seems impossible? What im wondering is what can’t I use standing hard punch, super, ultra in the corner because they do fly really high up. Along with why can’t I use standing hard punch, ex fireball cancel into ultra? Standing hard punch is the move that hits them upwards.
Rather surprised this character didn’t get a juggle able ultra like this.
[media=youtube]Tp08ZbqmIoY[/media]
To be fair, he didn’t say “mash”.
And Eternal, I don’t think you actually answered the question he was asking, except maybe in passing.
In any case, the primary reason NOT to keep an LK Fireball stored at all times is that it partitions the focus of your hands and your mind. I know this sounds like some psuedo-science BS, but I’ve found it to be largely true. The inherent strength of a stored fireball (being able to fire at any time just by letting go) is its exact weakness as well. Every kick you keep stored (LK included) is one button your opponent doesn’t have to worry about. It was true for me as a Hilde player in SC4, and it’s true as a Juri player as well.
Oh sure, you can put yourself into active frames to let go, but that still requires you to do something else before that button becomes available again. As I said, that means extra work for your fingers, and extra work for your brain to even think that far ahead. That’s not a plus in every situation.
lol maybe, I just wrote whats the reason IMO to not have a fireball stored, which is none. I have an lk fireball stored almost all the time.
I like how everyone just ignores LightBlue’s comments by now. Good stuff.
I thought I’d share a little shoto-spam training idea I had, which is rather nifty if I say so myself. If, like me, you know that Juri has a range of techniques to dodge/absorb/otherwise negate an endless stream of hadokens but you lack the reaction speed to consistently pull off mp/hp kasatsushis, focus cancels, fuhajin stores and releases (at least if you’re varying which one you use) then give this a go.
Set up a training sesh with Juri vs. Ryu (or Ken/Akuma if that floats your boat). Now record something like the following ten seconds of CPU action (all punches refer to strength of fireball thrown for ease of typing): hp, lp, pause, EX, hp, EX, pause, lp, mp, EX. Now comes the clever bit (I’m really hoping no-one else has posted this idea already, as I’m quite pleased with it!) - set the super gauge to normal. This way you’ll never know when a shakunetsu (which can only be dodged with a hp or possibly lp kasatsushi) is coming at you, because if he hits that input command without having the required super meter you’ll just get a hp fireball. This is why I’ve put two pauses into my recording, one ending on a shakunetsu and one not, to throw you off more.
I’ve just been doing this for about fifteen minutes straight and it certainly feels like I’m reacting to them faster. I’ve definitely learned when to use the fuhajin store against them a lot better than before. And if it starts getting easy, just shuffle a bit closer to your shoto of choice, you’ll find the difficulty ramps up pretty sharpish!
Anyway, I hope this helps some people who are having the same trouble as me.
For all your OS Teching needs refer to these videos:
Anyways, getting back on the topic of Option Selects. From an offensive perspective after a knockdown we really just have OS c.RH, OS Pinwheel, and OS EX Fuhajin. Out of those options I see OS c.RH to be the most applicable against back dashers though OS EX Fuhajin will catch them in the back dash as well. I’m hesitant on OS Pinwheel because EX Pinwheels range is limited and I think it will whiff on a back dash and straight out lose or trade with other reversals.
I was thinking about OS Counter Movements but if the opponent gets the true reversal you will get Armor Broken instead so that seems out of the question in most match ups. It might be worth exploring and a lol moment against wake up Ultras.
I want to consider the possibilities of Option Selecting pinwheels from her c.Forward say against characters like Viper who can use a Special or Unique attack to hop over low attacks in pressure situations. OS DP off of a c.Forward with Ryu and Akuma were really good against a character like Viper as it forces them to block their pressure strings but they also had the walk speed and footsie game to match it. Juri doesn’t have the luxury of that walk speed so she can’t quite walk in and out of ranges readily to bait those type of attacks. I’m less skilled in the footsie and pressure game so perhaps someone else can look into this a bit more. Personally, I’m not very hopeful with this strategy due to Juri’s walking speed being a major issue in this.
Man, Juri’s walk speed is so infuriating slow that it’s really difficult to play a good footise game against characters with superior walk speeds and generous normals. She can really control the space from a character space away but anything close than that and it becomes hard since her moves have longer start ups. The normals are really effective when you corner someone as they don’t have many things that can outpoke Juri within that range and are left to approach you from the front or jump and jumping is bad.
What characters do you feel like Juri needs to play that footsy game against? I haven’t gotten the chance to play against all of the cast yet, but I don’t ever remember feeling like her walking speed was a real weakness.
Only basing this on personal experience, but I think Juri loses at that shoto c.MK range unless you act fast and get out of there. Her c.MK’s range isn’t that spectacular and it feels like it’s very vulnerable (extends her hitbox) before the leg is fully extended. I’ve had it stuffed by things that would not have connected had I pressed nothing. Standing MK and even LK are actually pretty good normals. Other than that she can dash or fish for a lucky counterhit FA. That last bit is what I want to work into my arsenal now. The range on her FA is average and if you get nothing and dash-cancel back you’re at a more comfortable range to play the Fuhajin/AA/s.HK game.
It’s too bad her jump is kinda floaty or I’d use neutral jump more at that range to put up a virtual wall for people to deal with. Damn, I’ve used that term twice today. I’m still a Honda player at heart.
Playing footsie isn’t character specific; it’s one of the fundamentals of being a good player. With that in mind, you have to have/play good footsie against EVERY character.
You need to understand the ranges of your attacks as well as your opponent’s attacks for footsies. Yes, Ryu’s c.Forward is really good and will beat yours unless you throw yours out early due to the fact that Ryu’s c.Forward is 5f and Juri’s is 6f. That being said you can opt to do c.Strong instead as it has comparable range to your c.Forward and is 5f. You will need to get in closer than Ryu’s max c.Forward range for it to be effective though. Her overhead will hop over and beat Ryu’s c.Forward.
Juri’s walk speed is a huge disadvantage because she has a harder time walking in and out of people’s attack ranges, which is why I feel Capcom gave her longer ranged pokes and generous hit boxes on her attacks as she can stuff a lot of other attacks within appropriate ranges. That being said she tends to have a harder time playing the footsie game against characters who have really good walk speeds and longer range pokes, which is why it’s difficult fighting characters like Ryu & Chun-Li.
Also, you can’t talk about Juri’s footsies without mentioning Fuhajin Release. A Released fireball is a one-button attack, has extremely good recovery, takes up a large amount of space, and puts Juri at positive frames on both block and hit. Frankly, I think the reason Juri has such horrible frame data is because of this attack. If her frame data was better, Released fireballs would make her unstoppable.
Fuhajin store is also good in footsies, serves as an anti-air, and stuffs a lot of pokes. It’s probably one of her more valuable footsie tactics as it can stuff a lot of pokes at their maximum range when her own normals won’t suffice at those ranges. If you watch the videos of Japanese Juri’s they love using the fireball kick in her footsie game because of that.
I both agree and disagree. There’s a point in every match up where you need to know what beats what, what range to be at to beat what and how etc. etc. However, there’s some matches where that plays a much less important role than others. I think the Blanka matchup is an example of where a player could for the most part avoid confronting your normals on the ground and still put up an offense. Playing Gief or Hawk the majority of the match is spent keeping him further from you than where their normals can reach.
I see what you’re saying and I think you’re right about it being a disadvantage if that’s the part of the match you look at. The rest of the match isn’t as disadvantageous IMO. Chun match I must say, I don’t understand. I have yet to beat any half competent Chun online. Ryu’s and Ken’s normals also give me trouble, but whenever I decide to avoid that range like the plague and when it does happen try block and find the right time to jump out, I do much better. Against Chun I don’t really benefit from getting out since kikouken is still annoying to deal with. I guess all I’m saying is, you wouldn’t call Seth on his walking speed making his footsies lackluster, cus footsies just aren’t what makes him good.
What is considered a “scrub juri”? Lol I’m just playing the way I normally do and I’m too afraid to try out strings I’m not confident in any form of matches online or off. Today I got like 3 hate messages on PSN .
Good point. If you mash you’ll just get punished. You have to hit LP+LK with the rhythm of your opponent’s attacks (learned this on a video somewhere). Eventually, if he does try to end the string with a throw, you’re prepared for it instead if just mashing and whiffing.
EDIT: VESPER ARCADE!!! That’s where I learned about the rhythm technique lol. Killey, your videos are amazing tutorials! Great SF player. Keep it up, you’re doing a great service to the SF community.
Well a scrub Juri is like every other scrub player: bad habits, predictable, and you can pretty much fake them out. When I play a scrubby Juri, I can do a set of routines that will automatically trigger them to react a certain way…and since I know what they’re going to do I punish. I think what differentiates scrubs from intermediate players is just more mix-up game and strategy. You don’t necessarily need to throw in strings and combos if you’re not confident in your execution…but at least practice them in training and implement them in your technique via Endless mode. Don’t get me wrong, I think everyone loses to a scrub sometimes. That frustration (i.e. you feel stupid you lost to such a predictable player) spawns PSN hate-mail lol. This is Street Fighter Psychology =]. I fought a Dan last night…and I knew it was in the bag. But for some reason I kept trying to do stupid strings that I didn’t need to execute, and I got punished. I was so mad just because I knew I could have beat him, but I didn’t send hate-mail. I never have sent hate mail in my life. Just ignore the hate-mail it comes with the territory.