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

When your inputting/doing the senpusha motion , just do another senpusha motion after/during the initial senpusha and hit the kick desired.

I thought button mashing was for scrubs?

But yeah thanks, I will try it out tomorrow.

Daigo mashes. That’s all I’m gonna say about that.

lol , I wasnt saying mash.

Think of it like this. The command is QCB , QCB+k right? Your already doing one QCB because of Senpusha. Do another + Kick and you will get the super.

Note that depending on if you’re doing it in the corner / midscreen, you might have to change the kick button you use for super. Different kick buttons travel backward/forward different amounts and some of them won’t hit for that combo in eg. corner.

haha, that’s actually pretty cool.

Quick question, what exactly are the conditions for the last hit of an EX Dive Kick to whiff? I got sent to losers during last Saturday’s ranbats due to this.

Seems like every time that happens is when you start the sequence too low relative to their position. By the time she gets to the last kick they are too high above her and it whiffs. That said, with hitboxes being so finicky in general I’m surprised it doesn’t whiff more than it already does.

I had trouble with these until I realised that I wasn’t quite finishing the motion for the second qcb before hitting the kick button - mainly because I’ve recently-ish moved onto sticks and half of me isn’t used to the much faster input-to-action time. So make sure you’re finishing it off, *then *hit kick.

Don’t know whats with all these pop ups, quite a few Juri ones.

Though I would say this character is overall better than Adon yet the holding fireball thing is kind of stupid.

Bad luck :frowning:

Is it possible to get a j.MP > j.MP xx EX Dive Kick (full) when not in the corner?

Just to add what Arkayne was saying. When you super cancel Senpusha into Fuharenjin you need to super cancel the very first hit of Senpusha. If you find yourself having issues then it usually means you are too slow with the inputs.

Various circumstances will cause this the most common one is if they are grounded then doing it too low to the ground will usually have the last few hits whiff because of the way the hit boxes of the attack work and how the opponent is juggled by it. You never want to TK EX Dive Kick as it will always (at least in my testing) cause the last few hits to whiff. In general you want to be at least above their head (when they are standing or crouching) when you do EX Dive Kick to have consistency in having all of the hits connect. If they are placed in a juggle state or airborne state you will have less issues with the last few hits moving but that’s position and character specific. This is why you can do a FA crumple stun back dash have them be completely flat on the floor and do EX Dive Kick and have all hits connect. There’s going to be some character specific circumstances due to their hit box designs so it still needs to be looked into. I’m sure there’s going to be some issues with Blanka as he has very low hit boxes in general.

Yes, but it’s going to be height dependant on when you land the first j.Strong. If you are aiming to land U2 afterwards you probably just want to stick to 1 j.Strong into Ultra 2 for consistency purposes. If you are looking for a damaging combo you might as well as do j.Strong, j.Strong, close s. Fierce, Short or EX Pinwheel.

A j.MP on a standing opponent canceled into dive kick will often whiff characters if you hit them as high as possible (top of the head), but won’t whiff on the same character if you hit them square in the face (it even seems to allow a full 2 kick follow-up on the normal).

It doesn’t matter on character like Sagat, Gief, etc, but I found that interesting. In testing, it worked 100% if the j.MP hit at about the face level on Ryu and Sakura. I didn’t test it extensively.

Question: When trying a j.MP -> dive kick, do you usually try to connect the j.MP on the way up or the way down?

Depends on the match up and the circumstances really. j.Strong can beat a lot of things air-to-air from both directions it depends on how well you read your opponent. If I place my opponent on jumping or I want to react to their jump in then I want to do j.Strong as I’m rising. If I’m fishing for it then I’ll want to do it as I’m falling if they try to meet me air-to-air. There’s also the fuzzy guard scenarios where you want to do j.Strong while rising.

I saw something about that in the recent Juri vid from Option Select. I don’t quite understand fuzzy guard, apparently. From what I gathered, fuzzy guard was a state that retained the qualities of the standing hit box when an opponent goes to crouching block directly after blocking an overhead. In the video, the opponent never appears to crouch. That confused me.

I think that’s what the fuzzy guard thing is about. They are crouch blocking, but the character isn’t in the crouching state yet, so overhead attacks that would normally whiff would connect(and hit since they are considered to be crouch blocking). Not 100% sure, though.

That makes sense and would explain why they weren’t visibly crouching. Thanks!

umm just stopping by to ask is Juri U1 as epic as Yuns Genei Jin? or not so much and U2 is actually better. Just curious

It isnt as good as Yun’s Ginei Jin but its pretty awesome nonetheless.

Ok, so my fellow Juri-mates. I just want you all to know that I took a much needed break from Juri-Han to focus on my main bat, Sakura. I’m gonna try to get back on Juri and improve my Pinwheel-style.