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

oh, huh. maybe ex version, I always end up eating a hayate on command counter. maybe i’m not noticing when makoto flashes yellow lol. I could just be mixing attacks up too.

but yeah, still gotta watch out for armor break. At least dive kick armor breaks for us Juri players :slight_smile:

I’m starting to get the hang of her.
c.mk is good and so far I have no trouble when I cancel it into lk wheel. Good pressure but I’m sure I should eventually stop doing it. Spaced divekicks rule for rushdown, too bad they do little damage and you cannot as far as I know hitconfirm the second part. With good spacing you can do ex wheel for good damage tho. For hitconfirms you don’t need anything more than c.lk, c.lk xx mk wheel, downside is that the last hit sometimes whiffs on crouchers and they CAN punish on hit when that happens, but as with everything else, people don’t yet. c.mk xx release lk fireball is godly in the corner. u2 does antiair but the timing or spacing is tricky, I should test it more and verify if it works on empty jumps. She does have plenty of antiairs, c.mp is effective and for close range c.hp is good. She lacks a good reversal, ex wheel loses to many things and counters risk/reward seem fucked up if you use it to get out of pressure, but it could have other uses. While being in the corner is tough, I manage to escape using a divekick sometimes and reset the match. With the held fireballs, it’s still a hit or miss for me. Sometimes it’s amazing but at other times I think about it too much when I’m holding one and get beatdown badly. Guess you shouldn’t be shy of releasing it when you get in a less than ideal spot. I hold it and get messed up in dumb ways.

I don’t believe in U1 potential at all. It’s laughable compared to customs or V-ism or genei jin. Unless something groundbreaking is found it’s not gonna be used much. With easy FADC able reversals and the nature of sf4, it just doesn’t look good.

sorry for my bad english
i’m a viper player and i want to play with juri in ssf4
what’s the best anti air ?
thx

cr.hp or st.hp i would say is your best anti air.

The problem i’m finding is that everything trades i can’t find a move or a setup with good priority.
Even the command escape seems to get me hit before i recover.
To compound the issues the trades are mostly not in my favour and reset the fight.
She doesn’t feel like an especially patient character to me.
Anyway i’ve been getting truly stomped today. basically as someone said in another thread the shotos are wrecking me and the rest of the cast are just beating me.

I don’t mind losing to someone whos been playing their main for 18 months but even the other newbies are smacking 7 bells out of me.

So i’m sorry if this has been asked a 101 times over the last few days but i’d be interested to hear some other learning strategies out there.

alot of those custom combos (such as that filthy one u posted) require stored fireballs which eliminate the use of focus attacks and throw teching. if u pull out FSE, people are going to turtle, teleport, throw, focus attack counter, dragon punch or hell even jump (highly mitigating your combo potential) all day. FSE is without a doubt extremely dangerous, but decent opponents will do whatever they can to stay away from you with it active. not to mention you become quite aggresive while already low on health.

U2 can be FADCed off of a low hitting attack… really not all that situational. and while the EX dive kick method is somewhat situational, u gotta remember u can pull this off of an EX or HP counter. ex counter + ex dive kick -> ultra is pretty much the same as Ryu’s shoryuken FADC ultra. uses the same amount of meter and there are WAY more situations to use it then you would think.

don’t get me wrong, FSE does have one thing going for it. the ability to win a match within the brink of death. and that type of fear ALWAYS has to be accounted for.

truth. well, still, back to the original FSE question way back when, it’ll probably become more feasible once people actually commit time to practicing it. until then U2 is the way to go, lol. i’ll be sticking with it too so i’m no better than anybody else :stuck_out_tongue:

FSE>>>>U2, IMO

I call Ultra2 the Cheesy Ultra coz honestly its setups are just cheeez. One of the main reasons I picked up Juri is that I’m a big fan of Genei Jin and CCs so it’ll be sort of pointless to Pick Juri and NOT use FSE xD

^This.

FSE =/= Genei Jin, IMO. I think it’ll become stronger over time (all CCs do), but one of the main draws of Genei Jin was how fast it built and how easy it was to combo with once you got a juggle started. With SF4’s retarded juggle engine, FADCs, and the fact that Ultra is generally something that’s only an option once you’re low on health, it’s going to be hella risky. Not saying that no one should waste their time on it, but U2 is still gonna have its uses.

EDIT: Hell, I just figured out that instant dive kick > Ultra can punish Ryu’s Fireballs on REACTION. That’s potentially huge for this matchup.

if im not mistaken, this only works in a corner. if not please correct me, id love to incorporate this into my game.

is counter up worth it to try and get in an attack?? everytime i try to pull it off against a human it never really seems to work and they either block or hit me

I know I did it out of a corner for a fact TWICE yesterday, but I can’t seem replicate it on purpose. If it works (and I just wasn’t delirious from exhaustion), there’s a VERY specific timing/spacing requirement that may ruin the practicality of it.

It looks practical in the corner, just space it well.

However in the open, it works but is limited. So far I only tested on ken so:
A very shallow hit (tip of the foot) lets you combo into ultra anywhere if you hit it standting.
Problem is if you hit crouchers, it only combos on close hit, shallow hit pops them too far. Yeah, like everything else, it’s situational and unreliable. Can be cool for punishing fireballs tho, I guess they are standing so you see it.

tl;dr dive kick>ultra worls off far hit on standing opponents, on close hit on crouchers.

Edit: Didn’t think about that but in an actual match you will sometimes hit their extended hitbox so they won’t be in range anyway and you’ll whiff.

Altho maybe someone with amazing reactions will be able to tell when the pop up is right and do the ultra. It is pretty obvious, just too quick to rect to for most people I guess. And then I haven’t tested character specifics.

EDIT 2: Also, U2 doesn’t work for antiair on empty jumps :frowning:

i’m just wondering
can anyone tell me what j.faps is?

Jumping Fierce Punch > JFP > j.faps

dont know if this has been posted, but her EX fireball changes depending on what 2 buttons you press. so if you’ve been using macros for EX then you might change that habit when playing w/ her.

how do i do jumping fierce punch?
which punch is that?

…Heavy Punch (HP)

thanks

held HK fireballs seem to make for a really stupid keepaway game. I’ll try this in more matches but it seems like holding an HK and throwing LK’s is a good way to bait people.

I ONLY use FSE. It’s hilarious watching people hide when she activates it. Go ahead and crouch block. Sekku -> LPLKMPMKFPEXPinWheelEXFuhajinROFLROFLROFL.