Ok here are a few tips about pressuring in general:
close st.lk, close st.mk, far st.mp and cr.mk are you best pokes for pressure. You wanna stay close to your opponent but not too close (somewhere around sweep range is ideal). Use FADC and Fuhajin store to end your blockstrings and push yourself away from the opponent. Then use Sekku, karas and lk pinwheel to move back in and frame trap (counter hit). When you’re “too far to sweep”, you can still apply pressure with far st.hk, instant hk dive kick and ex fuhajin.
Take advantage of your fireballs blockstun to move closer or jump in. Mix up your strings and try to get untechable knockdowns when you can (ideally forward throws). When opponent’s down, make sure to store at least 1 projectile to continue applying pressure on their wake up. Also use ambiguous cross-ups (j.lk, j.mk, j.hk, j.hp) and alternate between them (don’t always use the same one). Finally, always be ready to anti-air with either cr.mp/cr.hp or j.mp. Especially when opponent is stuck in the corner. You wanna keep him there.
Oh yeah, and don’t just mash random stuff. Every poke you throw has to have a purpose. It’s often a good idea to leave little gaps between your attacks. Just in case they try and mash a reversal. Just block and punish. The more you apply pressure, the more uncomfortable your opponent’s gonna get. And that’s usually when they’ll make mistakes.
First thing. What is it that you have problems with? What beats your pressure? Mashing normals? Mashing specials? Ultras? Proper blocking? Jumping?
Now that you’ve recognized that… How can you avoid those situations.
Find the problem, then the solution.
Reversals? use a late sc mp to bait 3-4 frame specials. Something like c.lk, pause, db+mp+throw xx fuhajin store. If they’re mashing you block the dp or whatever. If it’s a slower reversal delay longer or use a slowe normal.
Jabs or normals, use tight frame traps. Same trap above but leave a very small gap. Throws beat jabs as long as you have advantage on your normals (lights, mp, fuhajin).
Jumping? Use far hp, or far mk. Be on point with what they’re doing. Can you anti air them? Will your air to air win? Keep em locked. No more than a 3 frame gap.
Back dash? Pinwheel or sweep. J hk will cover they’re backdash if you do it early. Option selects will beat this.
Proper blocking? Well. This is tough. Overheads blocked are tough… You’re effed. Lol. Kara throws an such. I have a few things that blows up blocking but it’s basic stuff. Throws, cross ups, and mix up is weird for juri. Good players don’t fall for it. That’s why I prefer feng shui
Back from the MVC 3 lab, and the game got me thinking, what if Juri was able to release her mk/lk fireballs in the air?
I dont know if this’ll help her zoning game or not, or even be useful at all. But technically, her fireball is stored, and all she has to do is a kicking motion to release it right?..
I figure the way it would work is if the air fireballs could only be released off a neutral jump. Off a jump in/back, the fireball will disappear like it does now. lk fireball could work like kuma’s i guess, and mk fireball could be used to prevent jumping…
So, I had a tournament today, it was a fairly small affair, with only 13 people entering but regardless, I still finished tied for 5th with another player. I of course repped Juri until I got knocked out in the losers semis but still walked away with my head up high.
Why? It was the first time I’d gotten out of groups in a tournament. Also worth noting is that I had my revenge on a bison player who by beating me in an earlier tournament, meant that I didn’t get out of groups in that one. It felt good, man.
More to the point, I think I owe in part the people here on the Juri forums my thanks for helping me level up my game and allowing to break through this barrier. In particular Deity.exe, like I said when I messaged on XBL, that session we had recently helped me level up my game big time.
Also shoutouts to Emperor Cow, your videos are an inspiration to us all.
The guy who organised the tournament will be uploading the videos in the next few days. I will post links to my matches here to allow them to be scrutinized.
But anyway, onwards and upwards. Next aim: Win a tournament!
Great to hear that man Keep up the great work. Practice practice! Be sure to watch your vids and start analyzing the full cast. Trust me i’m doing that now and it’s opening my eyes up to a whole new level.
Also if you’re having trouble with a specific character, I suggest you actually pick him up and do his trials.
That way, you’ll know his tools, his pokes, links, combos. And more importantly, you’ll see his weaknesses like recovery time after a special or super. You’ll get a feel of his frame advantage/disanvantage. It’s also a good idea to get familiar with your opponents anti-airs, cross-ups and overhead.
That’s why I started using Dee Jay, Bison and Rose.
I agree and kind of disagree with this at the same time. You dont need to play as them to know they’re options and goals. You need to just analyze your matches and see what happened…what did they use, and how to get around it.
Look at your match. How did your opponent play the match. Does this shut down your options? Can you change your gameplan to counter his goals? What did he do on pressure and hat are your goals and options to escape/turn the tide? When do you block, when do you have advantage to normal?
These are things you should be asking yourself. Not so much “I shouldn’t have done this here”, rather “What should I have done here”. Then take the situation into the lab and find an answer. You dont need to play the character, but I wont completely disagree with this. It will help you a bit. I think that the time spent learning another character could be better spent just seeing what your opponent is doing
But see there are certain things you just can’t see in videos. Like your opponents frame advantage/disadvantage, vulnerability and recovery time. Those are things you kind of guess unless you’ve looked deeply into their frame data. By trying them out, you get a feel of the character so you know their actual limit, weakness and fears.
But thats why you have the frame advantage readily available as you rewatch. You look at what your disadvantage is on block, plus his next move. Could you have done a normal in between? Could a reversal have worked? Did he have a pattern? Is this a normal pattern to the character?
Like rose…they like to c.mk xx ex spiral at a distance. Shits not a block string. Thats something that I learned by playing as her…granted. But against gouken…when I saw what a gouoken player was doing to me, i went into the lab, picked gouken to see if his c.mp xx fireball was like roses trap…sure enough, it was.
Yet, I dont know shit about gouken…
I guess that shows how I look at the matches…you know?
Juri forums go through shit in so much detail lol. I’d go as far as to say that I have a good juri, but there’s no way I think through things nearly as much as the majority of you people e_e. I just freestyle and do whatever but it works most of the time ^_^. I think I might try reading up more though, skimmed through and looks like you guys have been finding some dope stuff hehe.
Hey mcnhy glad i could be of some help lol. Grats on the tournament placing, and yeah revenge is always sweet (especially if its bison).
Honestly… When one small thing is found it theoretically can call up 35 other instances where it could work. Option select is found… 35 characters + at least 2 situations it could work. One small find Lead me to a full weekend of finding stuff on forcing a crossup dive kick. The interesting part… I haven’t tried standing or I haven’t tried on wake up. That’s days and days of experimenting.
I beg that you all join me in training room sketching and finding things that inspire us all.
Kail, I am interested if someone manages to block a cross-up divekick, is it at a height punishable on block? Don’t have a lot of time to labtest stuff nowadays thanks to school…
Punishable. Very close. Tried the setups at sessions. Didn’t work. Lol.
Speaking of sessions. Honda and adon own my life. I can’t seem to keep adon out. It’s so frustrating. I don’t know why. If spaced right will jagga Kick always beat c.mp?
Vs Honda I found j fierce works great vs lp headbutt. Also. Will make butt slam whiff as long as it doesn’t auto correct. Still no answer for ex hb.
I’m so transparent. Honda gave me the hb treatment all day through my rushdown.
There is no safe lk pinwheel vs honda. I was punished by jab hands all day. I dunno. His jumpin destroys mine!
I’m pretty sure Juri has not a single way to deal with Jaguar Kick except with mk/hk fuhajin or dash under (lol). Jaguar Kick seems to have priority on everything.
I’m gonna tell you a little secret though. I actually main Adon and I find Juri pretty hard to deal with believe it or not. Thing is it’s very hard to close distance on a zoning Juri if I don’t have meter. Ex Jaguar Kick is all I got to get pass all those mk/hk fire balls. Beside that I can only FA but that is always unsafe.
So yeah, you wanna play this matchup from far away. Zone him. Watch out for EX JK and Ultra 1. Neutral jump hk if you see him go for a Jaguar Tooth. Don’t jump on Adon as he wakes up too fast. When you’re close, semi-frametrap him and leave blocking gaps for Rising Jaguar to whiff. Punish that shit with forward throw or a combo ending with hk pinwheel and start zoning again.
vs Honda, I basically abuse lk cross-ups and Sekku to cancel his D+B charge. From close, I just mash st.lk. That shit stuffs headbutts. Mix it up with close st.mk and throw. From far, I keep it simple. I throw mk fireballs and jump backward with roundhouse. If I have Ultra 2, I sit on my ass and start mashing QCFx2. If I see Honda flash yellow I hit 3 kicks and I get 500 damage for free.
Essentially… I wanna rush him with fse. I don’t care for ultra 2 for this match up. It’s useless. Hondas won’t ex splash and headbutt willy-nilly unless in jumping or they’re cornered and I’m pressuring. They like to save it for the sixtypercenter (super).
So once I have fse I have to find a way around hondas reversals.
I have problems with jump Ins. I can’t anti air Honda. Is my timing off? My cmp gets stuffed all day. From far my far mk gets stuffed. My chp is the only usable anti air but it trades often. One mess up it’s the sixtypercenter.
Footsies is a blind gamble. I use far mk to stuff his s.rh he starts using fierce. I use s.mp to stuff that he starts using s.mp. He starts doing that I use s.mk. It’s a guessing game with severe risks and crap rewards. Keeps his jab hands at bay though.
Basically. The only thing that works is full focus during fse baiting his headbutts and splashes and zoning when not in fse.
Anyone have tips against this? The s.lk is worth looking at but probably won’t work vs ex headbutt.