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

You would probably want to dash under them while they are resetting to achieve:

a) putting them back in the corner, and:
b) mix up their inputs so they dont dp you again, plus its generally a mixup to confuse them on which way to block even if they arent mashing on DP.

Can i add on to the list of things that need to be fixed… Her FA whiffing on Low attacks, like ryu cr.mk. Thats all i want. Sakura gets an FA that first crouches then is in the air and still hits if a low attack whiffs. Thats one of my more annoying issues. I wonder, is it fixed in AE?

I actually disagree guy. I think juri is a well developed character but they didn’t make her a solid character. I firmly believed a lot of things were done to make her not op. But. Because she wasn’t given these great options she isn’t abusive like other characters. Honestly… Ibukis normal up close mix up is very good and safer than juris with more pressure options. It’s… Weird.

Also. Did you know fse or not you can cancel far mp Into super? I haven’t found a great use for it other than footsies.

I just got home. There has to be a way to force it to hit crouchers. Lol.

Edit: knew I wasn’t crazy. Character specific. Works on Abel and sagat. Probably more.

Also, we have a few things that force stand. If we use them during mix up it could go well.

Though I doubt they’ll change her fireball system, these suggestions sound reasonable. If what Ono says on twitter is true, he will be coming to Miami. I’d like to ask him some questions about Juri.

Agreed on U2. There’s too many times when you activate it against a character doing jumping attack, and the son of his mother gets to fall safely and blocks the hits. You know how they changed Akuma’s U2 hitbox on AE? How would you guys feel about changing Juri’s U2 properties? For the better of course.

And how do you feel about U2 having hitboxes on both sides? I don’t know if they changed this in AE, but Rufus’s U2 has hitbox properties on both sides, right? And the motion of U2 is also a spinning motion similar to Juri’s U2. So, wouldn’t it be nice if U2 had hitboxes on both sides or would it make too much sense? :S

She just needs to have the ultra make sense. Her foot should be active all the way up. I don’t need both sides to be active rather just the top to be active.

How it is now is, her foot becomes active on the ground…she spins… On the way up it’s not active anymore. When her foot swings back to the side she faces it becomes active. Finally the top is active when it spins again.

But the top isn’t active… Only her front. That’s stupid.

Capcom knew if it was it would be too easy to link. It is a little bit unfair they’re afraid like that… Yet Rufus can sneeze into ultra 1.

If I could do sempusha fadc u2 I’d be fine with this ultra. I mean ground too… Not anti air.

lol. If you meet Ono, tell him this is what I want for Juri.

reasonable changes:

-higher and wider hitboxes on cr.mk and far st.hp
-better hitboxes on cr.hp and st.lp
-reduced start up frames on far st.hk and Sekku
-make it easier to cross-up with j.mp and dive kick (so wider hitboxes).
-Make Ultra 2 and hk Super viable anti-airs (like Adon’s Ultra 2).

unreasonnable changes:

-Juri building super meter during FSE
-Revenge meter building faster during FSE
-increase throw range by 0.1
-less frame disadvantage after a blocked lk pinwheel and dive kicks
-slightly increase pushback for mk and hk pinwheel.

This guy speaks the truth!

Only thing I thought reasonable in that was ultra 2 as anti air. Lol

honestly, it’s absurd that it isn’t. People can jump kick through it, land through it…hell Bison can even stomp into it without problems…

Truth be told, the only way I think that her Ultra 2 is ever going to be an Anti-Air is if she appears in Marvel. :confused:

@Mp, yes i know about that, its pointless because its better to counter poke buffer it into cr.mk which hits low.

@Hitting crouchers with far hk in FSE, theres already a list in the what works on who thread, we covered this ages ago.

Well, according to one of Ono’s pics on twitter, he is in Miami. I recognize those patrol cars. Looks like they are doing Captivate 2011 here. I don’t know if it will be open to public or if I’ll even be able to meet him to ask him questions (I am guessing he’ll be busy with the press over SSF4 3DS).
Maybe the Juri forum users want to compile a list of suggestions, changes or questions so I can print it and give it to him so he knows what Juri users on this side of the world think of Juri? What ails us? In very plain English so his translator can properly explain to him the issues to him when he reads the list.

I checked the thread. Maybe it’s because I was on my phone and couldn’t see everything but I didn’t see the far rh in fse, only out.

Mike, would you say it’s reasonable for a juri to develop a fse combo list for themselves? What works on who in fse and when to use them?

I personally have a few that I use that I don’t see anyone else use. They FEEL useful but I don’t know. I should look more into it.

I already have notes on how to combo characters and maximize damage per character. So yes I think it is essential, knowing what whiffs at certain distances or after certain BnB is important. Its also important knowing if Far Hk combos into Far Hp on certain standing characters because they rack up the damage.

Knowing the distance at which far mk comes out after a cr.mp is also important because it always leads to far Hk which can be comboed into far Hp. So now your basic cr.lk xx cr.lp xx cr.mp xx cr.mk xx cr.hk can then become a hit confirm into massive damage if you can tell your at the right distance:

cr.lk (xx cr.lp) xx cr.mp xx far.st.mk xx far.st.hk xx far.st.hp xx expinwheel

I gave my list just now but yeah:

full invincibility on expinwheel startup, why dont we have it.
why does far.mp not cancel into specials in FSE when everything else does
why does far.hk whiff crouchers in FSE but doesnt without FSE
why is U2 shit
why is mk and hk fireball so hard to FADC
why does lk pinwheel have to be unsafe, why is it unsafer on crouchers

+at whatever else i said in my previous list.

Mk and hk fireballs are hard to fadc because the timing of the fireball is just different. Juri leaves the ground. You gotta delay them to account for this. M

lol yeah duh now that i think about it. But at the same time theres no reason why they have to be, it just adds to her brokenness.

Seeing Oni and Evil coming out has me thinking that even though her tough matchups got nerfed the game is still gna be just as hard for her due to the new additions. Stuff like that which adds to the mix just holds back any progress i can make happen, bleh.

This makes me wonder, will Oni be a bad match up? I feel like he’ll be really easy to zone. I can just see scrubs air dashing all day and not learning anything about footsies. Im not sure of his cr.mk or sweep but from the video tutorial ive seen he seems pretty deadly upclose. Tho his bnb whiffs on crouchers. So lets do some ‘theory fighter’.

I personally feel like Oni isnt that much of a threat. He cant vortex like Akuma but probably does just as big damage as akuma can (hell, possibly more than akuma). I see juri using low fireball and high fireball alot more than average. Im not sure on how good his super is with invincibility so im taking out dive kicks when he has super. Does his gouken-slash/palm move armor break or what?

Evil Ryu, i feel he is a lesser version of the original ryu. So i think we would handle him the same but watch out for his EX overhead kick thing. Thats just me.

Im not sure of yang. Never really cared about him tbh. And im not sure of yun as well.

Sorry if my post is a bit off, but i think it was already said that juri didnt have any changes while in fse mode. So im guessing it wasnt changed, tho they could change some of the OPd things that are already in AE when it comes to consoles. And im talking about the character additions not juri. She needs her buffs.

I dunno. To me Oni is just a super and meaner Gouken. Which doesn’t scare me in the slightest lol.

Those air dashes are gonna be free j.mp juggle for Juri. And he won’t be able to keep up with Juri’s zoning. What are his wake up options again? Does he still have that Gouken counter?

I think Evil Ryu is a little better than Ryu. But not as dangerous as Akuma. Because Akuma has demon flips mix ups and vortex. E.Ryu can’t even sweep after a cross-tatsu.

Why is E.Ryu better than Ryu? Cr.mk and t.mk are godlike footsies for one. Second, shorter and faster teleport means it will be a viable offensive tool (especially if he’s able to cancel it into hadokens or whatever). Add those 2 together (amazing footsies + fast teleport) and it makes Evil Ryu a greater threat than Ryu could ever be for Juri.

On the other hand, Evil Ryu is like an Akuma without vortex or demon flips. And Demon flips OS is the only thing that keeps Akuma from not being free. So it’s hard to tell.

I fear evil ryu’s axe kick. Nothing else seems throwable

Only the EX one is overhead though. Non-ex versions can be blocked low.

Not sure about +frames advantage on hit/block. But it seems rather safe too. He can probably frame trap after a blocked axe kick.