Purple Eyes Only: Juri Video Thread (Updated: 9-28-10)

0:16 - counter is punishable and an experienced chun would’ve gotten crouching jab/short into standing fierce
0:19 - you didn’t do anything after the jumping medium kick?
0:21 - chun missed an AA
0:26 - can’t tell if that was a confirm divekick or not, it didn’t look like it.
0:32 - very unsafe pinwheel, there was no reason to do one (or the HK version for that matter). once you confirm that they block the fuhajin fireball you can do different things. overhead, standing medium kick, store fireball, ex fireball, walk up throw, etc. the pinwheel is only safe at far distances.
0:44 - wake up counter is bad. especially since the chun player didn’t do anything before that would suggest a wake up game.
1:06 - free c.mp to win the round, you missed it. chun did EX legs and should’ve done U2 to finish you off.
1:25 - horrible dive kick, too slow. you can’t dive kick chun’s fireballs on reaction unless you’re already in the air.
1:30 - wake up focus attack is always a no no
2:03 - chun missed an AA
2:06 - wakeup pinwheel in this case is an alright option. i use it when i don’t want to be in that crossup situation.
2:19 - missed AA
2:22 - jumped back out of the corner even though that’s the time to push her in and take advantage
2:27 - horrible EX pinwheel. you might win if you were expecting a counterpoke but the drawbacks are huge. chun misses a super / u2.
2:30 - i don’t see a reason to jump in when they’re in the corner
2:33 - chun misses AA into U2
2:41 - non-hit-confirmed EX pinwheel. again, chun should’ve done super or U2.

0:27 - I feel like you should learn a hit confirm combo, j.mk into pinwheel is a bit shaky.
0:28 - wait what? backjump j.hk beat adon’s SRK clean? wowwwww
0:50 - coulda done U2 instead of the second j.mp
1:40 - there it is again! j.hk beating adon’s SRK!

0:30 - unsafe pinwheel…
0:38 - missed an opportunity to taunt =)
1:26 - i feel that every time you activate FSE, you should be initiating something. i know you were trying to bait the AA but i feel like juri’s FSE advantage is lost if you try to bait something.
1:44 - funky dive kick
1:59 - i’ve been playing with using c.mk to lower my hitbox. i think it works against vega’s walldives unless they have pristine timing, try it out.
2:20 - i don’t like using dive kick as a wake up game…

I feel like you got lucky with a lot of reversal EX pinwheels in that match, but hey, it worked. can’t really argue with that.
D3XTON (Juri) vs playermike1 (Fei Long)
0:40 - nifty use of HK pinwheel to get away.
0:48 - i’m kinda averse to this kind of thing, where you throw full screen fireballs. i feel like you’d benefit by walking up closer and doing it. from full range, they can absorb and backdash and not get caught by divekick. also, it serves nothing other than to delay the game.
0:54 - i feel like you can get away with a lot more since he’s in the corner, although his c.hp is pretty scary.
1:08 - it seems like you were slow on the FSE actiavtion, forcing you to rely on dive kick to get in close. not sure if that’s the case though.
2:06 - don’t like wake up counter in that situation…
2:11 - good example of learning from your mistakes, in this case, fei long liked doing chicken wing into DP kick, you stayed patient and blocked. good stuff.
2:14 - needs some hit confirm
2:19 - ex dive seems out of place
3:22 - i feel like there are times like this where a poke would be effective
3:34 - not a good idea for c.hp - ex pin
3:40 - still not a good idea but somehow it connected
everything else - FSE activate was good but you got a little too jump happy, felt like you could’ve just walked or dashed. also, you missed an FSE combo and did pinwheel instead. i think you know that though.
overall i got the impression that the dude was mashing out DP kicks every time he was in a block string. don’t know if that really happened but i just felt like that was what was going on.

0:58 - spotty non-hit confirm EX pinwheel
1:04 - very risky divekick, very little reward. then you jump yourself into the corner?
1:11 - i think dhalsim could’ve blocked.
1:36 - yep. divekick fullscreen doesn’t work on fireballs.
1:38 - dhalsim teleports are free c.mps, maybe even c.hps.
2:00 - sorta free anti-air. i think if you did one and he teleported you would be forced to block. jump mp is a bit safer but you might’ve jumped into the fireball. so nothing really.

overall, pretty solid matchups

i don’t want to sound like i’m being cruel, i understand that mistakes happen, but i’m not sure if you guys know you’re making mistakes or not. but i also feel like SF4 is a game of tiny mistakes, and that you have to play very solid to be a great player.
for sure i make a ton of mistakes when i play, i’m no exception, i just haven’t posted any videos =)

your analysis’s are impeccable

Well for starters,like i said,havnt played in a couple weeks so I do agree that my game was far from on. However, also, I do know hit confirms but certain situations call for fast reaction, and that was the first thing that came into mind.

Against Vega I usually just free game it and go on instinct, I still need to learn that matchup. Dosn’t help that I dont know much Vega’s.

The Adon I got a pretty good grasp on. Not to hard of a matchup. Yes, J.HK beats adons SRK. Learn the timing and your golden.

The Fei Long I will admit I was a little intimidated by him, Last time I played a fei long he unlimited looped me back before the last patch Lol. Plus I played him many times and I know hes a great player and a great Adon.

Dhalsim I agree on all your posts about my match.

I think though I’ve been playing to many Adons lately, My playstyle has changed like I was fighting them in every match.

Thanks for the post,Ill think on what you said.

Here are some video of me using Juri. Still learning,but improving slowly. I have one of my 11 year old daughter playing as Juri,that one is hidden.
YouTube - skruse1977’s Channel

I also play on the ps3 (most of these are xbox matches) so that is why my points are only up to what they are now on the xbox. I find it fun to play on both systems :slight_smile:

I’m pretty sure the reason why this works is because Juri’s FSE Activation moves her forward. After absorbing the j.Roundhouse and activating, I feel like her hitbox is moved ridiculously close to Ryu that his Active Hitbox is behind Juri. Just some thing I’ve noticed while playing her, activating FSE while being crossed up will get her out :tup:

eiSH gota say i watched alot of your juri on option select juri looks solid, in your opinion is ultra 1 more efficient than ultra 2 because i cnt help thinking if your opponent know hows to block its not as good as ultra 2 as ulta 2 is good anti air and even good for close dive kick juggle

[media=youtube]QPsOa2TTAYE[/media] My Juri up against a 5k-ish Cody.
[media=youtube]JYvBvSOAnbg[/media] My Juri up against a 9kish Dhalsim.
[media=youtube]qJtu2e6bF4E[/media] My Juri vs a Sagat that has a habit of mashing DP on broken combos. Counter hit DP is pain.

I have more videos rendering but it’s getting pretty late and I don’t think I can wait up for them to finish. So I’ll upload them tomorrow and post here. Please leave your criticism or comments. Sorry about the quality, they should be better soon.

0:16 - should’ve done sweep after fuhajin release, then you did a jump that seemed really punishable that the cody player missed
0:21 - dive kick?
0:36 - why j.mp? you can’t cross up with that. it did nothing, it came out too late to even consider being an air-to-air counter, and then a sticky situation with empty jabs.
0:38 - 0:40 - why are you so jump happy/
0:44 - you missed an easy anti-air, then you dive kick…
1:11 - another odd dive kick
1:21 - missed AA
1:26 - very easy missed whiff punish
1:28 - dive kick unsafe, you got punished for it
1:32 - again with the dive kicks
1:59 - you could’ve tacked on a c.hp (j.hk - c.hp - pinwheel) for more damage when it was clear that he whiffed a move
2:04 - missed more damaging option, either j.mp - super, or j.mp - s.hp - lp/EX pinwheel
2:10 - very lazy with the combo, you could’ve killed him. i’m not talking double fuhajin store combos but something like FA3 - c.hp - EX pin or j.hk - c.hp - EX pin would’ve killed him instead of having to play extra time in the round.

0:13 - dhalsim missed an AA, the jump was a little predictable
0:57 - you’re hitting hk after a counter automatically. if you waited a little bit you would’ve connected for a combo (for example, j.hk - u2). try not to hit a button in the air unless you know it’s going to hit.
1:02 - you could’ve dive kicked here, if you trusted yourself enough to do one after ultra freeze. i probably would’ve. =)
1:08 - it may be just because i’m watching but i feel like you could’ve buffered u2 into that dive kick
1:33 - don’t like the choice to pinwheel here
1:41 - really good bait. varying your counters is a good way to keep them off guard
1:56 - unsafe dive kick
2:11 - throw whiff? dhalsim missed a big time punish. you may have been able to get j.mp into u2.

0:36 - interesting. j.mp juggles on a backdash… still you missed a combo, either the fierce or the reset.
1:06 - i think EX pinwheel was desperation, don’t play desperate, you were still in the game.
1:24 - missed combo? did you not expect it to hit?
1:28 - do the fierce. it adds a ton more damage!
2:23 - you probably could’ve done ex counter forward and punished him. but that’s a little extreme
2:28 - c.mp came out late, it shouldn’t have counter hit. also you could’ve done EX pinwheel and won.
2:31 - pretty lucky because that divekick was unsafe
3:01 - missed AA

i feel like the people who post should criticize their own videos first
i don’t like telling people “hey man you missed an AA” or “hey you missed a combo” if they know that already. like it sucked for iQuick when he missed U2 at the end of the sagat match but i don’t want to be a douche and say “hey that was totally the wrong way to do U2” when it’s pretty obvious (something like that happened to me btw, when i played an ibuki who missed her super, so i did U2 to catch her in the air … but she naturally recovers from super using a backflip. fml).

i am seeing a lot of divekicks in these videos.
whenever i play juri mirrors online all i have to do is turtle because they divekick too much, and they do pinwheels that are unsafe on block that i punish with my own pinwheels.
i throw out safe divekicks every once in a while to keep them honest, but generally it’s not a good idea because even if it’s safe you are still in major disadvantage and you can’t do anything. they’re sorta good against dhalsim to get closer though.

I played against an Ibuki last night that used her face stomp move and I tried to punish it with an Ultra and it actually Counter Hit me out of my ultra and killed me. I’d like to blame my inability to link my 1 framers on BBCS but it’s really just because I haven’t been practicing like I should be.

I hate to complain but I really think that Juri’s Ultra 2 should at least have some kind of Hit Box behind her. After all, it is a spinning vertical kick. I think it’s silly that she can’t use it as an anti-air.

That’s what we all want. I don’t know what Capcom was thinking. Somebody should suggest it to seth killian because damn that has happened to me many times.

I’m liking Kainzero’s analysis. I really want him to analyze some of my matches.

[media=youtube]LX3eWkKZvTw[/media] - me vs an akuma.

[media=youtube]leU_6SjeL9Q[/media] - A bison who didn’t pressure when I thought he would.

I try to look at my matches and analyze them but I dont think i know what to lose for. I want to learn why I do things, and why my opponent does things.

0:28 - missed punish by akuma. in general try not to cancel c.mk into pinwheel unless you know it’ll hit. if anything try to store a fireball if you’re within a good range.
0:32 - although it doesn’t matter much, you could have gotten c.hp xx pinwheel instead of c.mk xx pinwheel after the connected fuhajin. still, very minor. with scaling it’s probably like 20 damage.
0:40 - looks like you tried to jump? c.mk is like -6 though, you should probably stay still. maybe you didn’t know the range of sweep? i was playing my brother and he kept getting me with it =(
1:10 - today i found out that c.mk will beat a crossup hurricane kick. looks like you noted that in your commentary though
1:45 - for some reason i thought akuma’s s.hk 2nd hit would hit juri crouching, but it didn’t. it’s a punish that’s worth learning.
1:53 - i feel like you had enough time to set up a safe jump. granted i can’t do it either
1:56 - pretty sick combo
2:01 - i think you could’ve gotten a sweep after connected fuhajin. not sure though, may have been too far
2:05 - CHIP WITH EX PIN!
2:20 - wake up super would’ve worked if you did the HK version

0:16 - you miiiiight have been able to win with crouching fierce but i’m not sure. i know c.mp would’ve lost for sure
0:25 - anti-air would’ve worked… but probably not against that cross up right after
0:30 - don’t like the decision to jump in the corner
0:37 - as an aside, i know c.mk xx fuhajin - c.mk xx pinwheel doesn’t work on all characters. i’ll probably test it out later
1:49 - option select with hk pinwheel, EX pinwheel is more of a vacuum where HK makes you move

all i can really see are mistakes that are fundamental. i can’t say “hey man. block the vortex correctly.” that just happens, you know.

i also can’t really suggest that you do something. while i think you could throw more HK fuhajins against bison, i don’t really know what would happen if you did. maybe he had a counter ready. maybe you would whiff and eat scissors kick. i don’t know.

you using option select crouch techs?

I appreciate the support =) TBQH I’ve been messing around with Ultra 2 mainly for two reasons… 1.) My Stick broke. 2.) I get people to the corner relatively fast.

Hit confirming IADive Kick (I call it Instant Air because I don’t Tiger Knee it) into Ultra 2 is very satisfying against the usuals who know how to tech.

It really depends on what character you’re playing against and what type of player you’re up against as well. Generally I pick Ultra 2 against good-reversal characters: Shoryuken, Teleport, Flashkick, whatever the case may be. Against mashers it’s generally a safer play to use Ultra 2 also =\ Since they don’t fear your bait, it’s hard to sometimes read recklessness.

Overall? I get more damage from Ultra 1 and is a hell of a lot more interesting, but Ultra 2 I think for my playstyle is the more consistent since I can get people to the corner so quickly then it plays heavily in my favor because of my grab mixup game Cammy-esque. For now that is =) Since I’m on Pad >.< Juri is one of those characters that can fair well with both Ultras. Against certain characters though, your Ultra choice should be clear – like against Blanka, Ultra 2 is definitely the way to go… Should I make a list? =P

Purple Eyes Only 2: The Juri Video Thread (Updated 7-01-10)

No I don’t. :confused:

I really should. I just feel weird pressing buttons when being attacked.

if your opponent knows how to get out of it then don’t do it all the time

i used to crouch tech everything but then all my friends can easily break it. it sucks. =)

now i sparingly crouch tech. against certain moves you can crouch tech with a different move. i like to use crouch tech mk against EX hurricane kicks.

IAD… is basically a tiger knee, at least in terms of you doing a move.

Since IAD = instant air dash…
So IADiveKick is basically a tiger knee dive kick.

Crouch teching should really be a scarce thing you do nowadays since there are so many ways to bait it out and ways to see it coming.

I don’t know if you can see from the inputs in my videos that I play pretty strict with my button presses. I rarely mash and I try to keep my execution as tight as possible. I drop alot of links unfortunately.

As far as crouch teching goes, I’ve seen that alot of players have a pretty patternistic play-style with ticking into throws and such. So I try to rely on teching on reaction though I don’t always tech throws, but they make it pretty obvious when they start a block string and then jump in again for another block string. Most people will tick one or two hits and then go in for the throw. The only issue I have with preventing this tactic is against Ken because he can pretty much tick kara-throw you from a 4 hit block string and it seems crazy that it can hit you from that far away.

Forgive me if I’m wrong, but it’s my understanding that the Tiger Knee motion is now understood as doing a motion pre-jump then ending at Up-something then the button. Instant Air anything is done by doing the Up-something direction first, then the regular input. This is what I meant by doing Instant Air and not Tiger Knee.

So basically I’m saying I do :uf::hcb:+:k: rather than TK Shikusen which I hear is done by :qcb::uf:+:k: