I’ve been looking over the forums but I still can’t find a definitive answer - what are Juri’s best midscreen meterless BnB’s from a c.LP/c.LK hitconfirm? Both with and without a FB store. Is there any way to combo into the c.HP xx JC, DiveKick from midscreen, other than with a jumpin/punish?
Off hit confirm Juri’s best BnB is: cr.lk, cs.lk, cr.mp xx H Pinwheel. Even off a jump in roundhouse that is barely 280 damage. Yeah, it’s pretty crappy. You’re better off doing cr.lk, cs.lk, cr.mp xx Launcher (313 for me) or using Fuhajins to extent the combo.
With 1 Fuhajin: j.hk, cs.mp, L release, cr.mk xx H Pinwheel (318 damage). or: j.hk, cr.mp, L release, cr.mk, st.hk, st.hp > whatever (I can get 342 with my team so again it’s better to Launch)
But if you really want to keep Juri in it’s better to end midscreen combos with L Pinwheel imo (keeps them standing, denies wake up options, can lead to more pressure/meter building or Overhead counter hit which can lead to another full combo etc). Unless you have 2 meters then you should probably end with M Pinwheel xx Super or H Pinwheel Switch cancel. And in the corner: H Pinwheel, cr.hp jc stuff.
Doing j.roundhouse into cr.fierce isn’t very smart most of the times (unless you know it’s going to hit) because a lot of things can interrupt between the two hits on block. And using 2-3 fuhajins deals like 5-10 more damage but scales down damage a lot so depending on what you wanna follow up with you’re often better off using only 1 fuhajin. I rarely use more than 1 fuhajin during combos but when I do it’s usually to build more meter and to kill time.
Anti-air. cr.hp jc j.hp, cs.hp xx H Fuhajin Switch > whatever
Off a single Dive Kick you can also link cr.hp jc M Dive Kick, cr.mk xx L Pinwheel. (264 damage). But that’s not possible off instant/delayed dive kicks because they hit too deep and leave you out of range. So you have to be fairly close for the cr.hp to connect.
And if your partner has a move that keeps the opponent standing you can Switch cancel to Juri and go for the double cr.fierce xx Dive Kick combo.
I disagree. Kazuya combo should go.
C.mp, c.hp xx qcb +mp > tc first hit > j.hp, c.hp xx dive, c.hp xx dice
Ah, thanks. Timing is a little stricter though
Practice practice practice.
Only time you should miss this is if you’re not sure the kazuya special is gonna hit.
Remember to shout me out when you dizzy your friends. “omg so cool”. “kail is the best!”
Gwahahahaha
So what does everyone use for ABC launcher tag-ins for Juri?
Although I might put a cr. Lk or second st. LK in there, I use st. LK > st. MP > st. HK. Reason being, all three attacks have good range and the latter two move forward, so there isn’t a situation where the final hits into launcher will whiff (which happens often with other characters). I see a lot of people ending in cr. HP, maybe that’s better. I haven’t really tested it out.
What I don’t like and hopefully will be fixed becaues I personally feel its a glitch
Juri’s standard cross rush sends the opponent spiralling backwards instead of launching properly.
I try to use what Ramma said but you can also short hand it if need be like St. Lk>Hk or Mk>Hk
my favorite but I never seem to do it in a match is something I saw from Vulcan Hades I do believe – store Lk Fuhajin, Cr. Mk (release Lk) St. Mp>Hk(Hk)
but if I hit confirm Cr.mk and release I pretty much follow up with Cr. Mk xx Senpusha out of SSF4 habit.
Yeah you can shortcut it, but LK~HK doesn’t leave much time to hit confirm. Plus, st. HK on block is very punshiable. Mid combo it makes sense, but as a poke that’s risky.
as for after a LK fb release, doing st MP~st. HK is useful when you need to get Juri out or tack on more damage outside of the corner.
Yo guys, figured out something odd this morning. If you store a fireball with lk or hk, and raw tag out while holding down the button, Juri doesn’t lose the store. Boost combo/tag cancel/raw tag back in, and release button, fireball comes out. I can’t think of anything super useful for it other than the fact it’s nice to have a store. Maybe you guys can do something with it.
Any advice for getting down the c.hp xx jc, dive kick? I’ve been rolling the stick from bottom to top left/top right and have had very little success. I’ve had even less trying to jc by pressing up, then to the input for the dive.
i dont do it tk. i just do it normal u/f, hcb+k. most likely just do it slower.
How high in the air can you be, and still land the dive after c.hp xx jc?
quite high
My god, Juri’s Alpha Counter is terrible…
I don’t know how much start up that shit has but I’m practicing Alpha Counter Switch in training mode and I can’t even make it work 25% of the time vs jump in attacks or dive kicks. The opponent can block it easily most of the time. It only works when they attack high above the ground. Otherwise, you risk losing 1 bar for 30 chip damage. It’s still ok I guess if you’re desperate to get pressure off but I’m really disappointed in it.
If you tag cancel on hit, it doesn’t launch the opponent high enough to allow interesting juggles. The most I can get with my team is 268 damage but that’s for 2 bars and it only works 20% of the time… I really see no reason to use Juri’s alpha counter instead of Kasatushis or EX Senpusha. After EX Senpusha Juri can combo into her Super for 407 damage or combo into far strong xx H Fuhajin Store TC for around 399.
Yoshimitsu’s alpha counter on the other hand seems to work great vs jump in attacks and dive kicks and sends them flying high in the air so Juri can follow up with cr.hp jc j.hp, cs.hp xx L Senpusha for 413 damage. A difference of 155…
cs.lk is a bad habit from sf4, use st.lp whenever it won’t miss (99% of the time, I think someone said it whiffs on Bison?) for hit confirms. Startup doesn’t matter if you are doing it after a cr.lk and you get better frame advantage, also you don’t have a chance to get a fs.lk that is only +4 on hit if your spacing is too far. (cs.lp and fs.lp have same hit/block advantage). Easier links for free to minimize choking/mistakes!
Hey thanks for reminding me. It’s definitely something that’s lacking from my game.
I’ll try to start using jabs more often. I know they’re a must since M Fuhajin whiffs on crouchers. cr.lp, st.lp, cr.mp, LK release, cr.mk xx H Senpusha is still 242 damage instead of 206 so it’s definitely worth practicing.
Awesome, I’ll try this out later.
Yeah it whiffs on Bison, but you can connect if after a jump in whether or not it hit. So you can go, j:hk:, st.:lp:, st.:lp: (chain timing)
Anyways, here are the hit confirms I think are important to Juri. These can also be done after a jump in.
No Fuhajin stored:
Confirmed a hit:
cr.:lk:, st.:lp:, cr. :mp: xx :qcb:+:hk:
*replace :qcb:+:hk: with :qcb:+:mk: corner combo if in corner.
If blocked:
cr.:lk:, st.:lp:, st.:mp: xx :qcf:+:k:
Reason for st.:mp: on block. st.:mp: moves Juri far enough forward that Fuhajin store makes contact. If cr.:mp: or cr.:mk: is used, the Fuhajin store will whiff, which is entirely punishable. Also, I believe blocked Fuhajin store is better than blocked :lk: Pinwheel in that it can’t be punished if blocked low. :lk: Pinwheel is not -3 on block if blocked crouching, much like AE. With Fuhajin store, it’s guaranteed -3 (very few things punish this) and you have stored fireball to re-mount your offense.
With :lk: Fuhajin stored:
Confirmed a hit:
cr.:lp:, st.:lp:, cr. :mp: xx Fuhajin release, st.:mp: xx :qcb:+:hk:
*replace :qcb:+:hk: with :qcb:+:mk: corner combo if in corner.
Of course you can choose to replace st.:mp: with cr.:mp: as that’s an easier link. But st.:mp: is still very easy and reaches further than cr.:mp: making doubley sure that the combo will connect. Not that cr.:mp: whiffs a lot (once in a blue moon).
If blocked:
cr.:lk:, st.:lp:, st.:mp: xx Fuhajin release,
After this string, you are still in cr.:mk: range. Again, st.:mp: allows this.
Long story short, st.:mp: is godsend.
general sfxt question. I’ve been working on sf4 for the last 2 weeks so im a little disconnected from this game…
I heard that if you link into launcher it does more damage than a cross rush.
i.e. c.lk, s.lp xx s.mp xx s.hk xx launcher
vs
c.lk, s.lp > s.mp xx s.hk xx launcher
can someone confirm this?