Really need advice to handle shotokans. Getting abused very horribly

Throwing shoryukens from far apart is almost what they always do. You can close the gap to midrange by simply jumping over them and he can’t srk you since you’re out of range.
If he hadoukens at mid range just jump over it. Try to figure out in which pattern he throws his plasma. He will only srk you if you do obvious jumps

Juri is not even close to be a rushdown character (midscreen atleast) just zone with her all day and try some dashup mixups after antiairs for example he jumps in and you antiair with cr.mp you can mostly dashup and do either a throw/cr.mk > relase combo or block (do it first to test the waters). There are a few options but for the rest of the game ----> shoot fireballs antiair the shit out of him and frustrate him.

If you eat DP’s after cr.lk cr.lk just block instead of doing the s.mk (don’t do this string anyway. go for cr.lk s.lk cr.mp/cr.mk or cr.lk > cr.mp frametraps) and punish with either cr.hp > HK wheel or cr.mk > HK wheel.
As everyone said try to punish dp’s instead of getting scared by whiffed ones which are 240 damage for you everytime they whiff them.

  1. As I said zone him out, completely. If you corner him start your fireball cr.mk frametraps. Learn a safe offense and know your mixups.
    [media=youtube]aFQy7UWnrAo[/media]
    Here are a few Juris most common mixups.

[media=youtube]S1G2KVIhK9A[/media]
Some corner frametraps you can get mashed out of it by shoryukens so be sure to block inbetween but they mostly work out for me

  1. If you know you’re losing air to air…what are you jumping for ? Everytime you think he would jump and you would jump too just don’t jump and antiair him with crouch medium or crouch hardpunch and if timed right you can do jump medium punch. It’s always timing dependend.

  2. Yes I personally like to be outside their sweep range maybe even a bit further (a bit more/less than halfscreen) so I can react to fireballs on reaction with divekicks. You could also cancel their fireballs or bait them into jumping on you —> antiair.

  3. If he plays like a dick sitting around doing nothing but shoryukens or fireballs (I remember Mingo raping me with this when I first started but he made me realize how retarded I was playing so that was a good lesson) try to get closer with fireballs, bait him into shooting fireballs with your own ones and divekick on reaction. If you don’t want to risk too much just chip him with fireballs and build meter until he starts attacking again or taunt him.

  4. If I get close to shotos I usually test the waters. I either do 2-3 light attacks (s.lk cr.lk cr.lk) and BLOCK in hope he’s mashing or I karathrow him (risky but sometimes you have to risk it) In general when you get close and he blocks your strings you can throw or frametrap him (leaving a gap between 2 attacks that his attack if he presses a button won’t come out and he get hit)

  5. Genki said once that only scrubs let themselves rushdown by Juri. She don’t really has the tools like cammy has to pressuring her opponent all day. Shes a jack of all trades but master of nothing. She can zone but lacks a good defense and an antiair which is like a shoryuken. She can actually rushdown but only in the corner or if she can get the momentum for a few seconds (cr.mk > release > fadc > throw/frametrap/instant divekick/s.cl.mk etc)
    People at a decent level are generally afraid of throwing out shoryukens because if the opponents blocks them they eat a 240 dmg (or a 377 one if used the best punish with juri) or an Ultra. He is risking to eat a +350 dmg combo to do maybe 150 dmg with a shoryuken. Also if I know my opponent isn’t mashing out srk’s I am more offensive if I get close. I think Juicebox would have changed his gameplan once he ate at least 1-2 DP’s but as long as your opponent doesn’t give you a reason to respect him just be more offensive and with being more offensive I don’t mean to spam out pseudo safe moves.

Also maybe take a look at japanese Juris. I really like Younashi, Yossan and Miya
[media=youtube]6FDjA0ItOC8[/media]

This one might help you with the Ryu matchup.

Tks a lot guys, especially to shiroyasa! I’m probably gonna fight with with my friend this week again, and have been training against the CPU’s Ryu and Ken to stop myself from jumping and handicapping myself by not using supers or ultras on medium hard mode. The CPU won’t be the same as a human, but it’s better than sitting around and doing nothing. LOL :smiley:

Hi guys! I’m fighting against the CPU for practice on Hardest Mode currently (btw, won against my friend’s Ken today, and owned his other characters 5 - 0).

While fighting against CPU Feilong and Yang, I realized they have this similar move where they charge towards you and punch / slash multiple times while advancing. Does Juri have any tactics against this sort of moves? I can’t imagine what will happen if I face a player one day they spams this type of attack non-stop.

Even when I keep at medium distance, that move comes out too fast for me and I can only block. Problem is, when you keep blocking, it’s very dangerous especially when they’re right next to you. They could FADC or throw or do other crazy rush-down shit.

I’ve tried cr. MP but it’s often too slow to come out.

Also, punishing after blocking doesn’t always work (especially Feilong, where he keeps rushing down non-stop).

I’ve also tried storing LP and HP Fuhajins but because they’re so fast, it’s so dangerous.

Tks!

Well Feis rekka is always unsafe on the 2nd hit except if he spaced it properly. You can punish it with s.lp > cr.mk > HK Senpusha
Yang is generally safe on the first lp slash hit (-1) and he is -5 on the 2nd lp slash. If he spaced it poorly you can punish with s.lp > cr.mk > HK senpusha or s.cl.mp if he is really close (same for Fei long btw) but any decent Yang won’t do more than 1 slash on block since it is unsafe or they will only do it from max distance so you can’t punish it.

I’ve been realizing lately that nothing in this game is truly safe. If you feel like Yang and Fei can just throw out rekkas on you with impunity and no fear of retaliation, you’re missing something. Like Shiroyasha mentioned, be sure to punish the unsafe 2-3 hit blocked rekkas. Also, preemptive neutral jump can punish an opponent who throws these out constantly, and after they get hit by enough neutral jump punishes, they’ll probably stop doing as many rekkas and start looking to DP your jumps. At this point, stop jumping as much and go back to zoning.

this is one of the examples on how you handle a shotokan…

This is a bad example. The Ryu player was terrible. He/She did not DP any of the jump-ins, did not walk juri to the corner with solid fundamentals.

The Juri player just kept on jumping (Back/Forward). Do not follow this example or you will get crushed.

This is a much better example:

Basically throw many fireballs and cause Ryu to get impatient so he would jump in. Be aware of sweep/low forward range from Ryu.

that was a tournament match… it seems like Ryu got his shoryuken baited alot and got scared that’s why he didn’t DP the jump-ins…

Ninja naz is pretty much the most fraud Juri I’ve seen here in europe and no he isn’t good. Even if his stupid wakeup hurdur DP get’s baited there is no need not to antiair.

lel