Back when I was first making this I only recall being able to hit her with standing HP. HK would whiff over her head. I suppose I might have just been timing it poorly before, it’s a bit tight by this game’s standards. Either way Chun Li’s section has been corrected now. Thanks for pointing stuff out, I try to be thorough but it can be a lot to keep up with. Looking forward to checking out Juri on Tuesday.
Wish you could CC Karins EX DP the same way. Oh well
Ryu still gets a really good punish, just start with F+HP instead. Damage is a bit less than a CC combo, but still nearly 300.
Juri
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cr.MK- Light or EX DP will punish at closest possible distance, but they’ll never use this move at that range. Not practical.
f+MK- LK xx tatsu from any range
HP- Light or EX DP will punish from closest range. They probably won’t use it at that range and even if they do they can cancel into special moves. Not practical.
cr.HP- punishable by cr.MP xx fireball if not cancelled, but if they cancel into medium Fuharenkyaku or medium Ryodansatsu it will counter hit your attempted punish.
HK- Critical art will always punish. From 1 block or closer LK xx tatsu
cr.HK- Critical art and EX tatsu will always punish. There is a small range at about 1.1 to 1.0 where Ryu’s own sweep will not reach to punish on block, but if you stand up instead of crouching at this range her sweep will miss giving you a chance to whiff punish.
MP->f+HP target combo- If you block both hits you can punish with cr.MP xx tatsu. If you block the MP while crouching and then the f+HP whiffs over your head you have a very long time to punish her. It’s easy to see it happen and then react with cr.MP xx tatsu. You can also punish with HK for more damage. It’s possible to punish with f+HP but I recommend sticking to faster moves.
Fuharenkyaku
charge- Safe on block
Light version (projectile)- safe on block
Medium version (hop attack)- always punishable by critical art. Easier to punish if blocked standing. LK xx tatsu will always punish if blocked while standing, won’t work at 1.9 blocks if blocked crouching. If cancelled into from a normal you’ll always be in range to punish with cr.HP. Interesting side note, if Juri cancels this into the light version on block and you do cr.HP you will trade leaving Ryu at least +10, able to combo into HK, EX tatsu, sweep or critical art. You take a bit of damage, but deal much more so I think it’s worth doing unless it will kill you. If she cancels into the heavy version it’s a true blockstring so there’s no risk of that hitting you for pressing a button.
Heavy version (spin kicks)- Always punishable by combos starting with HK or cr.HP, if you block both hits punishable with MP, cr.HP combos. If she cancels into the light version afterward it’s a true blockstring and is safe on block.
EX version is safe on block
Tensenrin
Light version- The second hit of this move whiffs if you block it while crouching, if blocked while standing it becomes safer.
If blocked crouching punish with cr.MP xx tatsu if far, cr. HP combos if close.
If blocked standing punish with LP, LK xx heavy DP
Medium, Heavy and EX can all be crush counter punished with HK. Make sure not to press it until she comes back to the ground, if you press it while she’s still in the air you might pass under her and miss.
Ryodansatsu
If blocked at max range only critical art will punish. At moderate range (look for Juri’s ankle to overlap Ryu’s foot) LK xx tatsu will punish. At close range punish with cr.HP.
EX version is safe on block
V skill
HK, LK xx tatsu will punish both the charged and uncharged versions so I suggest using that. The uncharged version you can end with heavy DP for more damage but I find it easier to just use the same thing for both.
V Trigger
When Juri uses her V trigger to chain together normals it seems to make them less safe on block. Her ability to cancel moves into each other and into special moves makes it very complicated to sort you exactly what you can reliably punish. Her special moves seem to be the same.
So far the only useful thing I’ve observed is that if Juri is close to you and chains into her heavy normals then there’s no downside I’ve found to doing a reversal heavy DP. If she stops with just the normals then it will punish, if she cancels into her special moves then they will either be a true blockstring and nothing will come out or it will lose to your DP. This is only based on about 20 minutes of messing around though so take it with a grain of salt.
Critical Art
From 1 block or closer Ryu’s Critical art will punish. From .5 blocks or closer HK, LK xx tatsu will punish. If you’re farther than 1 block Ryu can’t punish after blocking the projectile, but if you’re not already in the middle of a move you can hold up-forward during the super freeze and jump over the projectile for a punish.[/details]
Fantastic information. New player trying to learn the fundamentals. Now I just need to make my own notes of this.
no you were right mechaslam, I couldnt st.hk her as well after ex SBK when the game first came out.
Any chance of an update for Urien please?
I posted this on launch a couple months ago for Urien, I’ve adjusted some slight details but most of remains the same -
Ok so I did some training room - here’s Urien -
Standard ( the shoulder move) Tackles are all punishable with cr.mp xx special or just raw DP - the block stun is weird though, you’ll have to practice it. He can space tackle to be safe at certain ranges so experiment in training.
EX tackle is safe and plus on block - do not push buttons after.
Standard head butts are non punishable but you get a turn after - he must be negative
Standard headbutts lose to meatys on wake up
Standard headbutt ( apart from LP unless my timing is off) are throwable
Ex is fully invincible
EX headbutt is crush counter ST.HK on block - easy punish
EX Headbutt starts up extremely slow - it’s possible to do - sweep ( or any meaty set up) dash up - cr.lk pressure and Ryu will block the reversal in time for a full punish so basically my gut feeling here is you will want to attack Urien on a KD at every opportunity.
The knee dives are all punishable with jab jab special a bit like a badly spaced Cammy dive kick, again unless he spaces them, but that’s hard, challenge him if you block one.
EX dive is safe and plus on block it seems
The knee dives seem like Parry party time for sure, you can parry them for a max damage punish fairly easily.
His back HK crush counter ( the one where he jumps in the air) is punishable with st.lk xx special from almost any range apart from the tip
Blocked point blank fireball is punishable with sweep or DP
Thats all I got for now after a quick 20 minutes - I think most of that should be right, I tried each option a few times.
Also looks like Urien get’s no pressure after either throw apart from that Axe kick he has, so if he dashes after a throw - kill him.
Speaking of punishes, I saved this replay of my well timed ducking hp anti air being beat straight out by Bison’s n.jump hk. The only true punishment is maining Ryu…