Spiders United - Juri Q&A and General Discussion

Err, what is MU? o_O

Match-up.

Ah, I thought it meant something else. :rofl:

Im convinced Akuma destroys Juri in this game.  I can’t anti air him, he can just walk forward on me…its a really tough match imo.  Unless someone has suggestions?

Fuhajin’s, kasatushi’s, Sekku’s. What’s there to fear from Akuma? then again I haven’t fought an excellent Akuma…so…give me a description.

I fear his Zankuu Hadoken. :(<br>

Akuma can be very scary.  Delayed forward jump air fireball, and his d + mk divekick can mess with your anti airs.  Both of which can lead to 300+ meterless damage.  Akuma himself has good anti airs with cr.hp and hp. dp.  Far HK hits twice on block, far HP is cancel-able, both combo off a counter hit cr.mp.  He’s faster than Juri, which helps his counter hit/ throw game.  His cr.mk xx fireball cant be focused through like in AE.  The cl.HK buff gives him a free counter hit charge in the corner, another counter hit combo will put you in the same situation again.  He can reversal demon Juri’s fireball store on block.  <br><br>I’m not good enough to be giving match up advice, but I do play both Juri and Akuma, so I’m somewhat familiar with the characters and their weaknesses.<br><br>Obviously Akuma’s #1 weakness is his health(850).  Try to make every hit count.  Even spending 2 bars to do 400 damage isn’t bad on him, that’s almost half his life.  When he’s taken damage remember that his runaway was nerfed.  Teleport is awful. Jump back air hado has added recovery so you get a free forward counter to big damage.  His DP switch only hits once on crouching, free happy birthday.   Akuma’s safest way to tag out now is to chain cr.mk xx far hk xx switch cancel.<br><br>His fireball start-up is slower than Ryu, so it’s easier to react with divekick.  Remember you can do more after landing a divekick in SFxT than you can in AE.  Red Fireballs start-up is an eternity.<br><br>His light and medium normals are not far reaching, and only cr.hp and far .hk force stand.  Akuma needs to force stand to do his most damaging combos, most times he has to settle for jab, jab launcher or try fishing for counter hit cr.mp combos.<br><br>There is a range where the 2nd hit of far HK will still whiff, leaving him wide open.  He has to be within his crouch jab range to get both to hit.  Even if you have to block the second hit, he’s -2.<br><br>Akuma’s best pokes are his cr.mk and cr hk.  His far hp is cancel-able now, but it actually has less range than his cr.mk.<br><br>Juri’s far mk, cr. mk, far mp(special cancel-able in SFxT) all have more reach than his cr.mk.  Sekku will hop over his lows.  <br><br>Neutral jump HK against Akuma’s who abuse far HK.<br><br>His demon flip is slow, forward jump HK/HP will almost always give you an air counter hit against it.  Akuma’s air to air game is pretty weak overall.  Remember his air fireball does a tiny 40 damage, so trading air to air is not bad.<br><br>There is no armor breakers and you can roll, so he cant OS you to death anymore.  Counter is relevant now, but obviously it must be used sparingly.<br><br>That’s all I can think of for now.  Sorry, probably not that much help, it’s just basic stuff.<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9167/Fatal%20Error%20XI">Fatal Error XI</a> said:</div>
<div class=“QuoteText”>“Akuma is OP”</div><div class=“QuoteText”><br></div><div class=“QuoteText”><br></div><div class=“QuoteText”><br></div><div class=“QuoteText”>The only thing I can add to what fatal said is to keep in mind that while akuma’s fireball has slower startup, it recovers faster which can make trying to dive-kick punish risky. The number of times I’d been DP’d at the last second trying to shikusen punish is uncountable.  </div><div class=“QuoteText”><br></div><div class=“QuoteText”>…also, FSE, remind me to set you up against ozleon or saianide sometime… you need an akuma thrashing :O</div></blockquote>

I’m probably late to the party but yeah, Akuma is the only shoto character that Juri doesn’t have the best time against. Probably walk speed, delayed dive kick shenanigans, he can be tricky to AA and footsie against.

I’m trying to train myself to jump everytime Akuma goes for a demon flip. Honestly Juri doesn’t have any bad match-ups in this game. And Akuma is no execption either. But enough of that. Anyway, How does one determine CADC +/- on block?

Juri most certainly has some bad match ups, and some disadvantaged match ups. Her worse one in fact is Bison. She cannot compete with him on the ground, and is beaten clean in the air. There’s mostly garbage Bisons running around, but if you fight good ones you’ll see how free she is to him. It’s horrible. I can attest to that as I play both characters.

Her CADCs are negative I believe.

I think otherwise. Juri free to Bison? Yeaahhh…no…I also play both characters. I think the exact opposite. 10$ says you play Juri differently then I do against Bison. Name me Juri’s bad match-ups…I will happily swat them down.

Vega.

Vega…are you serious? Dark…surely you must be joking…Ok before this goes crazy I want a rough guideline as to why characters like Bison and Vega give Juri a hard time…

Simple. A good bison/vega will just lame you out all day and there is very little juri can do about that. Fuhajins dont work if they’re dedicated to staying out of range, cant jump at either of them and bogh badly outclass her in footsies. Uphill battle all day.

sigh…that’s your problem? seriously? sigh…Ok…I think I’m about done with board…all this negativity is ridiculious. Vega no like no good AA…same with Bison their AA’s are trash. No jump ins…are you kidding me!? You know what? screw this. I’m taking all this with a grain of salt. By your logic Vega and Bison can outclass alot of characters in footsies games then…you could always not play the footsie game then.

Options…there are always options.

I think one way to find out is by attacking with a cancelable normal, followed immediately by a forward CADC throw. All throws whiff if the opponent’s in blockstun, right? If the throw whiffs after the dash cancel, that would mean that the opponent is still in blockstun and therefore advantageous.

For example with Juri, I’ll let the opponent block my cr.mk and then dash cancel forward and immediately perform a throw once the dash finishes the animation. If the defender is still in blockstun after the cr.mk the throw will whiff. Otherwise, the throw will connect. I’ve been practicing with CADC’ing with my characters so I’m pretty sure that a forward CADC puts you in throw range.

hmmmmmmmmmmmm good point rock.

Juri does have options in both matches, especially if the other player does something stupid like skyhigh claw or abuses bison teleports, but from a character matchup standpoint she’s clearly at a disadvantage. Lets look at vega objectively (since thats the MU I have the most experience with… I swear half the high ranking players on psn have a pocket vega to piss me off with).

Disadvantages

  1. cr.lp outranges all of juri’s pokes, recovers fast enough that kasatushi can’t be used as a punish (escape is an option though), is safe from being hit by juri’s raw launcher at farther ranges because her hitbox sucks. It also pokes her out of sekku… the only saving grace is that it’s not a low.

  2. Vega moves quite a bit faster than juri (36% faster forward, 40% faster backward) which just adds to the frustration of playing a ground game against him. His backdash also doesn’t suck.

  3. nj.hk flat out beats all of juri’s air options and can lead to large damage, this makes jumping at vega extremely high risk unless you’re doing it meaty or you’ve already conditioned him to focus on the ground game and can catch him off guard. He;s also got an annoying air throw just for laughs.

  4. Vega’s j.hp (with the claw) and j.hk require pixel perfect timing to AA with cr.hp (you lose and get counterhit if you fail). This leaves Juri with pretty much just her low damage cr.mp to reliably AA with which doesn’t give vega much reason to not jump. You can try to gimmick him with kasatushi or something but that gets blown up real easy once they catch on.

  5. Vega has 950 health. Juri has… 900. Not a huge difference but health is health.

Advantages

  1. Juri has fireballs! Yey zoning! …unfortunately vega can usually circumnavigate these pretty easy because they’re slow as fuck and don’t go fullscreen. Also his jump arc makes trying to use the hk release to discourage jumping fairly pointless at most ranges >.>

  2. Juri can kasatushi sky high claw and flying barcelona on reaction and punish with cr.hp into whatever. Vega’s also like to use cl.hp which is also free to kasatushi on a correct read. Unfortunately Vega has little reason to use sky high claw (non-ex)when fighting Juri and he can always just do flying barcelona into the grab to completely bypass kasatushi >.>

  3. Juri can utilize cl.mk into damage to avoid vega’s throw mixups instead of having to tech like most of the cast. I really don’t have anything negative to say to this one :open_mouth:

  4. Juri can bait Vega’s AA super with a delayed divekick and completely avoid it… however Vega has no reason to use 2 bars for an AA now that his nj.hk is gdlk. >.>

If you still need more proof just go find bunnycap or alex_kamisama on psn endless, you’ll see exactly what I’m talking about T.T

Dark…did you read my expanded post on Kasatushi? I’ve dug deeper into it. I highly sugguest you take a read. Tell you what…I’ll go into practice and come up with some ideas for little pretty boy mmm k? Trust me…this match is in Juri’s favor. Just takes some patience is all. Remember we may both play Juri but you and me play differently remember?