Spiders United - Juri Q&A and General Discussion

Why hasn’t anyone created a match up thread yet…i haven’t made one because i dunno how to make those stickie spoilers that you can toggle when you click it. if someone taught me i’d create the board so we’d have all the things needed for juri players

[ spoiler] [/ spoiler ] without the spaces

hey how do you get the like red or blue title for juri?? anyone??

Either complete all trials or complete arcade on hardest difficulty cant remember

I’m trying to get her j.HP to connect after her cr.HP but I keep whiffing. Is there a shortcut or tips on connecting?

If you are doing it from, like the start of a combo, a raw cr. HP, it won’t work mid screen apparently (except on one or two big guys). It has to be a juggle or an anti air. Something more like that.

Depends on how you are doing it. On standing opponents it won’t work on most characters. As anti air sometimes you have to delay the fp press to get it to hit, other times you might be too far away to do it alltogether and should go for a dive kick instead. In the corner (after a mk pinwheel) you have to do the jf.hp as soon as possible to get it to hit.

So, how do you stop Juri’s divekick? I was just in a mirror match and the guy was doing nothing but jumping around on the side of the screen and randomly throwing out dive kicks. I ended up winning, but it was ugly, couldn’t get a clean hit.

Also I’m having trouble landing clean hits on Dhalsim and Bison. Any advice on getting in/punishing those guys with Juri?

The red one “Complete Chaos” is from beating arcade mode on Hardest. I don’t have any blue ones yet, so that’s probably from beating all the trials.

it’s difficult in this version to punish juri dive kicks. Best way to punish them is neutral jumping as soon as you see it come and punishing on her whiff. Check the juri frame data to know how many frames you have to punish it.
Cr.mp usually is the best way.
I’d say also do fs.mk
For sim you gotta use counter to get in. Always have a hk fireball up and be ready to anti air asap. Sim doesn’t have much on wake up beside alpha countering you.
On bison you gotta have stock fireball. When you put him into block strings it is about either landing the over head so he begins to block high or moving back and catching any scissors kick with fs.lk.

What’s the max damage found so far from a divekick (or store) juggle start midscreen?

I only have this right now: Divekick(or store) > far.MP CADC > st.LK > cl.HP xx light Senpusha. (202dmg from a divekick)
Or** Divekick(or store) > far.MP CADC > st.LK > cl.MP xx Store xx tag **for a tag combo follow-up.

I actually got that title from beating arcade mode on the easiest setting, the other one I haven’t unlocked yet is probably from beating it on hardest. Given my username I’m quite happy to use the ’ Complete Chaos ’ title for now.

Well if you want to use meter and have HK Fireball stored (or store it for the combo), you can:
Divekick(or store) > cr.MK > Fireball release > Super (413 from Divekick/433 from store)

What moves should be used for playing footsies with Juri?

not true. if its reversal fierce dp/aa medium dp you can just tag in juri cr hp, jc j hp, cl hp, lk pinwheel for about 420 damage ( LOL ). if its from a hit confirm such as cr lk, st lp, cr mk xx fierce dp then it’ll net you around 390 or so. ken and juri work very well together.

The final is a Gold/Yellow title that says “Pleasure from pain”. I got it from beating arcade on hardest but just make sure you have Juri on point or you won’t get it. Easiest way is the same as super: 1 round, 30 seconds and don’t take chances. Im pretty sure i got put with every grappler in the game >x(

Guile still remains to be a problem for Juri in SFxT. :confused: I went into training mode after getting wrecked by him to figure out how to deal with his zoning game. You have to play this match up patiently, which really sucks if he has the life lead because they won’t risk a mistake by moving forward or jumping.

Guile recovers too quickly from his Sonic Booms; you can’t use Dive Kicks as a means to punish them but they can help to close the distance if you use the Short or Forward versions to. Using Roundhouse Dive Kick to try and close in can result in an air throw, c.Fierce, far s.Fierce, or Flash Kick anti-air.

Her Forward Fuhajin goes above his Sonic Booms (new to SFxT -_-) so she can’t nullify it with her own projectiles so you can’t play the fireball war, making things increasingly difficult. You’ll have to nullfiy them with Fuhajin store, which isn’t ideal because you’ll lose the war of attrition this way. To close the gap on Guile you’ll have to use Fierce Katsushi and then do Short or Forward Dive Kicks. If you have Short Fuhajin stored and are at a range where it’ll hit you can block a Sonic Boom, then release. If the Guile player goes for another Sonic Boom he’ll get hit by the Fuhajin while you can block his Sonic Boom, and then try to get in. At this same range you can blow meter on EX Low Fuhajin. If Guile blocks it, you’re at frame advantage and you can cover a lot of ground. If Guile gets hit, it causes a knockdown and you get to get in on Guile.

If Guile backs himself in the corner throwing Sonic Booms, you can use Jab Katsushi at close range to teleport behind him. This will destroy his back charge and hopefully catch the opponent by surprise for a combo.

If you have the life lead and Guile is just throwing Sonic Booms from full screen, you can use Strong Katsushi to lame him out. If he starts getting flustered and starts approaching behind Sonic Booms use Fierce Katsushi and Dive Kicks to punish bad jumps otherwise sit back and bait a jump so you can AA with c.Fierce.

I forgot to test this but in SF4 EX Pinwheel was projectile invincible so you might be able to use that in close ranges to punish predictable sonic booms.

In the footsie game, Guile c.forward has deceptively good range and can be chained to far s.RH, and while it puts him at frame disadvantage it spaces him outside of a punish range. You’ll have to be careful at how you space yourself when you have Guile in the corner as he could throw a Sonic Boom or get you to over commit then catch you with c.Forward into a tag combo.

It depends on the range and how deep you hit them with c.Fierce in the air. I find if you are max range c.short distance away the j.Fierce will whiff. You pretty much have to be point blank and hit deep in order for the j.Fierce to juggle correctly. In her corner pinwheel combos the spacing is perfect on it’s own, it’s just the timing you have to be aware of. In tag combos you have to wait until Juri is right next to the opponent before doing c.Fierce otherwise you run into this issue. It also makes doing this in the corner harder, as Juri will run underneath the opponent, and then you have to wait for her to turn around. It gets to the point where I don’t bother with c.Fierce in a corner tag combo.

If your opponent is just spamming dive kicks then they probably don’t have a clear concept of it’s range so you can do a few things. You can stay just outside of it’s max range and start neutral jumping. If they dive kick, you’re outside of it’s range and you can fall with j.Roundhouse and punish them for spacing the dive kick poorly. You can use Katsushi (counters) to get out of there since there’s no armor breaking in this game or use Fierce Katsushi and cancel the rising frames into a dive kick into a combo of your choice. Also, at certain ranges c.Strong, s.Strong, or s.Jab will stuff the dive kick.

The guide lists all of the dive kicks as -3 on block but I’m not sure if that’s universal to where you block it, for example, blocking above the waist versus blocking below the waist. I would think there would be more frame disadvantage if you blocked closer to the head, which means you could just walk up closer and try to block it closer to the head and see if it creates a bigger punish scenario. If they start foregoing dive kicks and start jumping at you then you can do AA c.Fierce, jc, j.Fierce, land, s.Fierce, Short Pinwheel/Super/Cross Assault punish.

You can bull dog your way in against Dhalshim for the most part. Using Katsushi’s on predictable pokes can help you close the gap. Once you’re in, Dhalshim is hooped.

Bison you have to play more patiently. If the match up works anything similar to SF4 then you should be able to use c.Forward to go under Devil Reverse follow ups and then punish on his recovery.

far s.Short, c.Forward, far s.Forward, c.Strong, far s.Strong, and c.RH are your go-to footsie tools.

I particular like far s.Strong, as you can stand just outside of a characters best low poke and whiff punish them by utilizing the forward momentum it has. You can then hit confirm into a chain tag combo or if you have Fuhajin stored you can release and get a good punish in. It’ll be particularly damaging if they are close to the corner. Far s.Forward also lifts her forward facing leg allowing you to beat low pokes by changing her hurt box momentarily. Unfortunately, you can’t special cancel or release a Fuhajin after this so you’ll have to rely on a chain tag combo for a punish.

Far s.Short is a nice poking tool that is special canceable so you can chip away at max range with short pinwheel or store/release Fuhajins for more pressure. Also, you can chain into c.Forward and be outside of punish ranges then you can just hit confirm the rest of the chain if it hits.

Just a general tip against Rolento (since there is no match up thread yet). Alpha counters destroy his rekkas. Easy to react to. If you have a bar, make him pay.

ATTENTION PSN PLAYERS I shall make a GrandJuri_SFxT account and host sessions similar to what I’ve been doing for SF4 AE for the psn side. But I’m currently on vacation atm, so ill make it once i return :).

i’m down for that. my tag on psn is d_dollars.