Spiders United - Juri Q&A and General Discussion

perfect ! ill go try that
i was suspecting that might be what it was, but now that im playing with Whore-rang i can see it better, as he has a lot of very high bounces

Just remember the juggling rules, because some things just flat out aren’t allowed to link. Like for instance you can do no more than 2 ground bounces in a single combo.

pretty sure cr hp’s juggle potential is 1

wait… can do more than 2? or cant do more than 2?

and does that count for a partner who did the bounce, and then called juri in? for instance… partner one does, overhead, medium punch, ground bounce, and then tags in juri… she can still do a ground bounce, right?(that sounds weird, im sure im explaining it wrong)

1groundbounce per character. I don’t have a combo chain off the top of my head right now but something like this

Player 1: combo>ground bounce>some more combo
switch cancel****
Player 2: combo>ground bounce>not doing damage at this point

Same goes with how many lights mids and heavies you can land on a mid air opponent without doing special, super, or switching out. I think it’s like only 2 lights, and a medium. Or only two mids. Or only 1 heavy. Somebody will eventually put more work into it than i have.

[media=youtube]usq5veGWto0[/media] lmao that ending

^^ I love doing that. Winning like that with Hwoarang and Juri (as well as Akuma and Sagat because they both cross their arms) with Hwoarang in front and Juri in back looks hilarious.

I’m having problems with shallow jump ins that cr.hp and cr.mp can’t beat. also air to airs I just can’t beat anyone with good air to airs (especially hwoarang)
anyone got any ideas on what to do?

nj.mk is usually pretty good as aa but if that doesn’t work don’t forget about juri’s 1frame regular teleport as an option to escape jump in attacks at odd angles.

Speaking of teleporting… does anyone have any good options, tech, ect with when and how to use it? when are the best times? what matchups do you find it increasing useful… whats a good followup ?

Also, Juri Blockstrings. anyone have a notation for a good blockstring? ive made my own of course out of reaction, but i dont want to get into any bad habits when i could be doing something better

By teleport do you mean Juri’s parry? If so I don’t even use it the first round unless I’ve played the person before. This way I get a chance to learn their play style and when they’ll attack so I can actually activate the parry and punish them for it. Though some people are just jab-tastic. yestersday i landed her parry 3 times in under 5 seconds. I got kicked from the lobby immediately >.<

Is lk senpusha still unsafe on crouch block like in super and ae?

Nope. Lk Senpusha is -2 on block according to the brady guide and there’s no qualifying notes. Should be safe.

It has more disadvantage on crouch block. At least -3, probably -4.

Well colour me corrected. Why is that?

Anyways, -3 would still make it safe and -4 would be safe against a lot of the cast but perhaps a bit more foolish to throw out randomly.

I believe it’s because the second hit from LK Senpusha won’t hit blocking crouchers.

Righto, that makes sense actually.

Just a general tip regarding her super. Whenever you do cr.MP/MK xx super after a j.HP ground bounce, do not do it too early or the super will go under and hit with the hitbox that hits behind. Why does it matter since it will combo fully anyways? It matters because if you hit with the super from behind, as opposed to hitting with the front, you will give your opponent a bit more meter. And, it’s an easy adjustment.

Why does this happen? No clue, but with all the specials being given specialized meter gain, it was probably just given a greater amount for a reason I do not know. Try it out (raw or as part of a combo, doesn’t matter), because I don’t have a video to show and so I won’t come off as a loon. The difference in meter is actually visually noticeable.

Can you mash Juri out of her crouch mk in a block string or jump in? It happen to me when playing offline unless it was because I’m now used to the EVO standard monitor timing and we were playing on an older tv. In a Juri mirror, I would do crouch mk to release and would get mashed

Sorry if this has been asked before, but does anyone know if Juri’s j.HP makes her land faster? Animation-wise at least it makes it look that way. I’m just not sure about ground recovery or landing acceleration being affected at all.

I was hoping to incorporate that as a mixup with crossup j.MK. Instead of crossing up with j.MK, maybe I could “land faster” with j.HP then cr.LK or something.