The Juri Thread

You mean this one? Only one I could find

[media=youtube]5rgtGqVgB7o[/media]

I hate how he lost the first game because of a DP. Those things have too much invincibility frames.

DPs have a lot less invuln than in sf4. they’re good anti-ground but they’re still worse than they were last game, the only thing is tag combos from them cost less than FADC did since they’re only 1/3 meter and meter build is so fast.

Pretty much new to using Juri and this is my first owned Street Fighter game, was wondering if I should like give up trying to use Juri if I’m only using a normal Ps3 controller? My reasoning for this is the way a lot of her combos store fuhajins which require one button to be held for a second or two.

I’ve played many good pad Juri’s in IV. Multiple fireball store combos and kara throwing were more necessary there. Because of how long combos from tags go in this game, single fireball combos are much more logical for the most part than they were in IV (because of scaling). Two at most in this game, for lockdown purposes.

In a nut shell, pad Juri doesn’t have much of a handicap, if any, in SFxT compared to SSFIV. She is meant for stick, but yeah.

I’ve been using Juri since day 1 of super and I’m a pad player for life. It’s not nearly as hard as it may seem at first. When holding three fireballs, it may get tricky, but as a rule of thumb, you should never have 3 fireballs stored in a real match at the same time.

False. Zoning you may need 3 fireballs. In sf4 I use it as a dizzy combo, and when pressuring in sf4 on someone’s wake up it’s quite common for me to use 2 fireballs.

I wont go into pad vs arcade stick… But I will say there are certain executional ideas that are easier on sf4. It also makes organizing your mental capacities easier.

THE BROTHERHOOD OF THE PAD WELCOMES YOU!! No seriously its not absolute necessity to have an arcade stick to play Juri. I’ve heard its easier but alot of people like me play her on pad and do just fine. I try to keep it to one fuhajin held at a time though. One thing you could practice is while holding light fuhajin, using your index finger to hit medium punch, kick, and light punch (not at the same time >.<). My entire Juri is in thanks to that little trick.

Heh, didn’t think I’d go back to playing Juri in this game. Gotta be thankfull I can’t find a partner for Poison I like, I guess.

Time to hit the lab.

In a dizzy combo, the most you’ll practically have time to store (as this is assuming your opponent will mash the hell out of their stun) would be two (and thats generous). When zoning, having 3 fireballs CAN be useful but you also lose access to her better pokes like far HK or far MK which can be more useful at times. So to rephrase, there CAN be times when having 3 fireballs stored can prove useful but it shouldn’t be something you constantly do. Just only for specific situations (like gief or hugo).

Everything is situational. Obviously.

In sf4 3 fireballs is normal. 2 was not generous.

Oh and btw 3 fireballs and being able to cycle through them is important. Control.

What are you guys doing after a blocked L fuhajin release in a blockstring midscreen? The only things I can think of doing is overhead or cr.mk xx lk pinwheel? I feel I am not taking full advantage of the situation.

That and:

cr.mk xx Senpusha cancel into: throw or cs.mk/cs.hp xx store or cr.hp jc or st.lk or overhead.

Or you can do fs.mp xx fuhajin store into more pressure.

And after people block Pinwheel they have this tendency to press buttons so I often greet them with a Super or EX Pinwheel. Works every time. :slight_smile: Though I don’t like EX Pinwheel in this game. I prefer to do H Pinwheel and tag cancel to keep guaranteed pressure going instead of guessing the opponent won’t block.

I don’t like any of Juri’s EX moves. They don’t seem to do anything that makes it worth the meter.

True. Especially considering how godlike Juri’s kasatushis are in this game. I personally never felt the need to wake up EX Pinwheel so far. The only time I feel it’s really useful is against characters with disgusting frame traps.

Something I’ve been doing lately vs shotos: jump in HK or MK straight into H Kasatushi (if they’re blocking). Or frame traps into kasatushi. I just know they’re mashing shoryuken so I counter it and get a full combo punish. This wasn’t possible in sf4 because back then reversals would break your armor but in this game regular Kasatushi wins. I just did it on Sagat a few moments ago. Looks pretty flashy too. :slight_smile:

that’s very smart thinking vulcan. i haven’t thought of that at all. i’ll definitely use this.

This is why I like scramble more, it’s crazy but there’s fewer blames passed around in the end.

I feel that badly played traditional 2v2’s are the stuff that can end friendships. :rofl:

“Y u no tag me in?!”

“Y u drop tag cancel combo?!”

btw. Does Neo know how to fucking block…ever!? Bad habit from SF4 showing up in a new game…good job Neo -_-a best Juri in Usa apparently in every game he plays.

meaty his ass, punish his kasatushis, call it a day.

I’ve been following him and he really is playing like ass. from the vids in my collection he’s mostly just using Hwaorang in his matches anyway.
one my proclaimed garabage characters in the game because he can jump in the air do 50 spin kicks and land perfectly safe and ready to spam more.
His reach is just too much.

Don’t forget the fuck ton of overheads he has as well.