The Juri Thread

O.o I don’t believe the new patch came out yet Oswald. That combo should be pretty easy to do still. No problems here landing that consistently, but the Senpusha H version got harder after the stealth nerf one way back. Just work on your execution and don’t mash the c.HP follow up.

Hey, can anyone tell me what Juri’s jump frames are? I remember her being tied with Bob for the fastest, but I forgot what that fastest is.

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I know this is super-late, meant to answer a while ago lol…

Anyway, according to the guide:

Pre-jump frames - 4
Vertical Jump - 31 (35)
Diagonal Jump - 34 (34)

Some of my notes as of late:

My basic hit-confirm:
c.LK, c.LP, s.LP, c.MK xx s.HK xx launch

The junction between s.LP and c.MK or c.LP and s.LP is a good place to mix it up.

I’ll often change it up by doing either f.MK or a tk dive kick. f.MK is a nice because it’s even on block, is quick, and goes over lows. tk dive kick is nice because you jump back so you put yourself somewhat out of harms way altogether and is a larger gap to catch them pressing a button. you can also change it up and do s.MP xx LK Fuhajin, take a step back and release. Once you’ve trained them to not press buttons, throws become pretty free. I’ve found that Juri’s pressure is really scary in this game.

Also when ending combos with c.HP xx LK Fuhajin store you can typically wait till the other person’s back hits the ground, release the fuhajin store and it puts them in a situation where they, for the most part, cannot move. the fuhajin will catch the backdash and is a meaty [which means they can’t do normals or jump]. They would have to use a move that is invincible while they are on the ground to get through it. This basically means that you get a free jump-in. What’s even better is that if your opponent does have a dp move or move that gets them off the ground, you can do an MK or HK fujahin store instead of LK and put it right over their heads. By the time they reach the fuhajin, their invincibility has run out and it acts like a shield if you jump.

You can also apply all the following information from the following combo with juri: c.LK, s.LP, s.MP xx LK fuhajin store, c.HK
This makes it so that the opponent can’t tech-up. Oh yeah, if they roll in these situations, you can either move forward or back a little bit to make them guess sides or throw I suppose.

What I’ve been doing on knockdowns after a fuhajin store is charging to counter, and dashing forward and doing overhead. If it hits, I do the following: f.MK, c.MP xx fuahjin release, c.MK xx HK Pinwheel [tag]. My team get just over 400 off the CH overhead with my team, but it’s a good way to follow up on damage and the “f.MK, c.MP xx fuhajin release” acts as a hit confirm.

Finally if you late tag off of a juggled HK Pinwheel in the corner, you get more damage than MK Pinwheel. Not sure if that was known or not.

cr.lk.

hmmmmmmm I really outta start doing more meaty fuhajins on wake-up. I don’t agree with your basic hit-confirm though…

to each is his own.

you can also make set-ups against characters like gief who lariat on wake-up so that they are forced to block.

I just use cl.hp against gief. then force him to use Lariat, kasatushi free 500 dmg combo if I have 1 bar.

HOLY SOB GEEZUS *#$#$#@$# GGAAAAAAAAHHHHHHHHHHH they ******** stelath nerfed Fuhajin kick and Sekku (overhead). Fuhajin on block is now -4 and Sekku is now -2 on block. Oh wait there’s more cross art is now 9f startup instead of 8. OH WAIT HERE’S SOME GOOD NEWS! KAISEN DANKAIRAKU HAS A 13F STARTUP YEAHHHHHHH…EX VERISONS OF FUHAJIN NOW STARTUP IN 14 and 16f…SERIOUSLY CAPCOM??? Oh I’m pissed…oh am I ever pissed. THEY NERF Juri’s…but not VEGA’S??? THE HELL CAPCOM!!! I’m super salkty about this right now…

I’m sick and tired of these stealth nerfs…LIKE SERIOUSLY!!! **** OFF!!! nerf this, nerf that, you’re runnig out my options capcom…

Thanks a lot for pointing this out. I didn’t know if this was the connection or not, but if I was fighting someone who was pressing buttons, I would always get hit or counter hit’d after overhead and I didn’t understand why. This sucks and is a stupid fucking stealth nerf that further hurts her offense and pressure.

As for the other changes, not seeing the big deal, but it’s clear Capcom hates Juri

Rant time

Juri is okay, but at top level play vs good players using top characters like Law, Hwoarang- she starts to suffer. She is actually the weaker member on my team. These nerfs have finally caught up with her, and what pisses me off is Hwoarang pretty much outclasses her now. He has so much pressure, tools, mobility and his overheads are safe AND he gets stuff off of them counter hit or not unlike Juri.

Vs certain character jump ins, you best be dead on with your crouch fp or it’s going to trade or get flat out stuffed and you eat a huge combo.

I just don’t understand. Her overhead very rarely lead to anything, and if so it would be scaled.

capcom is just fucking stupid, that’s all. i don’t understand why they nerf store and sekku like that. like her pressure isn’t gdlk and her overhead doesn’t lead to shit without ch ( many of the cast don’t even need CH to combo ) and even when it is CH, it isn’t huge damage like steve or hwo. ugh…playing lars x juri is so hard with stupid characters like chun x law running around :confused:

sure it is! Sekku(CH) > cr.mp xx launcher! Easy 400+~ well, easy provided you master that 1f link… :confused:

It’s plinkable, so it isn’t hard to get down. But yea, depending on your team makeup, you can score that much.

Actually Fuhajin is still -3 on block…oddly enough 3f Sa’s like Julia’s and steve’s can’t punish a Fuhajin kick…yet they start up in 3f…but Marduk’s Sa can…Marduk’s Sa is supposed to startup in 4f…meaning can’t punish it… but it can. I tested this against Ryu’s EX joudan whihc is also -3 on block…Marduk can punish it but not Julia’s or Steve’s Sa’s…I don’t understand…makes NO sense. Is Marduk’s SA glitched? Like I don’t understand…Also about Fuhajin kick…I mashed, timed pressed butons against it…I could not…for the life of me punish Fuhajin kick with vega’s cr.lp (which has insane range for a light attack) he couldn’t punish it. Lei SA (which starts in 4f should be able tp punish it correct?) wrong. I demand a new patch. Also these bugs and glitches…not on Capcom…not on at all. Also on top of that…Juri’s buffs please! Hwo coldn’t outclass Juri even if his life depended on it. Once an amatuer…always a amatuer.

Juri needs her cr fierce hitbkx and damage restored.

I’ll give out what I think Juri deserves without making her OP’ed. (or at least try to)

Buffs:
Fuhajin Kick frame data altered
startup: 9f
active: 6f
recovery:15-6f
keep juggle potential as is or maybe increase it by 1
Damage increased 80-90
-1 on block hitbox increased slightly (at max range from st.mp you can make the fuhajin whiff)

Fuhajin
Frame data altered
startup: 10-11f
recovery: 19-20f
airborne for M/H verions is on the 2nd frame
damage increased
L: 50
M:60
H:70

Kasatushi
Fix so tht it goes through ALL projectiles not some…ALL, also while dodging make it invunlable to everything…throws can still get you…somehow…
able to counter everything EXCEPT throws (SA and CA’s included)
the ability to cancel into throws, launchers, dashes and backdashes, jumps after a successful dodge

Senpusha
L verison data alted
startup: 9f
recovery: 20f
+1 on hit -4 on block (that goes for crouching as well)
Ex senpusha
frama data alerted
recovery: 25-26f
dmg increased 120-130 ( I was thinking 180 but then for 2 bars Juri and her parnter could crack almost 600)

Shikusen
frame data alted
startup: 14
-2 on block (lowest point)
2nd Impact
-5 ion block
3rd strike
tweaked so it can connecton both crouching and stnding opponents and becomes unblockable (dealing it’s repecstive 80 dmg) but it’s wouldn’t be made easy to do. (very difficult to land but possible. correct spacing is required.

Ex Shikusen
frame data alted
startup: 14f
JP counts as 1
if one hit of Ex Shikusen connects all followups will also connect (that erases the whiffs sometimes even though you connected).
Upon startup is projectile invincible all the way to active frames are complete.

Sekku
frame data alted
active: 3f
recovery: 14-15
airborne on frame 4-20.
0 on block

st.mk
dmg increased
now does 30 instead of 30

st.hk
frame data altered
startup: 14-15f
+1 on hit -4 on block.
airborne from frame 6-24

st.hp
frame data altered
startup: 9
on hit 0 on block -5 to -6
is now cancelable

cl.mp
frame data alted
startup: 3f
+2 on hit

cl.mk
frame data altered
startup: 6

cl.hk
frame data altered
startup: 9-10f
is now cancelable on the 2nd hit

cr.hp
frame data altered
startup: 7f
dmg restored back to 90

fwd dash
frame data altered
dash frame decreased by 17 distance unchanged, when dashing acts like crouching flea

KaisenDanKairaku
recovery frames decreased from 75-60f
dmg restored to 350

CA
frame data altered
active: 2-3f
range increased
invlunerbality increaed now frames 1-11 are invincible

Cross cancel:
frame data altered
startup: 9-11f

J.hp
dmg restored back to 100
now acts as a true cross-up

Nj.hk
frame data altered
startup: 7-8f
active: 5f

I think that’s it. Whew, I know I’ll probably never see this, but this would make Juri complete and nothing further would be needed.

Hwoarang requires a command input in order to be in Flamingo Stance. Juri has the stance as her default.

Juri’s damage nerfs should be removed. I’m still worried about her cr.hp nerf as my synergy might not work anymore once 2013 hits the PC. :frowning:

Things I want for Juri in SFXT:

cr. HP:
Restore the old hitbox or restore to it’s original damage.
Forces stand on hit (makes multi fuhajin combos relevant)

cl.MP:
3f start up (gives her a 3 frame normal when she has a lk fuhajin stored)

EX Low Fuhajin:
No longer knocks down. (Allows her more combo opportunities without having a fireball stored)

Cr.HP - yes plz, to all of this. T.T

cl.MP - Juri currently doesn’t have a 3f normal at ALL in SFxT… her fastest (cl.lk, cr.lk, cr.lp) are all 4f… but hell, I’d take a 4f cl.mp… anything is better than 6f T.T

EX-Low Fuhajin: Would be nice, but would ruin a few of my tricks :confused:

…would also like to see the following:

Fuhajin store: buffed to -1 on block at worst

Sekku: restored to neutral on block

With the Juri nerfs, the damage of my most powerful synergy combo has dropped from 650+ to 594. Eventhough my combo still works in 2013 there are now chances of missing it because of the hitbox nerf on cr.hp. :frowning: