Sure. I have plenty of footage…
I had a ft5 with a friend who is a very strong juri when she was in her pre-patch form,
That’s not recent but I have plenty of 2013 on my channel as well if you would like to see:
My channel
Sure. I have plenty of footage…
I had a ft5 with a friend who is a very strong juri when she was in her pre-patch form,
That’s not recent but I have plenty of 2013 on my channel as well if you would like to see:
My channel
I can admit good matches…however. what you claimed about Juri being flawed and difficult for Bison…yeah…His Juri was putting in work. your Bison didn’t have a clear cut answer. Honestly all he had to do was M kasatushi and free punishes for him against ex psycho crusher all day. But he didn’t. eha, it sucks sometimes forgetting what side your meter gauge is on.
His law wasn’t bad, his Juri is much better. His Juri was putting in work. Like I said it’s the opposite in this match-up. Though there were some bad calls on both sides which is natural to happen regardless. He just needed to perfect kasatushi and Fuhajin storing he would be excellent.
Yeah I also was dropping some stuff because I did offline and was getting my online timing back, but my point is that was juri pre-patch and its even worse now. I do have recent footage fighting other Juris but they’re not on his level. And lol, yeah that was embarrassing when I got the meters swapped haha. If he started punishing psycho I would start changing things up. He does have a very, very good Juri.
See that’s the thing, he can change it up too. If he’s smart about it he will. You almost make it sound like the Juri player won’t change up his strategy if he/she is good enough. You make it sound so linear. For every problem there is a solution…for every solution there is a problem. It’s a vicious circle.
At that point it becomes more about playing the player and less about playing the matchup. Which is perfectly valid and an excellent thing to do (It’s how you overcome bad matchups in the first place!), but doesn’t affect how the characters do against eachother on paper because you’ve added the human element.
Well yeah on paper. Is this what it’s about? on paper? theory fighting without the human elements? OOOOOOHHHHHHHHHHHHH if that was the case this this changes things a little. Why didn’t you say something. Anyway, I was referring to human elements coming into effect (as I always do since it gives the best results).
Thats what matchups are… lol. If they were absolute then I would NEVER beat ANYONE with Asuka. Ever. XD
Uhhhh you know what? F match ups. From this moment on I’m done with match-ups and tiers. I’m only caring about frame data and combos.
For the life of me I can’t seem to mount any kind of pressure outside of the corner at the beginning of a round. I feel like I have to retreat enough to create the threat of firballs before I can even begin to press my opponent which usually puts me 2 characters length from the corner right off the bat. Can someone please help clarify what exactly makes her an aggressive character? lk just seems to lose to everything.
I rarely use cr.lk. I use st./cl when necessary. Best start using cr . everything save for her light attacks, they have little range. I’m trying to incorprate st. hp into my gameplan…but it whiffs 90% crouchers and it’s -3 on hti and -8 on block. if it had crumple and canelable properties that would be sweet. anyway, what I use for an aggressive approach is st.hk, Fuhajin shots, sekku, st.mp, st.lk, st. mk and Shikusen to close the gap and fake out AA’s.
For close range you might wanna use all of Juri’s cl attacks. Everything is cancelable then you can start using mix-ups with Fuhajins. With Fuhajin since it can shot at differnet angels you cna use that to your advantage. Now normally Fuhajin’s H and M whiff on crouchers…but why give them a reason to stand? After conditiong your opponent to block high to avoid sekku instead replace sekku with a H/M Fuhajin shot. you’re safe on block, can continue pressure, and even do some chip damage.
The downside is that people mashing buttons will beat you. But that’s a minor problem. A higher play mashing buttons isn’t common. So say for example:
Juri’s on the offensive and wishes to mix-up her opponent. Normally for me I sometimes like cl.lk xx sekku for free 70 damage. Now, noramlly when Juri likes to mix that up with cr.mk for basic mix-ups right?
So let’s throw Fuhajin shot into the mix. Say your opponent thinks Sekku shot is coming either on reaction (have fun with that form time to time) or anticpation. He blocks standing creates a blockstring. Since Fuhajin shot is +4 on block what have you got to lose?
Now say you’re opponent doesn’t budge and remains crouched…but your Fuhajin when off. Well yeah it’s bad and asking for punishment…however unless you know it’s coming or mashing buttons…I wouldn’t be too worried about punishment. Even at the highest level of play I see things that are punishable…but go untouched. Fuhajin shot has a recovery of 21 frames…that’s the quickest recoverable projectile in the game. Yeah it’s 100% gaurenteed but when opponents aren’t falling for the usual it’s best to come up with something new. Things don’t have to be 100% safe…risks must be taken to achieve victory.
It’s just something I cooked up. There’s more to Fuhajin then’s meets the eye.
I rarely use cr.lk. I use st./cl when necessary. Best start using cr . everything save for her light attacks, they have little range. I’m trying to incorprate st. hp into my gameplan…but it whiffs 90% crouchers and it’s -3 on hti and -8 on block. if it had crumple and canelable properties that would be sweet. anyway, what I use for an aggressive approach is st.hk, Fuhajin shots, sekku, st.mp, st.lk, st. mk and Shikusen to close the gap and fake out AA’s.
For close range you might wanna use all of Juri’s cl attacks. Everything is cancelable then you can start using mix-ups with Fuhajins. With Fuhajin since it can shot at differnet angels you cna use that to your advantage. Now normally Fuhajin’s H and M whiff on crouchers…but why give them a reason to stand? After conditiong your opponent to block high to avoid sekku instead replace sekku with a H/M Fuhajin shot. you’re safe on block, can continue pressure, and even do some chip damage.
The downside is that people mashing buttons will beat you. But that’s a minor problem. A higher play mashing buttons isn’t common. So say for example:
Juri’s on the offensive and wishes to mix-up her opponent. Normally for me I sometimes like cl.lk xx sekku for free 70 damage. Now, noramlly when Juri likes to mix that up with cr.mk for basic mix-ups right?
So let’s throw Fuhajin shot into the mix. Say your opponent thinks Sekku shot is coming either on reaction (have fun with that form time to time) or anticpation. He blocks standing creates a blockstring. Since Fuhajin shot is +4 on block what have you got to lose?
Now say you’re opponent doesn’t budge and remains crouched…but your Fuhajin when off. Well yeah it’s bad and asking for punishment…however unless you know it’s coming or mashing buttons…I wouldn’t be too worried about punishment. Even at the highest level of play I see things that are punishable…but go untouched. Fuhajin shot has a recovery of 21 frames…that’s the quickest recoverable projectile in the game. Yeah it’s 100% gaurenteed but when opponents aren’t falling for the usual it’s best to come up with something new. Things don’t have to be 100% safe…risks must be taken to achieve victory.
It’s just something I cooked up. There’s more to Fuhajin then’s meets the eye.
Hi hi! I wouldn’t say Juri is a totally aggressive character- she likes to be sneaky. Her normals like stand light punch have good frame advantage that can lead to some decent hitting combos, tick throw, or you can sneak an overhead in to make your opponent nervous. Juri loves it when her opponent presses bad buttons or tries to jump at her with her amazing AAs. And yes with any character that has a fireball game make sure you do not charge/throw them when spaced within your opponent’s jump in range. That’s just asking to be jumped in on and eat a full combo.
To answer your question, poking with low forward while having a fireball stored is a good way to get started in footsies. You can peck at them with spaced overheads as well to get in some free damage. Be aware it was stealth nerfed to -2, so if they block it be careful if you commit to press another button. At higher levels, the best way to initiate offense with her is ambiguous jump ins or jump ins that result in reverse cross ups without the corner (coupled with a fireball that’s a lot of damage!.) An ambiguous tool she has is jumping in at smart angles with jump fp. Just make sure you are familar with her angles, and the opponent you are fighting. You can get AA’d if you do it at the wrong time, or you can get knocked out of the air if you are fighting an opponent with better air priority normals (like Bison) with all of her nerfs Juri has to take some risks now to initiate offense, but when played smartly she’s still very capable. Here in round 2 you can see what I’m talking about in my most recent match using her:
playing her in bursts of aggression is best. To make your jump in’s more efficient, you can alternate between jump light kick, jump medium kick, or jump fp to create situational 50/50s depending on what button you press, but again you take a risk when jumping- continue to play the game and you’ll start to learn what angles are OK to commit to jump or not.
Dunno if this is known or not but I found something out that I THINK isn’t known about Juri. There is a way to keep a fireball stored even when tagged out. As long as you keep the kick button held down even when Juri is not the point character the game remembers you never let it go and if you tag Juri back in you can release the button and it throws a fireball still.
The catch is of course, you have to keep the button held down the entire time she is tagged out. If you let go of the button she loses the fireball charge just like she normally would.
Yea, already known… for quite a while now. Mostly useful for 2v2 play or if your other character is steve. Thanks anyway
Does Juri’s cr.mp and cr.mk have the same reach? It felt like they do.
cr.mk has slightly more range.