Reporting in from PSN. I see a fairly mixed bag of Guy, Juri, Ken, Ryu, and Akuma. Thats…really about it.:chat:
When Juri first came around, no one knew what to do against her, so rushdown was fine, but now that everyone knows the tricks/gimmicks, she doesn’t have the effective tools to do so. I agree completely that she’s extremely fun when she rushes down, but to do so, your opponent needs to fear your rushdown as well. And in truth, Juri is just not that scary on rushdown…UNLESS you have FSE. I was messing with this for a while and its the best tool. Granted, you’ll be about half like or less when you get access to it, but under optimal circumstances, you can easily net 700dmg. If not, you get 300-450dmg consistantly.
Aside from that, I think her zoning and safety play will always be better than her rushdown. Its pretty much a low risk - low payoff vs. high risk - high payoff. She really has no low risk - decent payoff option.
Ibuki’s neckbreaker and Hakan’s slide are a tad hard to defend against on reaction, especially online. Even with a perfect connection to someone eles, you’ll still deal with at least 3 frames of lag.
And Guile is always gonna be a difficult matchup. But if you thnk that’s bad, wait til you face a really good Vega. His pokes shuts down everything Juri has. Not a fun matchup.
I’d say your best priority moves are s.lp, far and close s.MP, far s.HP (slow though) and c.MP, because the attack hitboxes extend slightly past her vulnerable hitbox, and c.MK, because her vulnerable hitbox is so low that it will make a lot of attacks whiff (you can c.MK xx pinwheel straight under a fireball). The first hit of far s.MK is also brilliant for stuffing incoming attacks such as Blanka’s straight ball or Honda’s headbutt.
Linking with Juri
Greetings folks, kind of a noob question here, I am struggling to link a lot of Juri’s normal moves into specials. For example:
Jump in RH, Crouch LP, Crouch LP, Pinwheel
Or any such variation. People I am facing online are stringing together all kinds of combos but I can’t seem to get this down in practice. Doing one crouch normal into a special is easy, doing two seems incredibly hard.
Especially on a crossup where I find Juri to be excellent. Any constructive help would be appreciated.
EDIT: I am using a TE Stick
Read the combo thread, or the frame data thread. This is already covered and really didn’t need a new post.
Her cr.lp only chains, it doesn’t link into itself, so the combo in your example is impossible.
Thanks, no wonder I have been pulling my hair out trying to pull off an impossible combo, lol. I’m checking this frame data and will try to understand how to use it.
Or just read the combo thread, as all her bnb’s are listed on the first post.
fnshr
489
i must be the only one that cant do that 24th one, i mean its cool looking and all but im never going to it and doubt id want to pull it off in a battle so it guess its alright… is it ? 
I’m cheating a lot on the trials this time around. for example, Ryu’s last one is a 1 frame link from FADC I believe, instead I FADC’d the hadoken and just did SRK xx FADC Metsu SRK after.
On Juri, I did some EX Focus crumples too to make the combos easier. Couldn’t care less, I just want mah icons.
it unlocks an icon
… i think it did anyway lol, its not that hard tbh, just have to get used to the release low fireball, cancel, dash, c.HP once you got that part down the rest is easy :karate:
I actually have yet to face a Vega using anyone (even if im currently 90% on Juri usage) and I think I have faced everyone else atleast once. I worked on some rushdown earlier and I think your correct, vs. someone who obviously has a bit of time in they are not worried about it however the newer players are struggling with it, I think ill just work on improving my zoning and “create” a window with some mind games.
Didnt get a real chance to work in some punches but if I have the oppertunity tonight to get online I will give this a shot.
That’s pretty much the long term goal. She has great pokes to zone with. Use it enough and your opponent will eventually lose patience and throw out something irrational. That’s when you punish.
Though she only has 2 punches, lol, they are great. Especially MP. Standing moves forward and has usefullness. Jumping juggles and sets up for damage. Crouching is anti-air. Great button, lol.
hunj
494
How to deal with sticky players?
Like Feilong/Guile, even Ryu/Ken, there is no quick way to escape from or fight back crossover with lp/lk(s).
It is better when you have ex, but not very helpful.
rikc
496
It’s cool to see that this thread didn’t end in disaster.
Also who has crossover LP?
My thumb died after completing trial 24. The flag is worth it though.
You can still “rush down” w/o FSE. what difference does FSE really make? You still have a proper crossup in j.mk, an overhead, good block strings w/ c.lk and c.mk (be careful w/ grapplers), and a jump-back bait (jump back, see if the do something retarded, if yes EX dive, if not then go back to zoning). FSE is good if you can land the hit but you shouldn’t take an actual proper ultra lightly.
Without Ultra 2, people can chip you to death easily with their own ultra/super as you try to wake up w/ that last bit of health. It’s also easier to punish other blocked/whiffed ultra with just one ultra motion rather than FSE combos, especially under pressure.
I was able to get lp worked in a bit and get a feel for it, did use mp a little but ill need to go beat up on Dan for a bit to get a better feel.
I tried rushing a few rounds last night and for me it still wasnt as effective as zoning then punishing. Might try going all in at the start of a round and see how a few people react to it.