Do what tekken players used to do, use your triggers and claw your controller… One finger on each button except for your a&b/x&square buttons since all you need is one thumb for both anyway… Best way to play for execution if you play pad…

I find the rushdown game to be effective in some cases. Zoning is pretty good, as I found out against a Guy player last night.

However, IMO, Ultra 1 is useless to me. It lets you do some interesting combos, but you still have to be able to land them. If your opponent plays keep away for the duration of FSE, then you just wasted an Ultra.

or you could just buy a stick.

I am on the same thing, is there a way to FADC this? Because that seems to me to be the better option, I am having the same problem, even when FADCing, he blocks the Kaisen Daraikaru, I guess I am doing it to late, but its very frustrating.

just hold the fa to lvl 2 release dash ultra

Yeah I would buy a stick, playing fighting games on a pad is just awkward to me. But if you’re smart, wait until the new TE S go on sale from Madcatz. I believe they’re doing a promotion right now for 20 percent off. Should be on the front page of SRK

Lemme say… I just wanna be efficient with her (solid gameplay, BnB’s and such) - screw the sparkles. Pad would be apply, based on your opinion?

Storing the fireballs using pad is really that incovenient?

^ IMO yes, for Juri a stick is highly recommended solely because one of her BnB is the lk Fuhajin release combo and i will store multiple fireballs when zoning (sometimes holding all three).

I usually always have my index finger holding down lk with a stored LK fuhajin atleast a few times during a match. (Sorry tried using thumb, but makes it awkward to hit MK and HK that way for me).

I tried doing the same on the pad, holding down X (lk) on a PS pad with my thumb, but that limits me to pressing either R1/R2 and O in sort of an awkward way. I guess I could’ve remapped some of the other normals to L1/L2… but I’ve never really used those buttons in fighting games and it would’ve probably made it more awkward.

I guess the other option is to buy a pad with all 6 buttons on the face of the controller and using your right hand on the buttons as you would an arcade stick.

I made the switch to a stick the day after I picked up the game (hrap 3 already modded with Seimitsu stick and seimitsu buttons) and tried a few games with her, and my execution suffers when performing combos with specials/supers/ultras - but its getting better day by day. Super easy to store fireballs and zone with a stick.

I do hate it when I lose a match because of execution errors, but I suppose that will get better over time.

Well I got past 23, not good, because I can’t do it consistantly, but it was done.

Stuck on 24 now of course, though its not that hard.

I keep losing my second l fuhajin, I dunno if my finger get off the buttons a little or something as I am crouching down to do c. MK. but alot of times it doesn’t come out, I only ex focuses once out of many attempts. Its not hard, just dunno why my charge keeps disappearing. I presume its sloppy execution or something.

The trials in this are easy. I beat all of T Hawks, hakans, and juri’s.

My friend has beaten atleast eight characters trials.

I didnt play last night, I passed out on the couch watching SGU, the wife stayed up to late… I am going to work on a more “agressive” zoning today and see what happens.

Toying with Pinwheels and j.MP

I was busy practicing with Juri, and I spotted some crazy tricks.

1. Juri’s Senpusha (:qcb: :lk:/:mk:/:hk:) can be Focus Cancelled after the first hit. The hit stun from the first hit suffices for a Close :lk: after a FADC for a combo extension. Here are a few instances:

a) :uf: OR :u: :hk:, :d: :hp:, :qcb: :lk:/:mk:/:hk: (FADC on 1st hit), Close :lk:, :lp:, :d: :mp:, :qcb: :lk:/:mk:/:hk:

b) * On a cornered opponent *–> :uf: :hk:, :d: :hp:, :mk: Fuhajin Release, :d: :mk:, :lk: Fuhajin Release, :d: :mk:, :qcb: :lk:/:mk:/:hk: (FADC on 1st hit), Close :lk:, :lp:, :d: :mp:, :qcb: :lk:/:mk:/:hk:

The Senpusha FADC - Close :lk: link can be performed up to two times in a single combo. The best Senpusha to use IMHO is the :hk: version. Its slow startup allows easy FADCing and more time to concentrate on connecting the :lk: afterwards.

2. Juri is also known to hit an opponent with two :uf: :mp:'s. I recently discovered that it is possible to link three of those!

Juri’s :uf: :mp: hitbox property is similar to that of Chun-Li’s aerial :d: :mk:. They both hit low enough to lift a crumpling opponent off the ground.

With this fact in mind, in Training Mode, I had my dummy, Balrog, jump. At the height of his jump, I made Juri jump forward to meet Balrog in the air with a :mp:. The knockdown was slow enough to add another :mp:. So, I jumped again, and as Juri ascended, I waited until Juri was above Balrog but not too far up to reach him. Then, I did another :uf: :mp:. The attack will seem like it would miss, but, as mentioned earlier, its hitbox allows Juri to catch opponents on an lower level than what most of her normals can reach. Then, before Balrog hit the ground, I immediately performed a third :uf: :mp:, and it connected.

The amazing part about the third :uf: :mp: is that its juggling properties are not subtracted but rather retained. In other words, Juri can still opt between her Shikusen (:qcb: :lk:/:mk:/:hk:) or EX Shikusen and continue her BNB’s from there. Legit examples are:

a) (:uf: :mp:) 3X, :qcb: :lk:/:mk:/:hk:, ULTRA 2

b) (:uf: :mp:) 3X, EX Shikusen, ULTRA 2

This technique has not been tested on every character yet. However, so far, it has worked on Balrog, Adon, T.Hawk, Rose, Cammy, and Ryu. Also, players should note that this particular skill depends on situations where the opponent meets Juri as high as he or she can jump.

3. Juri also has midair mixup with :uf: :mp:.

Instead of ending with her Shikusen, Juri can reset with :lp: after :uf: :mp: before the opponent lands. Then, she can quickly dash forward as she can under fireballs, Juri will be positioned behind the opponent. This reset-to-dash opens up opportunities for various surprise attacks, such as EX Senpusha, Ultra 1 or 2, and her throws.

Is there any advantage to doing 3 j.mps instead of 2 (as in her trial) or just 1 and then doing dive kick to Ultra?

@d3v

Damage-wise, nope.

I tested all options against Ryu. With 1 MP, I got 410 dmg, 402 dmg after 2 MP’s, and 398 dmg after 3 MP’s.

Proof that less is more.

If you want to FADC the pinwheels, use the LK version as its first hit does the most damage.

I’m having serious trouble with trial 18, i cant seem to get the timing of the Shikusen after the second mid air M punch. Any advice?

I myself prefer just FADC it into the ultra, LVL2 scales the ultra a lot if I recall and though timing is tight, it’s doable. If going for the lvl2 though, I like to add in the EX Shikusen(though not needed for the trial, just extra flash^^) while we are at it. In an endless battle with mates right now so I can’t go check the precise numbers, will get to that later :slight_smile:

You probably answered your own question. It feels pretty weird keeping buttons held down while attacking and it takes some getting used to. Chances are you’re reflexively releasing the button without realising it for a split second or something. Also keep in mind that if you release the charge too early while you’re still in the recovery of a prior move, you won’t be able to release the fireball and will just lose the charge.

I made a 13 year old Ibuki spammer cry in a ranked match with my Juri…I must be doing something right. However all my tricks with Juri are starting to get boring…Dive kick- 2nd Impact- 3rd strike- Crouching HK, wait pinwheel, Keep away with qcf+MK wait, block, Pinwheel, cornered FA…

it’s boring me and probably won’t get me far against any of you guys.

To hit them more than they hit you.