The Spider's Lair - Juri

Jesus all I see here are complains.
All you had were 3 fights against stupid bots,with a unfinished character.

How about you wait for her release,play her some weeks and THEN start to complain?
btw. I love what they did with her,this redesign realy blows my mind and she’s so much more entertaining to play.

Well this topic is full of theories and dreams about how Capcom should make Jury in SF5 and reality turned out to be different from what people expected

I hope that CA is just a placeholder.

I still don’t understand why they thought such a change to her gameplay was needed.

Is the theory that her different control scheme and storing ability was limiting her use ? Once you got used to it,it really went smooth ( at least for me it did ). Change was expected,but reinventing the character is a bad move and a change most fans (that actually played her,not the ones that voted for her just to ride the hype train ), won’t appreciate.

It’s not even a question of how good she will be in the game,it’s the fact that we won’t play Juri anymore,it might as well just be a character model swap.

Don’t hate on me guys,i’m just super salty,i’ve been waiting for this character for a long time,and overall i am confused of the changes she has received.

With Juri Capcom had freedom to experiment, while she’s a popular character, she is not iconic one, yet. Also, don’t forget that the game itself changed a lot, and I think Capcom tested her with SF4 move set and after testing, they began to change things. There could be multiple reasons, she could be broken as hell or be the lowest tier possible, etc.
And one particular thing I don’t understand at all why ppl keep saying that we don’t play Juri while we are. A story is moving forward and Juri’s behavior changed, she now more complex character than she was in SF4 and new move set fits her and the game well. I understand that many of us had some kind of hopes and expectations about still it’s too early to judge her as complete character

A fair point,however…

It’s the fact that they took a unique and good design and decided it needed a almost complete revamp,that’s what’s bothering me.I don’t see the reason and the need for the change.

We could only build theories why they did that. But now she looks more like a real Tae Kwon Do fighter, not just Tae Kwon Do inspired. I think in her final form her playstyle can match Kim Jae Hoon from Garou, not as rushdown but still aggressive.

you are forgetting how versatile cl. st. hp was. it can be used as a launcher. a ton of moves link into and out of it, and it blows up people’s throw/tech attempts and command grabs. its too good and versatile to just give up for ‘shitty useless least used button in her game’ far stand hp.

I don’t mind the new specials. I’m actually kind of excited about the potential of a dragon punch pinwheel. Though I am pretty fucking salty that without FSE active her fireballs are Dan tier.

I just want her old normals back.

If her normals are good enough she can live without the fireballs. However ,except st mk / st mp i didn’t find her normals to be that great. I mean, just look at her cr mk, the difference is insane from her SF 4 version.

My personal theories on why Juri has changed so much:

  1. When Juri was first revealed she was frequently advertised as being “easy to use”, and compared to the shotos in having a similar looking moveset during the previews. This being early SF4 years Capcom, I think in their naivety they honestly thought that, only to discover they made one of the more technical characters in the cast. Now I like a bunch of people here gravitated towards her because I liked having to manage the store mechanic, but I’m sure there are others that are put off by it. Juri has been given the Vega treatment, a complete re-haul in how they play to try and appeal to the people who like the character but are put off by the execution.

  2. Urien is in the same season (and will be released straight after Juri) and also has a high-low fireball. They probably wanted to make sure all the season 1 characters looked as different as possible, and having 2 characters with a high-low fireball would draw unfavourable comparisons, even when the hardcore fanbase knows the two play nothing alike. Now if this really was one of the reasons, I wish they had given Juri her fireballs and removed Urien’s. No hate on the Urien players, but I imagine so long as Urien gets Aegis shenanigans then they’re happy. Same can be said for Juri players expecting to see her signature fireball game.

  3. SFV really, really hates fireballs.

You can still combo from j.MP into LK or EX pinwheel. Sure you lose the s.HP, but tbh I would rather have the AA abilities of the new and improved s.HP over the combo filler button.

Also I’ve been playing around some more with Juri, will post my notes soon.

I do agree with the majority here that Juri is a lot worse in SFV, but she’s still fun to use.

Juri in SFIV was infinitely fun and satisfying to play and I really fucking enjoyed her even after thousands of matches.

Juri in SFV is still fun to use, but her fireball game is what I have the biggest problem with in SFV, I want those new ‘Fuhajin’ specials to stay but also want the 3 fireballs back. I can deal with the removal of her divekick and Kasatushi, but the normals NEED to be improved. Her new Hazanshu special seems a bit useless and usafe but could go through fireballs or even count as an overhead but no training mode = no testing.

While SFIV Juri is way better, SFV Juri isn’t bad. I agree with you guys that it’s not the Juri we know, but with 2 months at most before her official release, we just have to deal witht the fact that SFIV Juri is over and a new Juri is born.

If they added 3 fireballs to her gameplay, improved the range of them all, added her new ‘Fuhajin’ specials without qcf+k (maybe get rid of her Hazanshu) and improved her normals to what they were like in SFIV or better then I’d be very happy.

You listening, Capcom?

@QuixoticNeutral It’s true,they gave Juri the Vega treatment,however she drew the short end of the stick, because Vega pretty much kept his gameplay intact but with a much easier to use control scheme.
While Juri herself,kept the control scheme on her specials,lost what made her unique from a gameplay point of view. And on top of that managed to upset the playerbase that actually enjoy the store mechanic.

PS : my theory on her fireball, Capcom wanted to see if they can make a worst version of Laura’s fireball. They might just had succeed.

No they’re not. This is your punishment for being Feet Fetish Monsters. You get the Juri you deserve, not the one you want.

INSERT OBLIGATORY & BORING CHARACTER IS STILL A WORK IN PROGRESS DISCLAIMER

FSE:
When you use s.HP or c.HP as part of a FSE chain, it sends the opponent into a juggle state. This is probably to prevent you from being able to combo into her jaguar kick, thus being able repeatedly loop your combo 5-6 times.
Chaining into s.HK after putting them into said juggle state will reset them.
FSE will allow you to cancel any normal into a special that you normally couldn’t i.e. s.MK, s.HK
FSE fireball is safe on block but you are negative (I really want to find out what her non-FSE fireballs are like!)

Pinwheel:
MK and HK DP can be stuffed by Ryu’s j.LK. I’m not sure if this move has any invincibility, and may just have a really large hitbox.
Ex dp seems to be invincible for the first few frames, but can be stuffed later as well.
You are throw invincible during MK and EX pinwheel
Blocked LK pinwheel is not safe.

Store/Release:
MK and HK Release are not safe on block
MK and HK Release will destroy fireballs
EX store (the rushkicks) is safe on block

V-Skill
Forgot to mention that you can dash cancel out of your V-Skill
Only the fully charged version will go through fireballs
CORRECTION: her v-skill only has 2 stages. Once Juri pulses then she has charged it to max.

Splitkick
EX splitkick will pop them up into a jugglable state, can follow up with HK pinwheel
Her split kick is her most reliable way of getting around horizontal fireballs
Splitkicks can be combo’d and replaces pinwheel for best corner carry
You seem to be mostly throw invincible during split kick

Normals
Her c.mk game has been nerfed. Not only in range but hitting with the very tip will mean you can no longer combo into HK pinwheel. You will have to do LK pinwheel which leaves them standing, or HK Release for the knockback
Normals that are susceptible to a 3f punish: c.MK, s.HP, c.HP, s.HK, c.HK
You are safe but negative on a blocked axe kick (probably -2). You can do blocked axe kick into EX DP shenanigans.
s.HK hops over lows, great for CC fishing.
s.MP > c.MP is a frametrap to 3f jabs and will combo on counter hit
Blocked jab will lead into tick throw or a shimmy with walk back c.MP
Blocked jab into s.MP or c.MP will frametrap 3f jabs.
You can be thrown out of the start up frames of f.MK, s.HK
CORRECTION: c.HP will cause a stagger CC on a standing opponent. It only pops them up if they were airborne to begin with.

Misc.
She needs more frame advantage after all her throws. They seem to be designed to cause a setup situation, but at the moment she doesn’t get enough plus advantage to make that happen.
EX Store does about 10 less damage than EX DP, but gives significantly more corner carry and frame advantage. I would recommend ending combos with EX Store if you are going to meter burn.
Basically every special move she does that causes a KD with the exception of EX DP will give you enough frame advantage to continue pressuring them with meaties on their wakeup, be it a quick rise or backroll.

Video of me doing random Juri combos:
https://youtu.be/HM8PW376jEg

Edit: Ooops, removed some claims earlier about additional aerial target combos/juggle properties. More than likely it’s the new FSE allowing you to chain air normals omega mode style.

Lucky PC players… :bawling:

Alteration to her store mechanic isn’t a problem. Same concept, different execution.

i think she’s fine, sf4 juri was all about laming your opponent out which was kind of not what juris personality is, until you turned on ultra1 then you just tried to go ham. FSE still opens up more possibilities in this game, just you can’t auto pilot try to win off 1 overhead. they clearly don’t want it to be as strong of a comeback mechanic. gonna have to play the throw/ch/shimmy game like everyone else.

note that juri can link off of a medium in this game (sMP to sLK). the CH game is much better in this one than in sf4.

the change to her store mechanic is definitely to make her easier to play, which goes in line of sf5. the UI change to display her moves is a nerf though, but it makes it easier to understand what is going on which also goes in line of sf5 displaying more things like the stun bar. oh well.

her main theme is storing, clearly. and thus you have to balance having to play the neutral game with buttons or finding time to store. this is the same as sf4, except the MK/HK releases are much more about being aggressive since they allow for better converts. also, VSkill store is important as it is another conversion tool (and an anti fireall tool) but it builds v bar.

the fireball is nerfed for offensive use (except you can rekka it into the other releases for converts). this is in line with her omega mode version in sf4 (she couldn’t combo off it with normals) because it is meant to be used as the tool to set up a wall to get other things going.

tl;dr i think she’s hella cool, prob main when she’s out. til then, got some work to do on these real characters

people so salty about juri changes… i’m just happy she has more than 900 health

I’m just slightly salty at the new Juri. I can adapt to this new Juri since she’s still fun but miss the old one with a passion.

Juri main for life!