The Spider's Lair - Juri

i get it, you guys are hyper fans, but if all you do is complain you won’t ever get better. sorry for being kinda shitty though, there’s no point in that.

i’ll be back after the character gets actually released when more of you have had a chance to actually play real matches.

“Bu-bu-but in SFIV…”

I mean in time we can see what’s going to work in the context of this games system and meta, or fall into the same tropes most characters have gone through so far: WHEELCHAIRBOIZ

From the little bit of play time that I got with her I have to say I like her. I like her a lot. Not having to hold down a button to store a fireball is a plus.

I also like having my fireballs without having to hold the kick buttons. It means I’m no longer free on tech throws if I’m holding a store and I have access to my kick normals.

Using qcf much more often to extend combos isn’t difficult to adjust to, since the execution barrier in this game has been lowered dramatically. Your muscle memory takes care of that with time.

Entrerix is right. I as much as I love how Juri played in 4, half her move set wouldn’t work for this game (a few of those reason I explained earlier.) I have a feeling her ground game is going to be much more finely tuned on release and we’ll see more ways to open up the opponent in neutral.

I hated the hazanshu move at first, but seeing how much ground it covers on an escaping opponent, how it goes through projectiles AND juggles into other specials CA and V trigger, I feel it’s much more appropriate addition for this game than her dive kick would have been - that move became a crutch for players who didn’t know how to stay on the ground.

Also in combination with everything else she has I really feel her crMK isn’t that bad. I mean please only buff it if they decide to change it but, the way I personally utilized it in tandem with the rest of her move set seemed fine to me.

I’m accepting this isn’t Juri from SFIV. Hell, SFIV Dahlsim and Bison might not be viable in V either. I like what we got…so far. Hoping to see more improvements.

…maybe

This makes me happy. Although obviously different, it reminds me of how deadly she could be with anti airs in SFxT. Hopefully people will come to fear jumping at her just as much in SFV! :slight_smile:

@"Phoenix Knight"
Well Im glad they remove her holding buttons mechanic you right It causes more troubles than she needed, but I think she doesnt need this new store mechanic either.
Im ok with the removal her dive kick, her Ryodansatsu (qcb+k) could be more usefull with some adjustments in its proterties and frame data I think it was a good change.
I like they change her pinwheel Tensenrin (dp+k) it looks to be way more usefull now, but I think they should move that special into punch buttons since it can input lap with her Fuharenkyaku (qcf+k)
Non of the Fuharenkyaku (qcf+k) moves looks to be a mix up tool so far, they are just rekkas. Imo this moves needs more polish Im not happy with this move so far.
cr.mk is bad anyone can see that

Im also hoping for improvements.

Rashid’s v trigger is useless if he stays behind it lol https://youtu.be/dzExAsfloSc

can somebody do me the favor of checking to see if they can lose a stored special by hitting a punch button while they “release” the stored special?
since releasing a stored special no longer involves letting go of the button/negative edging…but involves doing the qcf+k button again…try this.

qcf+lk, qcf+mp+lk
see if you lose the stored special.

tell us what happens.
if st. mp comes out or the fireball…or a leg raise.

God i hope so. i hope that works. i hope we can lose the stored special. cuz i dont wanna be limited to just 3 leg raises. i punish dudes who spam dps in the corner with well spaced leg raises. its my thing.

ok, i do want to chime in with a few concerns, she really should be able to combo her stand and crouch mp into her mk fuharenkyaku, and that mk release should be -4 or even -2, not -6

right now i feel like her damage should be higher on her fuharenkyaky combos as well, since they require setup they should have a more satisfying reward. ibuki kunai are crazy strong because she needs setup time, same should apply to juri

what are everyone’s feelings about ex leg raise aka qcfxkk?
are you happy with it having its own individual animations that isnt leg raise?
or would you prefer just an ex version of leg raise with its own distinct properties?
and what properties would you like for it to have if it was a leg raise?
invincibility?
launcher?
greater stun like a cc?

@TheKingOfParody
I have no idea if you can lose its storage but I dont think so but I think there are a lot of better punish for a DP an example could be

Something similar to this
https://www.youtube.com/watch?v=i7KsQ0B_s1Y

but if you dont have resourses you could do
CC cr.hp > v-skill dash cancel** >** target combo (s.mp-s.hp) > Tensenrin or Fuharenkyakus rekkas

About leg rise is ok as it is and ex fuharenkyakus are for corner carrier and damage.

https://youtu.be/QwuS5axCXtw

???

i dont think you understand what i mean when i say "punish dps"
i dont mean punishing them as they come down from a dp…i mean actually stuffing their dp as they go up. which her leg raise could do as long as you space yourself right.
i’ve had people rage quit on me as they continuously dp on their wake up over and over again and i kept stuffing it with leg raise.

its a beautiful sight to behold.

gifs from vid clips from my yt channel.
https://i.makeagif.com/media/7-08-2016/RoZ6ri.gif
https://i.makeagif.com/media/7-08-2016/OOzVSC.gif
https://i.makeagif.com/media/7-08-2016/EeShnw.gif

you would be surprised by all the moves you could stuff with leg raise. oh how i love its hitbox.

I didnt know that tech, looks like its really usefull

Do you guys think it would be overkill if they added her new fuhajins ( mk and hk ) to the punch buttons while still keeping her old fireballs from mk and hk to the kick buttons ?

I’ve spent way too much time predicting doom and gloom about Juri, so I’ll give her credit where it’s due : her target combo st.MP>f.HP has decent range, leads to good damage and can be made safe on block by cancelling into LK Store/Release. Nothing Karin/Cammy level of crazy but it’s always something :bee:

Juri’s b+hk is soooo good. Really hope it doesn’t get tweaked on release. Ryu can’t link b+hk into Shoryuken but Juri can link her b+hk into Pinwheel. Hope that was intentional and not an ‘OP’ bug in her moveset.

Are you sure you aren’t just special cancelling the 2nd hit? I didn’t think 4hk had that much advantage

Yeah, second hit. You can special cancel the second hit with a Fuhajin charge to make it safe if it was blocked and special cancel into Pinwheel if it hits. Such a great tool to have. In the corner, its deadly as fuck.