GOD DAMN!!! You have been lurking for five years only to come way out of left field with the instant kill:

nvm

jab, st.MP, cr.MP continued…

After that string has been blocked the cr.MP leaves you at +0. From here you can buffer another cr.MP xx special to preemptively whiff punish a lot of your opponents options.

  • If the opponent jabs (3F-4F), their jab will come out too early and your cr.MP xx special will whiff punish them. The exceptions are abnormally long 4F light hits such as Ryu’s st.LK, Mika’s cr.LK, or Rashid’s cr.LK. which will reach you and counterhit your cr.MP for minimal damage. You can increase the spacing by starting the string with st.LK (+1) instead of jab (+2) to make Mika whiff her cr.LK, but its character specific since Rashids cr.LK still hits.
  • If the opponent uses a 5F medium buttons you will trade. you can counter this by using st.HP xx charged qcf+MK instead of doing cr.mp twice. The st.HP is slower - but stubbier - and really good at whiff punishing waist height attacks which st/cr.MP’s tend to be. A really safe way to randomly buffer charged qcf+MK and continue the combo if it hits
  • If the opponent uses anything that is 6 frames or slower, you will counterhit them with cr.MP (5F). This includes all cr.MK’s and sweeps as they are generally 6~8frames on average
  • If the opponent does nothing, you whiff a cr.MP at range. Fairly safe but you can easily be countered by taking a microstep backwards and whiff punishing with an appropriate reaching normal. ryus st.MP (5f) works with a microstep.
  • reversal uppercuts will whiff, but they probably would of done it earlier in the string
  • reversal supers will hit. If this setup was -1 you would be able to block the super in time but alas, it is not.

Im getting a lot of mileage from this string at the moment and if your opponent smartens up and starts trying to go for the whiff punish, they generally wont be ready to anti-air. Regardless, the whole point of the double cr.MP is to discourage your opponent from pressing buttons after the initial 3 hits so that you can dash in to reset the situation. Otherwise I go for a lazy st.HK. Overhead is still in range but pretty slow. Need to lab a bit more to see how all of her hitboxes interact with others but the notes above seem to be a general rule of thumb

Playing around with some combo ideas with Juri:

https://www.youtube.com/watch?v=NjFF5lkLiow

Basically she seems like she’s a lot of extra work in managing what combos you can do off what confirms based on the specials you have stored and resources, for very little additional damage. Having to store your specials doesn’t even make sense because they aren’t really even strong. And storing those specials ensures you’re never getting Oki, and just going back to her slightly above average neutral game.

I’m not mad they changed her, but I’m disappointed she isn’t fun. Then again I’m pretty disappointed in SFV overall so this is par for the course for me and this game.

At least she’s sexy fetish fuel. Full-body black latex suit under a leather biker outfit with the crotch cut out, unzipped top, and bare feet? Capcom pls

Seems like a shimmy button to me, that’s how I was using it. Catches lots of stuff despite the animation looking like it shouldn’t

I said the same thing some posts earlier. I find it a bit weird that she needs to store those moves. I think they mostly kept her storing part for the extra nostalgia factor, but looking at her new kit i do question their decision. It feels unnecessary that’s for sure.

@ all, i AA 9/10 of the time with cr hp, that thing sometimes trades ,but i like it more then just raw medium dp because it crush counters often and you can follow up. What are you guys using ? And what would be the best option if they jump in super close to you ?

Jab anti-air is good. Has decent range and like most jab anti-airs you can follow up with a dash under for a mixup.
Air throw is another good possibility.
There is also the m.pinwheel or ex.pinwheel
Oh and finally, her CA is a great AA.

As for what I’m using. I’m using a combination of the above as well as c.hp for the CC into full combo opportunities from an AA like you are doing. S.hp has a good hit box for anti-airing as well and I’ve had some success in training mode using c.mp.

C.hp trades about 8/10 times for me.

cr.hp has a pretty crappy hitbox for AA’s. if you check out tool assisted hitbox you can see Juri’s anti airs are:

  • st.hp
  • b+hk
  • st.lp

When you look at cr.HP it looks like a slow move designed to CC waist level attacks, with the added benefit of having a free upward hitbox to catch people jumping as well. Kind of how Gief can catch you with roundhouse if you try to jump out of his throw setups

source: http://toolassisted.github.io/LOL/
click on ā€œJRIā€ near the top left side. ā€œJRI2ā€ refers to her during vtrigger
slightly under that you can click on her different normals and viola, juri hitbox data.

See I don’t get this, I just can’t hit any of her AA’s and i’m playing against scrubby bronze players who jump 24/7. I just had this bison who kept jumping in on me and nothing i did worked, I could’ve just blocked but I had to find out which of her moves were AA’s. The timing on b hk feels especially weird, even when it seems i time them correctly (her damn feet is high up in the air) it still gets stuffed 9/10 times.

Whats her anti airs?

She has a lot of Anti airs , here is what i know
M.dp , ex.dp , st.hp , cr.hp

St.jab (3 frame normal for dash under mix ups)

St.mk (used for distanced jump ins.)

St.hp (not used this much but I’ve heard it’s hitbox is deceiving)

C.hp (Crush Counter on counter hit for follow ups. DP, super, Fuhajins exc…)

B+hk (best one imo. Can cancel the first hit into dp/Pinwheel)

St.mp (this is the worst anti air, I just used it a couple of times because I was used to Cammy’s b+mp anti air. Damn muscle memory.)

Mk DP/Pinwheel (Use mk version for upper body invincibility)

EX DP/Pinwheel (Most reliable and damaging anti-air)

I’m having a hard time connecting cr.HPCC xx lk.Fuhajin xx st.HP xx… the timing after the crush counter is really odd to me. I can get it, just not very consistently. Anyone else having this problem or is it just me?

SHp has its moments where it’s absolutely wonderful, and others where its hitbox runs off to eat glue leaving you to die. It’s usually consistent though

Hitboxes on her anti-air normals seem kind of bad, generally. They look like they’d work, but they’re a lot dicier/trickier to time than most, and they look like they’d struggle with characters with a variety of good air to ground options. She’s got kind of a Karin/Vega thing going on. Maybe her DP makes up for it. Maybe you’re supposed to use more air-to-airs.

I’ll be living here for like a week maybe. Having fun with her, she’s pretty neat.

I experienced the same thing when i was starting up with Juri. I find that while other characters can deal with Bisons mediocre air-to-ground attacks, decent AA’s like Juri’s st.HP would whiff or trade against headstomp (which generally has a bad air-to-ground hitbox compared to something like Ryu’s j.LK).

in those situations you dont have much choice but to MK uppercut which surprisingly does not have startup invincibility, but a great hitbox. Or you can jumpback j.HP like Nash

So , her fuha (while charged) can cancel fireballs and if you cancel a hadoken for example you can go into her other fuha ( same as if you hit someone)
For example if you are facing ryu and he did some hadoken at you you can take it as a chance to charge or to close your range with him by doing h.fuha (hit his fireball with the kick) xx m.fuha l.fuha etc which is another good way aside from h.Ryo

Nobody using Air target Combo as antiair? Seems quite strong, especially with meaty Setups afterwards.