When you get the CC off c.HP as anti-air I generally jump and target combo. I think it’s ~200 damage for an anti-air and the knockdown distance just feels perfect for whatever I want to do. Get some stores, v-skill cancel mixup, dash meaty, etc.

DP is the better anti-air all around, st.HP is more reliable when they jump from further, and just jump air throw to stop close/crossup jumps are probably her best options for actually reacting, but when you know you’re positioned right or have the read, the c.HP is reeeeeaaaally sweet.

edit: I agree with a lot of people that outside of a combo ender split kick feels like a strange move to have but holy moley I just got inside a Nash’s MIND with it. He was doing typical Nash junk and trying to zone/look for opportunity to freak out like an insane person and having the option to just knock him down whenever his terrible fireball came out was so good. So then he started to trying to bait it, which. Obviously. So I just got stores and walked in.

Played her for 2 more hours today, but i played her incredibly patient. No rushdown at all, mostly baiting and reacting.

As “lame” as it is , it got me quite a few wins i must say.

https://youtu.be/0mMUH0WqNig?list=FLgfbh88y-Vvda_QAO6T6WAA

So I spent two hours or so in the lab yesterday trying out these jump in combos and I figured I’d note a few things for anyone who might want to try them out just to make it a bit of an easier time. Most of the combos that don’t end in CA use up 2 meters at most and V-trigger as well so from what I experienced, it’s pretty viable and not too hard to pull of in an actual match. That said though, there are some nitpicky things.

Note I will omit some combos due to preference, I just don’t see the justification for some and didn’t find it viable either. Also for every combo listed, j.HP can be substituted for j.MK, it’s just that the timing is a bit tighter.

Note All the Fuhajins listed are the ‘release’ part of the move. Therefore, it’s essential to have all three stored before you attempt a combo unless they are missing from the combo.

Combo 1 Starts at 0:06
Neutral j.HK xx st.HP xx lk.Fuhajin xx cr.MP xx hk.Fuhajin (2 hits) xx V-Trigger xx Take one step forward xx st.LP xx st.LK xx st.HP xx lk.Fuhajin
This combo only seems to work in the corner and only at the range where you’re one or two steps away from the opponent. This is the reason why the cr.MP can link into hk.Fuhajin. This is why the neutral jump is part of it; it’s very range specific.

Combo 2 Starts at 0:12
j.HP xx cr.HP xx EX ryodansatsu xx hk.Fuhajin (2 hits) xx V-Trigger xx EX pinwheel
This combo only works if you can carry the opponent to the corner from midscreen; otherwise the EX pinwheel will whiff. You can also just perform this in the corner though it’s not very optimal. The point of this combo is the corner carry.

Combo 3Starts at 0:19
j.HP xx st.HP xx mk Fuhajin xx cr.MP xx lk.Fuhajin xx cr.MP xx hk.Fuhajin (1 hit) xx Target combo (st.MP xx forward/back st.HP) xx j.LP xx j.MP xx j.HP xx CA
*This combo only works on characters with medium and large hitboxes. One very important note is that the opponent must be crouching in order for the cr.MP to connect with the hk.Fuhajin; it doesn’t combo otherwise. This has to do with the hitbox extending horizontally while a character is crouching. You can omit the cr.MP xx lk.Fuhajin link if the opponent is standing and the combo can be completed. *

Combo 4 Starts at 0:30
j.HP xx b.HK (2 hits) xx st.LK xx hk.Fuhajin (1 hit) xx V-Trigger xx slight step forward xx st.LP xx st.LK xx st.MK xx st.HK xx hk.Fuhajin xx mk.Fuhajin
The important step in this combo is the step forward after V-Trigger activation. The combo will whiff at st.HK, so the step forward is necessary for it to connect.

Combo 5 Starts at 0:55
lk.Fuhajin xx V-Trigger xx j.HP xx st.LP xx st.LK xx st.MP xx st.MK xx st.HP xx lk.Fuhajin xx hk.Fuhajin xx mk.Fuhajin
The initial jump in you’ll see in the video only works on the larger hitboxes I believe, so I substituted it with j.HP instead. The combo is just as good regardless and is a good corner mixup.

Combo 6 Starts at 1:02
j.HP xx st.HP xx mk.Fuhajin xx cr.MP xx hk.Fuhajin (1 hit) xx V-Trigger xx Target Combo ( st.MP xx forward/back st.HP ) xx j.LP xx j.MP xx j.HP xx EX Pinwheel
This combo is another good corner carry from midscreen…not much to say about this one

Combo 7 Starts at 1:22
Neutral Jump HK xx Target combo (st.MP xx st.HP) xx V-skill
Because neutral jumps in this game is so good, this little sequence is great for getting out of the corner. The follow up can vary, but I think the first half is the important part.

Combo 8 Starts at 1:38
j.HP xx Target Combo (st.MP xx forward/back st.HP) xx lk.Fuhajin xx lk. =Ryodansatsu xx CA
A decent hit confirm into CA. The important part with this combo is that there is a slight delay before inputting the lk. Ryodansatsu. Just practice the timing and you’ll be fine.

Combo 9 Starts at 1:44
j.HP xx Target Combo (st.MP xx forward/back st.HP) xx lk.Fuhajin xx Dash forward xx hk.Fuhajin (2 hits) xx V-Trigger xx CA
Just another hit confirm into CA with this one burning V-Trigger for some reason.

Combo 10 Starts at 1:57
j.HP xx cr.HP xx mk.Fuhajin xx cr.MP xx hk.Fuhajin (1 hit) xx V-Trigger xx Target Combo (st.MP xx forward/back st.HP) xx j.LP xx j.MP xx EX Fuhajin
Another corner carry

Combo 11 Starts at 2:16
j.HP xx st.HP xx mk.Fuhajin xx cr.MP xx lk.Fuhajin xx cr.MP xx hk.Fuhajin (1 hit) xx V-Trigger xx st.HP xx mk.Fuhajin xx cr.MP xx st.MK xx st.HK xx EX Fuhajin
Another combo that works only on the larger hitboxes and only if they’re crouching in the corner. This is more flash than substance but it still looks nice right? ^^

That’s the majority of the combos in this video and I left out a few due to it being gimmicky or really odd in execution. Hope this helps you guys even if it’s just a little.

You know what, i still am super salty about her redesign. And there is a strong chance that the salt will never wash off . However today i’m getting crap load of points.

This is me right now.

https://www.youtube.com/watch?v=s5p6qpG3bLA

Same here man. Gotta take the good with the bad sometimes, it’ll all work out later on. :slight_smile:

I think I would feel much more at home if the motions for her pinwheel and qcb were switched. I find myself playing like ass but really enjoying my play and I love the animations, the combos when you do get them just look so sick.

Yesterday I warched maximilian’s stream he is playing Juri and the dood is getting really good and he loves this new Juri maybe after all her redesing its not that bad more people is getting interesting in Juri and the more people playing her the more tech will be found.

Visually I love it. She looks better than any other character imo. Gameplay wise I understand changes had to be made. Other than the really nitpicky things, I like it alot. Yeah the more people invested the stronger we’ll get overall.

Any tips for what I should be doing in the neutral and footsies? Opening people up too.

The dance is one thing, but I can’t even get people to dance floor. :frowning:

By dance floor I assume you mean ground game? lk.Fuhajin can be used at mid screen range to bait out a jump. Once you get a few good AAs in, it can pretty much force them to play the ground game. For footsie and neutral range, you can store up the fuhajins and try to fish for a poke. st.HP and st.HK are great buttons to throw out at that range as it can usually beat out a lot of other pokes at max range. If you want to apply pressure, cr.MK xx hk.Fuhajin xx lk.Fuhajin is +2 on block. Until you see an opportunity to get in, that’s basically the footsie game with Juri.

Ok. Admittedly I was using st.MP and cr.MP a lot as pokes. I was probably playing too close and trying to play her way too rushdown oriented.

Thank you. :smiley:

Whoever said she had really good counter hit stuff was right on the money. She has a lot of good safe pressure too which is a real bonus in this game.

I think st.lk is my favourite button. I love that button for st.lk, cr.mp.

Still don’t really know how to use the V-Skill. I’ll usually do something like hit confirm mk fuhajin, hk fuhajin, lk fuhajin, they quick wakeup to block the fireball and then I either V-skill to the other side or cancel it. If they don’t quick get up then you get time to store more fuhajins :). Is that basically how everyone else is using it?

My only issue with this character right now is accidental dp’s but I’m sure I’ll get rid of that over time.

Are you sure? Last time I checked it was -2 on block

st.MP and cr.MP are decent pokes but more used for blockstrings. Juri goes rushdown when you can confirm into V-Trigger cancel and combo off of that. Otherwise her game is very footsie based and applying pressure every now and then until you can build V-meter.

My bad yeah what I meant to say was -2 on block. Thanks for the fix!

Anyone got some cool stuff off of anti air crush counter? Found this one -

https://twitter.com/wikumusik/status/758766347333488640

I’m sure you can make it more optimal…I just thought it was cool.

Ok, some good pokes would be st.HP, st.HK, cr.MK.

What about st.LP, st.LK, cr.LP and cr.LK? A lot of other Juri I played against were throwing those out a lot

Her st.LP is a 3 frame jab and it can be cancelled into lk.pinwheel. That’s the most useful of the light variants. But throwing those out willy nilly will get you punished alot.Use them to either hit confirm or to get pressure off but use sparingly.

In regards to anti airs I pretty much gave up on trying to AA with Juri’s normals. Only exception being st.mk. Other than that I just default to mk pinwheel or b+hk

It’s not that they’re strong indivdually, But the fact they can be chained together is why I think her Fuhajins need to be regulated.