If you use all 3 fuhajin stocks in a combo, it’s basically like burning 1 bar of meter to pump out more damage.

Not a bad deal, but it also means that getting fuhajin stores is an all or nothing deal. Iirc if you only have 1-2 stocks you’re probably better off ending your combos with pineheel.

How about saving the MK charge for st.HP combos and reserving HK charge for st.mp, st.lk xx charged HK for the knockdown? That way you arent forced to wait until you build all 3 kick charges and can alternate between the 2 strings depending on which charge you have.

Alternatively, cancelling into charged vskill nets more damage than pinwheel but can also be a replacement for charged HK in combos in case you only have one of them charged.

Even in 4 Juri wasn’t a rushdown character she was a pressure beast especially in the corner. So using stocks to apply pressure is fine too.

So anybody making a document with all the info found? Like a google doc or dropbox like @mapleleafs791 did?

There’s a few nuggets of info on james chen’s twitter

Fought a few Juri’s in the mirror match and they attempted to use her normals for AA. But it traded a LOT. Meanwhile, her M/EX DP was working so very well for me. I do think it is worth the time to practice that DP motion if you aren’t comfortable with it as it is so superior. Granted, CC damage will always leaf to more naturally, but in my limited experience with her, her DP is way superior.

Correct me if I’m wrong, but I think her neutral game will heavily revolve around movement, LK store/release, consistent AA punishing as people have a tendency to jump when they think you aren’t looking at the skies and finally; punishing fireballs on reaction with her QCB+K. Again I could be wrong.

This character feels so fun to. Definitely my favourite DLC character by far. And just some further speculation, but I believe she is at the advantage when people raw VT. Reason being she should be impossible to catch or predict with her movement options.

I agree her many AAs are decent but there are way too many situations to know and react to and half of them either whiff or trade and if you mess up then you’re gonna eat a crap ton of damage. Her DP is the best option pretty much in all cases. Even when playing keep away, a quarter of the damage I’ll take is from trading hits with either st.LP or b.HK.

I usually follow MK charge with a cr.MP if it hits, but if not then burn the LK charge just to make myself safe. Getting in is a problem that I’m having, and I find myself having to gain all 3 charges in order to make my approach fool proof. It’s quite exhausting, but if there’s an alternative then I’d be happy to try. Block strings are the biggest issue that I’m having as of right now.

LK release starts to become very useless midscreen if your opponent knows the range of it. Its very easy to walk back out of its pathetic range (feels less than the shortest chunli kikoken). In the corner however is a completely different story. Hovering just under the timer with your opponent cornered gives you enough time to LK release and immediately go for an overhead.

Oh, it sounds like youre doing raw MK release to get in? Its -6 on block so your cr.mp afterwards is very risky. If youre doing MK release off a heavy hit, you have the luxury of hitconfirming and the cr.mp xx followup should be automatic. A safer way of getting in is to hover just outside of sweep range and buffering cr.mp xx HK release or charged vskill

LK release by itself is near useless you’re trying to bait something from a range a bit further than midscreen. But even as a blockstring from cr.MP it seems really iffy. Corner control is easy enough I find, it’s the neutral game that’s the hardest. And the most important.

Juri’s accidental dps are annoying me. Are you guys doing hcf instead of qcf to prevent yourself from doing dps? I tend to hold forward while poking with normals and once I get a hit in and wanna do qcf mk combo. Dp comes out instead.

Yeah I feel you. I just got used to hcf instead. It’s not hard once you make a habit of it, but that’s the game’s input leniency.

Yoo. Sako is making this character look beast son. That made all the negativity I read in this thread irrelevant LOLz

Any links you can provide? And how is this thread irrelevant? Not all of us have as much time to put into the game as Sako. And he’s a beast himself.

hcf is a good idea, thank you.

Her pinwheel keeping the same motion would have made her last trial a hell of a lot less obnoxious. SRK cancelled into QCB x2 did not come easy to my old man hands.

Anyone else find Juri has very strange cancel windows? St.HP cancels super late in the animation but Cr.HP cancels early, pinwheel can be very late, split kick is early. lk fuhajin needs to be rekkad into hk very quickly but lk or mk can be rekkad from hk relatively late. I mean. It’s day 3 with the character so I just don’t have muscle memory built up, I get that, but still feels slightly different from most of the cast’s cancels to me.

Really enjoying her and doing well with her online, my bad timing aside.

Did you not read what i said thoroughly? Or do you have selective reading?
I said the negativity that I read…
Negativity that I read
Negativity
that I read
Negativity I read i read in this thread…irrelevant.
REAAAD SLOOOOWLY plz

https://www.youtube.com/watch?v=CqcGAbYhL9U

[quote=“Reauxbot, post:3515, topic:177213”]

Did you not read what i said thoroughly? Or do you have selective reading?
I said the negativity that I read…
Negativity that I read
Negativity
that I read
Negativity I read i read in this thread…irrelevant.
REAAAD SLOOOOWLY plz

[/quote]

Thanks for the link! And yeah I’ll take a second look over next time. I’m interested in seeing what Sako can do with Juri if he continues to stick with her. Her execution is a little above average in comparison with others in this, expecting sick things from him.

Man Nash’s j.HK keeps stuffing me out of MK DP, even when I see it a mile away and do it real early… Did capcom really decide to just make AA’ing bad in this game?

Edit: Figured out the issue. Doing it early was what was getting me stuffed… seems like you have to let the opponent get in really close for the invincibility frames to kick in.

The Chun bias is strong with Capcom

the MK uppercut is not invincible until the 5th and 6th frame. thats it. before and after is susceptible to trading or getting stuffed

Having trouble getting the CA to connect in this combo that I’m doing. What am I doing wrong. The CA seems to connect only in the corner…or is this a corner only combo?

jHK, stHP, MK Fuhajin, crMP, HK Fuhajin xx V Trigger, Target Combo (st.MP f.HP), j.LP j.MP jHP, CA.