Idk, I think capcom needs to figure some stuff out with this character. Her normal fireball is terrible, it barely covers any distance. Medium and heavy releases are basically just combo filler, and without them stored she has a hard time getting any meaningful damage. Juri’s Link potential is awful, which is ironic because in SF4 she has very strong and consistent link combos. I think it’s gonna end up being a situation like SF4, Where Juri doesn’t really hit her stride until after a re-balance or two.
1 bomb would basically be nerfing her any ways since it’s the second bomb that sets up the reset for the scary pressure and damage that her V Trigger can actually amount. One bomb just pretty much turns it into a damage extender or situational breather from pressure.
The only reason they are locked behind a store mechanic is because the moves can be chained together. Those two moves chained together hits as hard as an EX move. If MK and HK could not be chained outside of FSE then I would be okay with them not requiring store (not that I think they’ll ever do that).
Agreed. I would love for it to be the old command again but would even settle just for it to be DP+P. The “hcf+k to avoid input error” isn’t even a reliable workaround due to the game prioritising DP motions over fireball motions. All that HCF does is to possibly slow your inputs down to avoid DP being read. You can try it yourself in training room by pressing forward then immediately HCF+K afterwards. Do it fast enough the game will still give you the dreaded whiffed DP.
@QuixoticNeutral i’m ok if her mk/hk damage got lowered. i’m searching for utility here.
the utility of her move set.
btw, is FSE air combos only when you neutral jump? like in her trial? i think its trial number 7. where you can lp mp hp after neutral jump. cuz i’ve been trying to air combo from a diagonal jump and cant connect shit.
lastly,…
last night i won at least 8 matches in a row in ranked. at least.
She still has a terrible terrible time opening people up and i changed my gameplan/strategy from being offensive to defensive and playing a punish your mistakes game. it seems to work.
even though those matches were against low rank people(scrubs) since i just got the game 4 days ago and i’m being ranked against my league level…wins are wins.
but yeah,
just waiting till they throw fireballs and punish with hazanshu, or them come to me, or them just doing unsafe stuff.
point is to wait and be patient.
not be aggressive. play good D.
punish mistakes.
using her dashes and throws.
cuz chasing people down as they run away, or being aggressive seems to be a sure fire way to lose.
at least for me.
You should be able to do air chains off of any jump. I do find that sometimes you can mash them out and they will combo and that sometimes I need to add a slight delay between the chains for it to combo. I think things like juggling them in the corner of if you are catching them in the air with it instead of jump-cancelling from her MP TC will mean you will have to add slight adjustments.
Yeah, I don’t think Juri should be played as a full offensive char outside of FSE. It’s kind of funny, but they made her look really rushdown-orientated and got the non-Juri players excited at playing “rushdown Juri,” but you’re just going to have a bad time if you try and exclusively play her that way. She’s still a hybrid character in this game, but they went from fireball zoning/rushdown hybrid to a counterpoke/rushdown hybrid.
Edit: Actually I might scratch off my initial assessment of her being a counterpoke/rushdown hybrid as her backwalk speed makes it difficult for her to slip in and out of poke ranges. It’s probably more accurate to say she is a jack-of-all-trades type but balanced on the lower, DLC end (compared to Ryu who’s a jack balanced towards the top-tier end).
you know what i hate about her the most?
that unless its a hard knockdown from like a throw you just dont have enough time to either store or charge up a v skill.
it really irks me.
quick rises in this game are so fast i feel i cant do shit to prep up vskill or stores.
then i’ll get hit hard for trying every damn time.
if someone gets ontop of you before you have stores or meter you arent scary to the other player.
in that regard she is like she was in sf4.
get in on her before she has meter or store and keep pressuring her.
i guess its about time i learned how to block, lmao.
I guess thats not a bad way to describe her. Like Necalli she can do a lot of things, but has some things that are a bit stronger than him but also things that are weaker. I feel she’s a better character than him pre v trigger, but his v trigger is too OD
Many people seem to complain about Necalli or Zangief but i can handle them much better then Alex. This dude can be insane for Juri from my experience.
can’t punish elbow spam for shit
outdamages you by far, one single combo on Juri is about 40% health gone
his pokes seem to have a lot of range
jumping on him is not really a option, his standing jab is godlike
even storing can be an issue since he can close the distance quite fast with about 2 of his special moves
I think i only one a third of matches vs Alex players and that’s mostly because they didn’t knew how to anti air.
i dont know about you guys…but my new fav button is back+hk.
this move is too stronk. it just…kills everything.
everything just dies against it. fuck standing hk and fishing for cc.
back+hk is the move to use from now on.
Short time I was using Juri, I was definitely using b+HK. It’s very quick for a heavy attack so you can use it to try and beat other medium and light normals being abused in the neutral. If you’re close enough you of course can start a combo.
I’ll either use it as a poke/fish as you say in the neutral game…but i’ll also use it as a meaty against wake up. like Ryu’s ax kick.
it has as much reach as stand hk anyway. covers more ground hitboxwise. its just superior. i mean if you wanna fish for cc than fine, use st. hk if you wish…but i’d rather use this ax kick than st. hk.
imo, but i’d rather use this ax kick that has more utility and has a godlike kitbox.
Btw, about vskill.
I know you can dash cancel it. Of course I know that…
But is there an explanation as to why very quickly double tapping mk+mp(vskill) causes an even faster cancellation of vskill?
I was testing out ranges a little while back where I would have the opponent block a b.hk then use the push back to be at the perfect distance to use it again that would catch the recovery of a 3 frame jabs. Its actually a pretty solid pressure tool.
Am I crazy or does Juri seem like a really good character? I mean like A++ I fckin love her fast walk speed.
Forget sfiv Juri for a sec and pretend she never existed. Jump to sfv cast on how everyone has hurtboxes extended further than hitboxes on main atks like cr.mk, less active frames and such on many moves(almost exactly like like yang in sf4)
I really feel like she’s so good that she might get nerfed in season 2.0. Okay maybe that’s pushing it too far but still!
I was never a fan of juri until now, I was also in a character crisis ever since sfv launched but I think I might main Juri. Wanted to main Nash but found out if I kept using him I will never get better with my hit confirms. Which landed me on ken, Mr.flowchart.
But seriously, use Juri like she was meant for footsies, add her easy as hell setups and that new cheap OS tech. U now possibly have a top tier in this game. I wouldn’t be surprised if people start jumping on the bandwagon once pros start saying She’s top tier. The only weakness I could find is that she can’t build v-gauge, her v-skill is extremely risky to land because how unsafe it is on block.
She is definitely not A++ at all. 8,9,10 at best. She lacks too many tools and has to work much harder to get limited damage output. Her punishes are weak, her CCs are weak, her throw oki is weak, her super is 8f which is slow, her vtrigger chains deplete too much bar, store range is too short.
Juri is interesting and fun and mobile and but she isn’t strong.