The Spider's Lair - Juri

The SFIV version of none of the characters is in the game, so it’s to be expected. A character that can fill the screen with fireballs and convert it into rushdown doesn’t really fit the philosophy of SFV. The game is a lot more button heavy and unless you play a dedicated zoner your fireball game will be limited.

I feel for the Juri players as you cant really take a complicated character like Juri and then recomplicate them and expect people to be happy about it. I like her because I never really has much interest in her old fireball storing game and like that you still get access to all buttons during a store. I don’t like dive kicks so not bothered about those being gone either.

I may have to make an alt account and start messing with her more

Oh boy the burns. Pretty much agree on this but that doesn’t change the fact that her buttons are not as good as they could have been. I think a lot of people would be happy if she was more user friendly.
As she is right now she is complex but the complexity doesn’t pay off and this is why most are kinda disappointed.

Came over to these forums to see how all of you guys were getting along with Juri since I’ve been having trouble making her viable compared to the other characters, but sounds like you guys are having as bad a time as I am. I think she’s fun and is the only character that interests me right now, but they made her so bad in this version. Her neutral is bad because her normals just aren’t strong enough and if she wants to get her fuharenkyaku stacks she has to give up on what little neutral she already had, but she needs those stacks in order to compete with other characters who all have their strong moves available to them the entire match. I feel like she’s the worst character in the game at the moment and the only thing keeping her from being Dan tier is her awesome VTrigger comebacks.

I’m hoping Poison is in season 2 or something despite the lack of any evidence she will be. Right now yeah. Urien looks like the guy with the most tools I want and I don’t want to play him because my friend does. Silly I know but I’m just like that. Rashid and Nash aren’t too bad. I’m mostly holding out for some fun changes to Juri though.

Her buttons are pretty decent. Like I don’t think buttons are her problem when I personally dont see people using all of the buttons they should be with her any way. You can’t have a 3 frame c.LK and a b+HK that’s cancelable on both hits and have bad buttons. Especially with her forward walk speed and how a stored LK fireball pretty much is a projectile with the utility of a button that low profiles most of the buttons and fireballs in the game.

I’d say what seems to be her real weakness is that the MK and HK fuhanrenkyakus aren’t strong enough. Like I haven’t looked up all of the properties for them, but they basically seem like they don’t have much use other than enabling you a real block string and bnb. Whereas other characters can block string and bnb without them. Maybe the MK kyaku is good for hopping over lows and throws or something, but neutrally they seem pretty weak.

If they were better than just block string/combo filler then maybe people would feel more justified in charging for them.

Used to be karin(since alpha 3)main here, now I main Juri. She is fun. I think Juri is footsie character. Not as good as karin in rushdown but equal in footsies. Her st.mk is just as good as Karin’s. Just mix it up with cr.mk/cr.mp all have good range. Her 3f cr.lk(low hit, good hit confirm) can be link to cr.lp/st.lp to pinwheel/hk fuha release. I found it useful much like Karin’s c.lp, cr.lp, tenko. Cr. Mp is great button good range, good for hit confirm.

Cr.mp->v-trigger->st.mk->st.hk->hk fuha->mk fuha is a godsend.

Hit confirming is a must for us Juri players. She can’t just throw out block strings after block strings like ryu/bison. Gotta have patience and good reads like a very good gief/ibuki player. Play like justin wong or at least close to it. Just gotta pay tax and eat our losses.

Well I mean she already has Dan’s fireball so she’s halfway there

I think what I’d like to see is lk tensinren be +2 so St.MP blows up 3 frame jabs and gives them a reason to fear the throw more. Trying to walk back would put you at risk of cr.mk putting you in the same situation. Make mk release an overhead and you have a setup for a better pressure game and making the store worth it. B+hk being +5 so it links to St.MP would be nice. Also make cr.hp a good antiair. Don’t gimp her so you have something to buff in vtrigger. If you must make it always cc airborne opponents in vtrigger. I wouldn’t mind hk release popping up a little more so you can lk tensinren.

Juri is trash.

st.hp has bad range in general and even worse character specific range against crouchers AND it doesn’t even CC
cr.hp is a shit AA
front throw oki is terrible
back throw oki is nothing
hk tensen has shit range and often whiffs at the end of a bnb
storing is negative has shit range and takes too many frames
mk and hk fuha suck on block so making them safe empties your resources and leaves you negative
ex fuha is negative
ex ryo is slow as fuck
super is 8f which limits punishes
vskill is trash. the audio cue makes it completely free to block and its fucking -13. the dash cancel and vskill cancel don’t help.
vtrigger depletes too quickly for chains and specials

She is just a shit tier character, she was way better before release when hk fuha xx lk fuha was +0. Being -2 point blank is garbage.
I wanted to like her a lot and believed she was way better. But after grinding a couple hundred matches I just can’t get over her terrible shortcomings.

Basically her store mechanic is total shit, her vskill and vtrigger suck and she doesn’t spend meter well.

I think she would be ok as long as her storage had longer range and was +1 or +2 on block along with her fireball also being +1 or +2 on block, it was +4 in USF4 and I don’t think anyone thought it was broken, this would give her good pressure options instead of being negative on everything so she can’t pressure and her normals aren’t good enough to do footsies. She also should have the recovery on cancelling her vskill shorter so it can actually be used for pressure/mixups or have the full version charge faster. Right now vskill is pretty worthless as it’s very easy to hear/see coming and block and punish hard and it’s supposed to punish fireballs at full charge but if they are throwing fireballs at you then there isn’t enough time to charge it and thanks to quick rise on every knock down she can’t charge it after a knockdown without being punished either.

We all know she is bad, I knew it from the very first day

[list]
[] cr.hp is only AA viable in v-trigger
[
] ex ryo you forgot to mention that is not an overhead and it doesnt hit airbone
[] CA is is not 8f is 9f, and amongst the proyectile’s CA it is the only one that does not get any buff from V-Trigger. Ryu’s gets 30+ damage, 300+ stun and guard break, Guile’s gets 40+ damage and 46+ advantage on block, and Dhalsim well he get a lot from the carpet.
[
] V-skill apart from being negative as hell is really hard to land specially since she say ready, and its really hard to store the lv2
[*] Her v-trigger is just a combo extender unlike barlrog’s, Ibuki’s, Guile’s and even Urien’s that allow to perform mix ups since they have left and right mix ups or high and low mix ups but Juri have non all they have to do is block low.
[/list]

And she has many more flaws no wonder no one pick her in tournaments, Im just waiting for the day that the balance patch make her viable I dont thinnk the 1st balance patch will do it tbh but whatever.

Ain’t gonna lie , i really want to know who thought that changing her from her SF 4 model to this was needed. Who thought an original and cool design was in need of change.

Just who fuck are you ? !! (╯°□°)╯︵ ┻━┻

*edit, this top bit should be in quotes, but I guess it didn’t work out correct when I tried to quote it.

Is it just me or are her normals just really not good. It feels like everything just doesn’t work as it should. I’ve been swept out of my RH a lot tonight for example. For a move that seems like it is meant to go over lows, it gets hit by a lot of them, or whiffs completely against a lot of them. MP is great, but the range is short. MK seems like its meant to be crucial but it always seems to lose to other buttons on reach or startup.

Her lights seem to be very good overall though, but I’m really struggling against a lot of characters in the buttons game on the ground. Her forward walk is great, but her back walk is pretty mediocre, so trying to footsie in and out to grab a counterhit on a limb is quite hard compared to a lot of other characters. Reminds me a lot of how they wound up needing to buff Cody’s walk speed in 4.

The only button that feels reliable to me at all in the neutral is her standing MK. her lights are good in general, but every other medium and heavy button feels pretty poor. They all have their uses though when you try to figure out a lot of subtleties for counter-poking. But SF5 is a buttons game. Needing super subtle spacing for counter pokes is just nowhere near as good as having reliable pokes at range, and her MK is the only one that feels like it really beats out a lot of other character’s buttons.

Also yeah, I was reminded of Guy and Cody who had backward walk speed buffs. If she could footsie backwards better to bait buttons for counter pokes, the range problems would be less of an issue. I just don’t get why her stores are negative on block. I also don’t get why her RH doesn’t really hop lows with any reliability. Its like so much of her kit looks like it does useful stuff, but then it just doesn’t actually do that.

Overall, I’m having the most success playing her like a worse Nash, darting in and out with her dash, and attempting to set up pressure with her fireball.

Ehh call me pessimistic but I’m not really expecting any significant buffs coming for Juri. Capcom seems to have absolutely no idea what they actually want to do with her. She’s a grab bag of cool ideas that got nerfed before release, while forgetting to give her something to play with.

Ideally what I’d like to see is if they just open the floodgates on everything they pre-emptively nerfed: give her an overhead special, give her the crazy air chains we saw in omega mode instead of the neutered stuff we have now, make c.HP a good AA, remove V-trigger consumption on chain cancels, make her DP not shitty, extend her hitboxes to match how far Juri actually reaches, let her target combo hit crouchers, let her cancel her Fuhajin rekkas into CA, let her get frame advantage off her throws, make her v-skill comparable to Cammy’s spin knuckle (I don’t even need it to be a Cammy’s BS +2, just make it -2 at least instead of -1million).

Better yet, just add “Fully Empowered Juri” in season 2 that’s a combination of USF4/SFxT Juri to shut up all the last gen Juri players.

From really grinding it out lately I feel that LK fireball is absolutely necessary to win in footsies in general. I wonder if the the same flowchart still applies as in USF4 where a fireball on block grants you another store.
MK Release is pretty damn amazing and HK release is just what I use to score a knockdown after s.MP s.LK.

I can’t really make up my mind about the stores but I feel LK is the most important one. Can’t decide between MK and HK as second and also why would I favor one of the other.

A personal list of some changes i would like to see

  • medium to medium
  • MK fuhajin is a fireball
  • lk fuhajin goes full screen
  • extended hitbox on cr hp
  • st mp moves her forward
  • hazanshu moved to punches
  • reverse fireball motion cancels the store charge ( this would always allow you to use the slicing effect to cut through other fireballs )
  • remove her vskill , add something else ( maybe her old counter )

…etc :confused:

It’s definitely the foundation to get in during footsies since it opens up throw/shimmy and frame traps.

There’s little to no midrange in her normals, c.mp and S. Rh only go so far. But lk release is that gateway to mitigate that. Storing it again after say b.hk or jab>mp frame trap may lose your turn but it’s better than trying to lose ground just to safely store (which is the biggest habit I’ve seen with juri players lately)

Counter hit confirming with jab/short is definitely a must have for her too.

In SF4 her fireballs were really good specially lk version +4 on block and +10 on hit so it was justified to be a store mechanic in order to balance it, but in SF5 she only have the lk version and it is -2 on block and +2 on hit there is a lot of diference in its utility now.

I dont spect significant change either I kind of lose hopes and Im so sad they killed such a great character design not just gameplay wise but also I dislike her new look Im speaking of the eyepatch and the lack of her purple vfx :frowning:

  • Definitly
  • Not posible at all and she doesnt need it either
  • Since she is not longer a zoner its range should be at least 75% of screeen
  • At least it should be as its v-trigger version and her s.hp should have CC properties as well
  • Definitly it as no range at all
  • I dont think hazanshu is a problem being in kicks, the problem is her tensenrin and fuhas overlaps.
  • Fuhas store is not great to fight against fireballs either
  • Her V-skill is awesome at least the idea is just that the frame data sucks.

I think juri is solid. Only thing she really lacks is consistently getting good damage. Her v reversal is pretty whack though lol.