Yeah that’s a good point. Been playing nothing but Juri since late last year and it’s crazy how quickly I improved. She pretty much forces you to play smart, have solid execution, and always be thinking. Probably the only reason I’m still into the game so buff or no buff no way I’m dropping her.
Do it ! It’s still great fun and people still play the game. To my shame needed a bit of time to readjust to holding down kick buttons for Juri,but it got back to me in the end. A lot of people use the [SF 4 Revival ] tag next to their game or something. Shows a lot still care and want to play this version. I’m all for that
Will still play her in SF V,but i’ll return to 4 more often now,she and old man Gouken are the characters i like the most
Hey everyone. It’s been literally forever since I posted on SRK forums (used to come here a lot for SFxT discussions), but I stumbled across this thread and thought it’d be a good place as any to share my new content.
So a lot of very fascinating tech has been found revolving around Juri’s ability to get entirely new combos and even set-ups on crouching opponents. So far I’ve made 3 videos on this, each focusing on a variety of these options. Take a look and see what you think!
One thing you forgot to consider on the counter-hit conversions; depending on the button the opponent pressed, you end up at a different spacing which could screw up the conversions you listed. The first hit of st.mk often whiffs after a counter-hit st.mp because of this, for example. Try recording Necalli waking up with cr.lp for example and do a st.mp to beat it, and you’ll see what I mean.
You’re very welcome! I’ve been on a large SFV hiatus, but I’ve recently been having fun playing a friend of mine who’s new to the game. The time spent on SFV again led me to discover a few of these, with help from several other Juri players.
Oh trust me I know. I was never suggesting with any of those combos that they all work regardless of spacing. In fact I find the spacing of the sMK link to be very finnicky. I just wanted to show these as being possible, but whether or not you can always get them is down to the situation. I would hope people are smart enough to figure that out
I’ve seen bits and pieces, but don’t worry, there’s no real need for me to backtrack really. Thanks for the welcome!
I think people are just going to have to be really good at looking for the counter hit message for optimal conversions if they’re going to press s.MP in people’s faces. Have one button ready if you don’t see the message and have the other ready if you do. If I’m frame trapping with s.MP I usually just fish for counter hit into c.MP and then combo EX fuha. I only really use s.MP, 1st hit s.MK stuff if I’m trying to convert after a throw whiff or from a jump in MK.
Otherwise I just stay a bit outside of that range and try to whiff buffer first hit s.MK into MK fuha and go from there. Will convert on regular or counter hit and has more range than s.MP.
Well said. And tbh, my favorite counter-hit conversion is sHP, because you can hit people out of their range and then combo the crMK for whatever you want. crMP when point blank. I usually keep my eye on the left hand corner where the ‘Counter Hit’ message will appear. Same for sMP. I’ve never managed to do a full sMP > sMK combo from counter-hit in a match, or even in practice with CPU (usually cause I’m not looking for it), but as I said before, I just wanted to show it was possible.
It’s definitely practical enough that a top player will put this into their repertoire. Juri has a lot of tech to still yet be implemented into her gameplan and it’ll be a while before enough really competitive people are using her to flesh it all out. Pretty much every high level/tourney Juri plays a little bit different or does certain things that the others doesn’t. They don’t have clear gathering of options and tech amongst each other like top players of other characters. It’ll take a while
Sup guys I uploaded about an hour of my diamond rank Juri play. It’s an unedited online session, aside from cutting out the searching/loading in between. Questions/tips/critiques are welcomed.
In the corner, MP > MK > LK release > crLP/stLP > L Pinwheel/ex Fuh has been my go-to. Gotta check out these new ones, good shit Justice. Juri has a really deadly corner game if you’re fully stocked. Now if I could only get more consistent with counter hit conversions…
I was just randomly thinking of juri’s v-trigger and how it could be better. What if she didn’t use any meter from v-trigger if she has her fuha’s stored. I believe that could save it from being too overpowered. That way she could also keep her store. Chain normals cancels should stay the same. It would be as though she’s tapping into more power from the damn eye of hers to reuse the release button variations. Just a thought.