The Spider's Lair - Juri

Huh? Enough of nerf?

If you don’t like the suggestion @Garu then come up with something better instead of just complaining all the damn time. Who wants to hear that all the time. I gripe and moan about her every now and then but keep it for myself because if rather use the forum as a way to bounce ideas off of each other (marlonlon and justicesoultuna and DJ for example). Some design decisions were terrible but overall I’m happy with my queen. She lets me have fun in a game that’s not really fun to me. She has an ok neutral that forces you to play smart.

Make the tools she has work for you.

Anyway I hate the fact that she loses her store in FSE. And thought it would help her v-trigger if she didn’t use meter for stored fuha’s. As in she can go for less damaging combos and keep a stronger neutral for longer. Better access to her 2-hit lk fireball if she wanted as long as you store the move before hand.

@Lion_Jak
I just don’t understand why would you lock her meter in v-trigger, her fuha store is not that geat and it just deal 30 damage and the juggles you get of it are lp.dp, ex.fuha or ex.dp with no chance of mix ups or resets like it was in SF4 so its better just to chain a strong normal into any of those speacial moves, the only way I could see her fuha store usefull is if it could juggle with a normal for a reset and it dealt at least 50 of damage.

By the way I’ve make suggestion many times you just didnt read any of them or just dont remember. But if you want some here you go.

V-Trigger

  1. Make her f.mk overhead +3 on hit and +5 in V-Trigger and -6 on block is ok.
  2. Make it possible to link command normals such as f.mk and b.hk in V-trigger.
  3. Make her fireball +5 on hit in vtrigger and remove the knockdown.
  4. Remove the extra damage scaling for Vtrigger combos

Im not saying it’s locking her meter usage. My suggestion, she could still use her release version of her fuha without the store but it would use her stored version first before wasting the v-trigger meter. I’ve seen those suggestions and I doubt capcom is going to do any of it for awhile.

Capcom is obviously keeping a more tamed version of the original FSE. So why get rid of the fuha store? Keep it in place. She could do that before in sf4. Along with her overhead being +6 on hit in sf4. I exclusively play juri I know how she works. It’s a small suggestion that would help with optimization instead of strictly buffing her to be like her old self since apparently that’s what they are not really going for. Something similar but not exactly that like all past iterations of characters.

I’m not the best at thinking of suggestions to make her better so I don’t participate in those discussions nor the negativity and sad posts. It’s pointless to me.

Heres a suggestion: she could keep the two hit fireball in v-trigger. Without a store it will knockdown and with the store it gets plus on hit, no knockdown. I really just don’t see the point of getting rid of the leg raise while in v-trigger

Something I have been thinking about was making her mk fuha +2 on block. I think most Juri’s prioritize her stores LK > HK > MK.

LK has its purpose in neutral. HK can lead to charged V-skill, juggles in the corner, and V-Trigger cancels. MK is our “damaging” combo starter.

However, MK can be a very all or nothing move, especially when it’s the only one you have charged. It got better with her new st.mp, st.mk link, but sometimes pushback screws us over.

This would help extend her turn. We usually have to give up space or end our turn to get stores.

I don’t think it would become a mindless move either since it has a lot of startup and gaps in strings.

For comparison, Balrogs st.HK has 9f startup and is +3 on block AND it crush-counters. Juri’s mk fuha has 23f startup and -4 on block AND we have to store it first.

I’m aware capcom will not make anything for her in 2017 and I still play her regardless but I no longer exclusively play Juri anymore, anyway those changes are needed for her 3 bars vtrigger to be a comeback factor as it is right now it should be 2 bars.

Fuha store (leg rise) would wiff in almost any situation and you get nothing of it, getting rid of leg rise in vtrigger is not a thing unless the move itself were good in the first place.

Yeah, I’ve started picking up Nash as a secondary. Finally pulled up into platinum with Juri, but I felt her limitations in tournament this weekend. So trying to find another character that suits me to play as well.

I think Nash is not that good right now but his balance changes looks good not a bad pick, I picked Karin and Urien but I’m loving Karin she really rewards your time invested on her and she has a lot of usefull tech and its not that hard to pull off in a macth, Urien in the other hand is kind of easy but his advansed tech are harder to me and according to the balance changes in charged moves he will lose a lot of great tech so I droped him.

There is no reason to be playing only one character in SFV. Characters are a lot more stripped down in SFV. Plus the roster is still relatively small. Even if you are playing the best character in the game I would still pick up a couple more characters before the roster balloons up and you have a million match-up to learn.

In SFIV I played Akuma in vanilla, then picked up Juri in Super. I only played those two for the whole life of SFIV because the amount of time I needed to learn all those match ups. I played E.Ryu in Ultra, but a lot of Akuma/Shoto stuff carried over.

We’re one year into SFV and I play 4 characters. Juri is still the most fun to me though.

Nash just has the play style I enjoy. Similar to Juri’s so its not a huge gameplay shift. I’ll still be playing her for some match ups I think, and if she ever gets buffed next year I’ll switch to her full time. But yeah, I think Nash is underrated still in S2 even though he is much weaker, and I think he will be good in the coming patch. So I’m learning him now.

Nash should be in a decent spot by 2.1. His main issue was just some quality of life stuff that got messed up in Season 2. His dash is a bit stronger again and v trigger is scarier now that c.mk goes into legitmate damage

Nash is unique in that he’s one of the only rushdown characters with a viable projectile for mid range so he can go back and forth from offense to space control. His walk speed is a little slow for me and don’t like characters without 3 frame lights so he’s not someone I would personally use.

Urien is essentially the same character minus some on block nerfs.

They changed the timing for charged moves what is going to hurt him a little so if I am right Urien will lose the f.mp link into headbutt which grant him with a lot of potential in mix ups, also they nerfed his ex tackle from +2 to -2 and also reduced the push back. Overall he will be still greatcharacter but I dont think he will be consider to be in the top 3 anymore.

Hey everyone, got a new vid, this time focusing on V-Trigger. :slight_smile:
This vid will show you examples of block-strings you can perform after cancelling into V-Trigger on block. It’s primarily for combatting those who are mashing against Juri’s V-Trigger block strings. The training dummy was set to press crouching Light Punch (a 3 frame button) on block recovery, so these block strings are designed to beat even 3 frame options. I also demonstrate how to either bait 3 frame EX reversals, or to interrupt them.

https://youtu.be/kdPpG2GYi5o

You read it incorrectly. Charge times are the same, it’s just the time you have to input for ward or up plus attack after you charge.

I remember old Guile player Gilley complaining about the change to finish a charge motion to 6 frames because it was very easy to not switch the stick over in 6 frames and then your special won’t come out. You can try it out in training and notice that if you even slightly delay your finishing of the charge move it won’t come out.

They’re just changing things so you have more time to finish a charge move, while still not making it too long so you don’t accidentally get charge specials if when you’re trying to simply walk back and forward or go from crouching to jumping. Uriens specials will all have the same charge times and the change if anything will make the combos easier.

Ex tackle will still essentially be retarded even at minus 2 with less pushback. Just slightly less retarded. He will very much be considered in top 3 because everyone whines about him and Nemo ran a train at Topanga with him.

Hope you right

I am.

I just don’t like to play charge characters. Urien is cool, but not for me.

Juri’s mk Fuhajin should be like Akumas move where he jumps off the ground a little bit and karate chops you as he’s landing (sorry, I’ve never played Akuma lol) plus on hit and block . Or make it an overhead.

Welcome dude! Informative videos as always, thanks.

Here’s one of your videos we haven’t posted here yet

https://www.youtube.com/watch?v=3Ui0fGLGfWg

So there @LazyOne was playinh yesterdat at nblc @ 00:01:00. Did he play more sets? I didn’t find more.

http://i.imgur.com/nR0lO1q.png

YEEEEEEEEEEEEEEEEEEEEEEES

Yay a new outfit for us to scrub out with Juri in.