The Spider's Lair - Juri

Wow this made me real sad

These brought me back to happy though

Ayyyee I love me some punk juri. Though I’m enjoying this other color on her default at the moment.

This was a fun set. Blowing off steam after work with some matches. Come across a Vega and I hate the matchup. Took me a minute to adjust or better yet for him to respect juri. :stuck_out_tongue:
https://youtu.be/ZDZ1jOeS0h8

When you talk buffs I don’t want buffs that help sloppy players fix their issues without training. I really only think her stores need adjustments right now, her normals are good save for the pushback on st.mp.

what’s her best bnb?
Is s.MP,s.MK xx qcf.MK, c.MP xx qcb.LK optimal?
It’s so hard to get it consistently

qcb.mk instead.

Or TC xx store xx lp. tensenrin But opponent must be standing. *Doesn’t need stores. If you have stores then TC xx lk. fuha xx mk. fuha xx hk fuha I think. If combo ends in corner you can do mp. tensenrin. @JusticeSoulTuna posted combos for crouching opponents, check out his vids.

Just tone down certain plus on block or needlessly safe CCs like Rogs s.hk or Uriens s.hp. Most CCs are whiff punishable when abused especially from the better characters in the game.

Removing them isnt a great idea since the game is already built around them and in effect getting hit by a crush counter usually shows that the opponent is pressing too many buttons themselves. It’s like removing Ken c.mk super or Chun c.mk super in 3S. Games have good stuff and it doesn’t make you a better player to have good stuff nerfed for you. It creates a meta where the developer swings you in a rocking chair instead of learning what to do

There is an actual skill ceiling to buffering/confirming c.mk’s in 3rd strike though. Poking with a medium button when Necalli just happened to press st.hk a split second before and eating a 50% combo for it feels really silly and is a repeating theme in SFV, the reward is skewed so heavily towards necallis favor for doing something that was essentially a guess.

There’s not really any way to “deal” with it the way it is now. You will eventually be unlucky and get CC’d unless you never press any buttons.

Yeah I don’t really feel like you feel the frustrations of players when you explained that @“DevilJin 01”, it isn’t that people want their hands held because they’re being outplayed but it really detracts from the ground game. Heavy attacks plow through mediums and a lot of other midrange pokes which really takes away from the in’n’out nature that made SFs neutral feel fast and fun. SFV’s ground game feels a bit silly when one of Rog’s best poking tools is a close range hook that just stuffs everything in front of it. I like neutral, whiff punishing is probably the thing I’m best at. It’s near impossible given the range of SFV’s normals to position yourself in space where you can whiff punish buttons like Urien’s St.hp etcetera without them hitting you. If I stand at a range where Urien’s St.hp whiffs, there really isn’t anything I can do to punish that. Counter poking is a gigantic risk because failure to time correctly results in a dash combo.

CC’s IMO detract from the good ground game SFV had going for itself.

You guys are just too new. You can unluckily get Vega wall dived to death in ST. You can unluckily not watch your toes and get 80 percent CC’d in Alpha 2. You can lose the entire round at the beginning of A3 because well, that game is just cheap and gives you full supers at the start of the round, that’s how it is. Fighting games have good stuff that fucks you up. Get real fucked up.

I don’t mind people having a problem with CC’s. There’s nothing wrong with that. People had problems with 3S parries, had problems with Alpha 3 V ism, had problems with CVS2 roll cancels, you have problems.

The only thing I’m really saying is that the asking of a complete removal of the CC system is silly and just shows some real bitch made shit compared to what people dealt with in older games. Like I said, certain CC’d could use a bit of a nerf, but that’s about it. Just like people had to deal with focus, crouch tech fishing into lots of damage and other lame SFIV stuff, SFV has its lame stuff that is just too much a part of the game to do something as simple as just “oh remove it so it will be better”. Don’t even bother playing Marvel Infinite with attitudes that revolve around completely removing mechanics. You will just bitch forever and not get anywhere.

Plus like with any fighting game if you completely remove something then the next thing becomes the big problem. Then Karin’s s.MK will be too good or Bison’s s.LK will be too good. You just send the power somewhere else.

I’d prefer to have a button like Karin St.mk that should be oppressive on the ground and control midrange beat me rather than a heavy button that gives 300+ damage if it counter hits, could care less about older games. This is SFV, treat it independently. CC’s are dumb, partly due to the generally ass hitboxes of most normals and the priority system SFV has in place.

I’m thinking of it more as “what will others think when you remove CC’s” if that’s the logic we’re going with. Like the only reason this argument is even coming up is because someone came up with the idea that it would be good to completely remove them.

You can’t treat it independently when you’ve played older stuff. The only reason anyone would say “don’t think about older games” is you haven’t played them to go through it. Which you guys most likely haven’t.

Again, I’m all for nerfing CC’s so they don’t give ridiculous rewards and are plus 3, safe on block. There really isn’t an argument if people agree that there needs to be nerfing. It’s just the “can you make them go away” thing that doesn’t make much sense. If we’re just saying “CC’s are too good rite nao” then I agree.

I found using CCs for punish scenarios was a good fix. Make the DP landing state the only time you can land them to give extended punishes. Trouble is that nerfs characters like Ken, Alex etc. I think CCs are a major shitstorm in balancing SFV.

Target combo BnBs are really not that viable imho, most of the times people will be crouching thus making the 2nd hit wiff and you’ll be at disadvantage.
The st.mp, st.mk xx m.Fuha is a good BnB as is a frametrap, and it can continue into safe options on block (if you have the stores)
Once you get the timing rights is actually pretty easy so keep practicing, after MK fhua release you can go into Cr. MP if you are hitting, and after MP you can combo into either mk ryodansatsu (and after into CA if you have it) or HK fuha which gives you many options according to position and tools available, you can go into v-skill if you have it charged prior; mp tensenrin if you took the opponent in the corneror extend with v-trigger on 1st hit of HK to extend or 2nd if you’re in the corner (HK fuha->VT->HK fuha->HK fuha->EX Tensenrin)
If your BnB is being blocked instead you can stay safe by using LK release after MK release.

I AM LEARNING!

TC combos aren’t generally viable for frame trapping and such, but do come in handy for punishing -5 moves, like poorly spaced Urien tackles. TC xx lk fuha xx qcb KK xx tensenrin is what i generally use when I don’t have all my stores.

Managed to reach Platinum with best girl Juri. Not much compared to others but for me it’s ok for now,i started as Cammy when Juri was not in SF V, really considered switching to Urien, but nah just can’t do it man.

I realized that Juri is the only reason i play this game.Very unrewarding character and the struggle is real,but the fun is real as well,most others are just plain boring compared to her. Next step is super platinum,give me your strenght Juri forums,endless sea of Rog and Cammy and Karin awaits me :frowning:

I was reconsidering the official match up chart and I realized something, even if Juri is last in winning % the numbers for each matchup are actually not too low, wich makes me worried. Those numbers might make people that balance the game think “meh, she’s doing OK overall, no need for buffs”

Spoiler

I stand by what i said in another discussion. It’s pretty obvious that they just want some characters to be good and others to be bad or average at best.Nothing justifies that change when Necalli,a stronger character that also has access to a DP same as Juri, gets to keep his jab aa.

That would be pretty controversial.

I personally just think they’re undermanned and has their priorities set elsewhere (new characters perhaps?), someone noticed Juri’s antiair jab was still really good and decided to throw a fix into the next patch and didn’t really think much more of it.