The Spider's Lair - Juri

I respect your opinion,but i do not agree.

It takes like 10 minutes tops to check what characters have effective AA jabs and who do not. It’s clearly done on purpose.

Well, seems like there wasn’t Juri players at combo breakers this year (surprise!). But there was a cosplayer. I think she might have appeared at arturo sanchez’s stream for the cosplayer exhibition, if you know the link please share

https://pbs.twimg.com/media/DA2bMNSUAAEXeTc.jpg:orig

^ Damn dude…seems like Juri does not need any more buffs if you know what i mean…

I mean, it’s not like Juri were any good before they took out her AA jab, so I’m not sure they have a secret agenda to keep certain characters low tier.

But it’s Capcom so anything is possible I guess.

Juri still has better AA than most of the cast starting tonight and her AA jab still does work in 2.1. You can’t do any obvious jumps at a good Juri and you’re most likely just giving her free LK stores jumping at her with something that isn’t a dive kick.

Does this mean that store lk can be used as a reliable AA? Sorry but my english isn’t that good so i could have misinterpreted your post

When you use st.HP as an AA, you can cancel into any store(or any special really).

Mindblown, I should really experiment more in the lab (or just watch/read more guides, but i still have too many problems with the basic execution to bother with tath :C)

Shameless plug here
https://www.youtube.com/watch?v=iwDApHu_nB8

I honestly only use a couple of the things in that video and it’s enough to cover the majority of AA situations.

I only use st.HP and MP DP. Maybe her j.MP target combo for close jump-ins/cross ups. Juri’s anti-airs are one of the few things I won’t complain about.

I wouldn’t lose any sleep if Necalli got the same st.LP nerf as Juri, though.

Lp. pinwheel is kinda interesting on wake-up now.
Unlike other characters which had the same DP changes, Juri’s light DP is actually safe if people block it standing.
This means it beats throws, but you’re still safe if your opponent is trying to walk out of your throw range to bait a tech from you.

It will probably get nerfed, -8 on block either standing or crouching.

Not sure if you’re aware, but the recent update added new combo trials! I did all of Juri’s ones. Some of these look inspired if you know what I mean, haha.

SFV s2- Juri’s Combo Trials Vol. 2 [SFV Spring Update 2017]
https://youtu.be/yghaptv52wA

I’d like to add this friendly reminder about her max damage jump-in with super. Cause the new trials show the sub-optimal one, which I see WAY too many Juri players do.
https://youtu.be/84G7vbSgOd4

What I understood from the new trials is that Capcom doesn’t like that we don’t use target combo.
I’ve had 30 minutes to Fuck around with the new trials, completed chun, Laura and started working on Juri, she’s the only one that has stuff I would literally never use in a match
I am starting to be live the Anti-Juri conspiracy is real

What’s funny is that they CLEARLY made these based on certain combos they’ve seen for Juri in the past year, but I do agree that they went out of their way to make the trial ones obscure. Why would you do cr.HP CC into target combo, Fuha charge, EX Fuha, when there’s so many better options which I’m sure they know about? I can’t fathom who designed these trials, but I do applaud them for being somewhat creative with it, haha.

SFV s2- Testing Juri’s Tensenrin Changes (SFV Spring Update 2017)
https://youtu.be/DQdEuoBJ4Dw

This vid will demonstrate how Juri’s Tensenrin attacks now work, due to the changes made to them in the recent update. I will confirm that the uppercuts work as intended, but also amend an error made about the HP Tensenrin. Her MP Tensenrin is a fantastic anti-air which beats all jump-ins, including divekicks. Her HP Tensenrin is an alternate anti-air, which can also counter grounded attacks from frame 3 of its start-up, and grounded fireballs as well (if you’re willing to risk it), but not air fireballs. LP Tensenrin will counter grabs, including command grabs.

I had her MP dp lose to a few jump ins today =/ Lost to Alex’s superman dive and lost to something of Bison’s, I forget. But it does work better than before.

I loaded up your replays vs an Alex with the fireman outfit on. I didn’t see him do a superman dive yet, but he did beat out your MP DP with a j.LK earlier in the video. Which I think is your fault since I’m slowing down the replay now and you are doing your MP DP like maaad early and most likely running out the invincibility frames. You should do your DPs later off breaks if that is the issue. You should only do your DPs real late or really really late to cover a dive kick.

I’ll look at it a bit more now.

EDIT: Ohp yup. Right after that instance is when the superman dive happens. Looks like the same problem. I’ll make gifs to confirm.

Look at the point that the MP button comes up on screen (the point where you inputted the finished command for DP) and how many individual frames I click through before your DP reaches Alex. That’s way too long of a gap to start your DP and your invincibility is clearly going to run out before then. You shouldn’t be seeing Juri’s body in the air before you hit the person with the DP. Once Juri is airborne your frames are almost up.

This is another video of the previous instance. Again you can hear the sound Juri makes when she activates her DP and then see how many individual frames go by before you reach Alex’s foot. This is way too early.
https://www.youtube.com/watch?v=72GUi62vs9s

Long story short, wait until the opponent is nearly going to hit you with their attack to DP. The timing you’re doing it at you would have to be playing CE Ken to hit anyone with.

It’s strange though; because technically, it should be able to anti-air late, cause it’s fully air invincible from frames 1-6. So if you see the effects on her feet, it should still be in start-up. Full disclosure: in a few instances while testing, my MP DP would lose to stuff like Akuma’s divekick/ demon flip overhead. But I also admit that there is still a level of timing to it, and I can’t rule out human error completely. The reassuring thing is that the MP DP is even better. Not perfect, but more than good enough.