DP is usually the best answer if you can get it because it will do the most damage and has the most invincibility. Meaning you don’t have to worry about any spacing specific situations where a button would lose. That’s why traditionally characters that don’t have DPs in other SF games are known for having weaker AA. If you have to purely rely on buttons to AA you have to think considerably harder to AA reliably.
s.HP is really good though. Active long enough and a heavy button that AA’s is always good as you’ll actually get decent damage from the AA. Plus can cancel into a store to build stores. c.HP is going to be situational at best vs higher level players, but if you’re getting it to work then why not.
Didn’t we already establish that Juri’s DP doesn’t work like normal DPs, so it’ll still have some wonky shit happen despite the changes?
If anything, just follow what Jin says here. I’ve noticed that s.HP very rarely loses. Use MP DP against characters that can change their jump trajectory (divekicks and such) and then use st.HP for the characters that can’t. As far as close jump ins…I don’t know, just walk under? That and j.MP is underrated. Easier said than done, but I’m sure we’ll all be fine if we just keep at it.
ALSO: for the love of Juri, please use charged V-Skill to punish fullscreen neutral jumps/jump back/jump in.
St hp is my go to anti air most of the time,it works ok for me.
As for her V-skill, i would really like more use out of her non charged vskill.It’s like it’s there only so you have something extra to charge.A redesign of the non charged version would be welcomed.
Uncharged V-Skill is good for a one time use of scumbaggery. What I mean is after a knockdown, while your opponent is a hit away from stun/KO, use the uncharged V-Skill on their wake up for a crossup.
We did, but I’ve also established that if you do the DP late, you won’t deal with any issues. The issues occur when you do early DPs and deal with the hit boxes turning on and off randomly due to multi hits. Fix that by doing DP later so don’t have to get to that point.
This is the replay of the j.HK from Brain’s match.
Scenario is about the same. When you see the yellow medium punch button come up that’s essentially the first start up frame and the first frame of invincibility. If you count the frame pauses after that first frame you get to like frame 9 before you make contact with Necalli. Which would mean you’re clearly out of invincibility frames at that point. Still inputting too early. Let him come lower to the ground before inputting.
These are all attempt to DP pretty early while he is still high in the air. Sometimes I win if I get lucky with the hit boxes, but other times his j.HK will evade the first hit box for the DP then bop her after the invincibility ends. His j.HK can essentially evade the last invincible frames and then bop you where you have no hit box or a poor hit box.
When I DP as late as possible like when he’s almost going to touch ground then the DP always wins…
A good way to look at it is if Juri is upside down or almost upside down after you input the DP, that’s officially too late and you run the risk of getting hit. Juri’s foot should barely be going up in the sky by the time you make contact to get a good, clean DP.
** If Juri is upside down or nearly upside down you’re doing it too early. Her first knee should only be up in the air by the time you make the DP connect. If you have an extended foot or are upside down you may have trouble.**
FANG can really screw you over if you don’t know the matchup and let’s be honest, who does?
Juri’s toolset isn’t unique enough – at least in terms of move properties and not how they are applied – to get that kind of advantage. The only stuff I remember people surprising with are EX Fuha and EX flipkick being safe on block and charged V-Skill. There’s the occasional cross-over flipkick after knockdown with Fireball on the way you can pull off but she can’t rival FANG’s shenanigans, meaning it’s a lot easier to beat her without knowing all about her.
Also worth noting is that below Platinum nobody knows how to properly punish FANG’s CA, so you see them throwing that out on wakeup all the time and get away with it mostly.
I don’t know how to punish Fang,s CA, but I’ve faced him maybe twice and didn’t have to, my guess is that if you don’t get hit by the 1st hit you just backjump into a upward angled attack, something like j.HP for Juri
Well, i started to do very late DP’s to see how they work.It beats every jumping attack so far,so yea it works great.
It’s just that weird feeling that messes me up at times,like when he is just about to hit you and you fail at your DP because you feel and fear it’s already to late and you get stuffed if you try. But nah,do it man,her medium DP is really good now.
What’s weird is getting used to the dp changes. Like if you know someone is going for a frame trap you can almost always hp dp to beat it. Its just a new guessing game that people will have to learn.
Just need to experiment with the changes especially lp dp against command grab characters.
On the subject of her DP. I really hated trying to DP Vega’s wall dive after the Season 2 changes. I started using her v-skill instead just to avoid it.
I got matched with a Vega a couple days ago, so I tried to force myself to DP his wall dives. The later I reacted the more successful I was. I even got an autocorrect to land.
Here’s the auto-correct DP slowed down. It also probably helped that I was crouching.
Here’s the rest of the set. I tried to answer most of his wall dives with an AA. When he tries to bait my dp by landing at full screen, I try to use lvl2 v-skill.
You’ll see how early on the DP loses, or only partially hits. When I did them later, they were a lot more consistent.
It is, but even the shoto DPs can trade in some situations if you do your DPs too early like with the gif vs Alex. All meterless DPs really are shit now and Juri’s MP DP is strictly meant for AAing any way. It doesn’t really serve any other purpose. You just also have to use it differently because of the strange late frames.
I believe the range the Necalli player hit you with his j.HK is also a range where Juri’s s.HP would have beat it clean any way. It’s just one of those buttons where if you have to DP it you’re going to need to do the DP really late. The fact that she has an anti air DP at all with all of her other options puts her above a lot of the cast for anti airing.
That’s just what it comes down to. It has a wonky late frame hit box that randomly loses to certain buttons, so you just have to keep them deep so you keep getting clean wins.
This! Went against a ryu and necalli and aa jab really triggered me so I switched to Mika for a while and it’s such a difference. All I need is a cr.Lp or cr.Lk into command grab and after that everyone starts panicking and tries to jump and end up getting combo’ed. It’s sad how much Juri’s pressure gets negated by just crouch blocking. Hadn’t played MIka since season 1 and it didn’t take long to get back to speed.