My point being we need to stop saying Juri is fine and/or midtier she needs something to be more in the right spot, she doesnāt need too much, we can all agree on that, I have been saying that given her toolkit too much in the way of buffs would make her broken, but it still doesnāt mean she is ok as she is.
I do understand that in any game there are bound to be stronger and weaker character, but that is why F.A.N.G. was created let him be the most awful character in the roster, it fits his visual design anyway.
For that feeling is that I switched to Karin and it was then I when I realized I wasnāt that bad. Just switch main for a month or so and do your best I bet you will have better results in no time.
Isnāt that 234 dmg? Is it really that high compared to the rest of the cast?
EDIT: it actually does pretty much the same dmg of Akuma cr.MP,s.MK xx qcb.LK xx dp.HP (238) and it has higher stun (387 vs Akumaās 359), so yeah, Iāll say itās pretty good
I dropped ranks when I switched to Juri from Ibuki, but thatās because with Ibuki you can basically skip neutral once you make the opponent block a lp, mp or mk, then it becomes frametrap/teleport shenanigans and that works all the way to probably super plat. But once you get there and everyone there can keep you from mixing them up, you realize how much skill you lack because of playing that characterā¦
So basically, with Juri you have to learn how to play at around gold because she has no cheap stuff, whereas with R.Mika you can get away with cheap stuff until somewhere around the platinum realm, once you get to the point where everyone interrupts your dropkicks and backdash os on wakeup and you realize that you really donāt know how to get in you begin to have issues.
Juri is solid, good reliable AAs, has a light DP that is safe if blocked standing, 3 frame sLp AND crLK, and arguably her crLP is one of her best buttons imo⦠I still need to master her but after seeing there are plenty of +diamond Juri players and a couple masters, it definitely is doable, this game is mostly about match up knowledge anyways.
How? Iām tying this in training mode, if I input the EX during the store it doesnāt come out and if I try to hit the opponent while heās falling the EX doesnāt it not even in the corner.
Am I just too slow with the EX?
Forward dash, st.lp xx hp DP. At max range hp DP will whiff, so use lp DP. A safer version if youāre not confident: Forward dash, st.lp, st.lk xx lp.DP
Walk forward, st.hp xx mk release, cr.mp xx hazanshu or hk release. You can vary this combo based on what stores you have, if any.
what combo do you use when the opponent is too far and st.MK hit only once instead of twice?
EDIT: I know, i could search for something online but I fear i could run into things no more viable or unoptimized
You canāt combo into anything from the 2nd hit of st.MK, but if you CH st.MP from max distance you can either cr.MP xx HK fuha/MK ryo. or CH st.MP xx cr.MK xx HK fuha.
So apart from counter hits should I use ranged punishes like EX fuha,st.HK or lp tenserin? Because iām training in order to react on Bison Psycho Inferno (working on punishing things I usually donāt) and while st.MP always hit st.MK hits only once if iām too far when I block
HP psycho inferno is -10 so you should be able to do stHP xx mk fuha xx cr.mp xx hk fuha/mk ryo. Or whatever stores you have⦠Or if he is close, you can punish with TC combo instead. (target combo whiffs on crouchers)
c.MK reaches, you can combo that into HK release or EX fuha
Dash up s.LP into Tensernrin is you are not confident, but you should practice the timing for dash up s.MP, is doable which means you can combo into literally anything afterwards
Also someone asked for TC folloup timing, LK release is instant you have to buffer it during TC for the Ryo to hit you have to start when the opponent is hit by LK release