"We're through playing around." Juri Combo Thread

I’m with you on this. Ever since I saw how Floe was using it, I’ve been using it over U2 and it’s helped out my game a lot. There are some matches where I wish I had U2 though.

That’s how you do set up number 2. You need to focus crumple them then dash into FSE where you can combo into it. Despite proration it’s still worth doing because you get at least 1 guaranteed FSE combo and your opponent has to deal with an oki game if you opt for an untechable knockdown. For set up number 1 you have to time a deep j.MK or deep cross up j.MK in order for FSE to combo afterwards. The same can be done with a deep j.HK as well.

In terms of FSE setups you are basically looking at activating it from a knockdown or from a blocked Fireball. It guarantees you the safest way to activate FSE with no retaliation from your opponents though you lose a little bit of time by doing this. I personally like throwing out EX fireball into immediate activation because I know my opponent has to block the incoming fireball and that fireball gives me really good frame advantage so I get a safe way to approach my opponent with either cross up or overheads.

The unblockable setups are another way to go and even if you screw up you aren’t left vulnerable like other ones; however, there are character specific escapes making the unblockable setups less effective on some characters. It’s not something I’d spend too much time in training mode on as the timing is tight.

U1 should always be the Ultra to go to because you are guaranteed to activate at least once every round and the psychological advantage you gain from it is enough to warrant it’s use. U2 has limited setups and people get desperate when they don’t have the life lead because they will fish for the setups like EX Dive Kick which is going to get them killed. Some of these setups are character specific so you find yourself more at a disadvantage then advantage. FSE also makes Juri a more offensive based character who has lots of opportunities to pressure their opponent. Landing 1 or 2 FSE combos is also comparable to landing a U2 combo.

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j.mk, c.hp, lk pinwheel xx mk super works on everybody. 450+ damage, works anywhere but the corner. You can replace mk super with hk super in the corner but it does less damage anyways and isn’t really worth the meter.

So it wasn’t until today that I realized that Juri’s FSE is basically a customized target combo with a lot of possibilities. I’ve been experimenting with it a lot lately and I think I might switch to it from U2.

Took you some time…

idk, i feel that FSE in the future may be as good as u2, but atm it doesn’t warrant me giving up u2 for it tho. of course, this is just my preference.

Is there any disadvantage to using (excuse me on the bad notation)
jmp Hk, cr HP, ex pinwheel

for some reason I am simply using heavy attacks and they do far more damage than the b.n.b comboes.

BnB combos

  1. Cr.lk > st.lp > cr.mk xx EX pinwheel - 224 damage, 310 stun whiffs on crouchers.

  2. Cr.lk x 2 > EX pinwheel - 184 damage, 248 stun.

  3. Cr.lk x 3 > EX pinwheel - 182 damage, 270 stun. Easier to hit confirm, deals more stun.

  4. Cr.lk > s.lk > cr.mk xx EX pinwheel - 224 damage, 310 stun.

  5. Cr.lk > st.lk > cr.mp xx EX pinwheel - 232 dmg, 310 stun.

Also I have found that on bnb 1), you can just use cr.lp, st.lp, cr.mP xx Ex pinwheel for 242.

I am a super noob at street fighter so I am sure there are some major disadvantages to the things I am suggesting. I am just trying to learn.
So what gives?

Using all Hard attacks doesn’t allow for very good hit confirming. If they are blocked you will be at a greater disadvantage. BnB are used because they are (typically) easy to do, easy to hit confirm, can be used as block strings, and work in most situations on most of the characters. If you substitute st.lp in your BnB it will whiff on some (most?) crouching opponents. Using cl.lk is probably a better way to go.

Man I love these kinds of answers. Very informative and to the point. Thank you mate, I understand now.

Not quite sure if it has been mentioned yet, but would resets be of any use? After messing around in training mode I found out that after catching someone in the air with j.mp you can dash under them and s.lk for a reset and go from there; I managed to make it work online against an Adon.

j.mp, dash, s.lk (in my case I used) c.mk xx ex.pinwheel.

Just tossing a random thought into the already bubbling cauldron of Juri possibilities.

K so what’s a good meter less hit confirm combo for this character?

Actually, one more question please :smiley: I think you meant dont sub cr.lp. You said st.lp would whiff. I meant cr.lp, st.lp, cr.mp and then pinwheel. I literally have not had any misses with that combo and it does more damage than bnb 1).

I am getting sick of playing juri online now. Its literally loss after fucking loss im fucking tired of it. I pick ryu after a loss string of about 20 with juri and then go 7 wins in a row. Her health is shitty, I must be doing something seriously wrong because I literally win 1 in 20 with juri then lose 1 in 20 with ryu. ARRRGH im on the verge of giving up on this character.

Her health isn’t all that bad, she’s at 950.
Do you try to rush down or play an evenly balanced game? Who are you going against mainly and what seems to catch you off guard no matter how many times you see it? Are you overusing dive kicks and pinwheels? What could be a possible description of how you play?

Check the first page of the thread.

cl = close standing. Though standing is implied therefore unneccessary for abbreviations. If it was far standing it is simply f.lp. Both require standing so you see why it is not required. Most any combo with close standing light punch will whiff on crouching opponents in some instances. Almost certainly on Blanka. But close standing light kick hits low and will connect on everyone crouching or standing. If you can remember who it whiffs on then that’s fine. But it just seems like more work than learning 1 way that works on everyone.

Firstly, thanks for the response.

Ok so a lot of kens, ryus, chuns and sagats. I think my play style is quite evenly balanced. Shoto spam I can deal with, but I get overwhelmed so much when they start rushing, I have no clue how to defend which is probably why I am losing so many. I have started to use her counter a bit more now and thats seems to be helping a bit. Which bnb do you think I should use? and I am still quite unsure as to why I would use a bnb over something like jmp hk, cr hp, if blocked i go into l pinwheel, if not blocked i go into either ex pinwheel or just H pinwheel. That does 1.5 times more damage than bnbs so I dont see the point in using them?

Lk pinwheel is -4 on block(-9 if blocked low) dude, dont end Blockstrings with that.

Fuck, well there is 1 glaring problem already, thanks for the feedback guys. Well when it connects and I get the ex or H pinwheel off it does ridiculous damage and it makes the bnb look poo, so whats the point?

Hmm, watchin some vids, why does everyone jmp mp instead of jmp hk?