If you’re getting punished by jump-ins, use c.hp it’s amazing. The shoto rush down had me confused at first as well, but take a moment and slow down. Don’t try to attack back just yet, try to wear them out. Usually if they rush me down, I try use c.mk to make them second think of getting closer. Maybe you should just look at all your options, and all of Juri’s pinwheels are negative on block. Ex version being something like -18 on block, however l. pinwheel is the safest with -9 but still completely punishable. You might also want to look into Furajin, ex version is completely safe on block. It can also provide for some pretty nasty mind games if used at the appropriate time. Also you might want to use j.mk instead of j.hk, j.mk can cross up and go into a nice BnB. BnB’s are usually used for positioning and more stun, not to mention a open a plethora of other options, lets say you got the opportunity and landed c.lk s.lp c.mk xx pinwheel. You can FADC the pinwheel on first hit and go for a grab. That created a lot more options that just using ex.pinwheel.
If blocked you can go into the dive kick, which a lot of people fall for surprising. And if caught in the air with j.mp you can go into a sweep, or use a secondary j.mp xx whatever. Also, I believe j.mp can be used as an ambiguous crossover.
I believe those can be gotten by beating the Arcade mode with each char, but upon beating it once you unlock the option to change the voice for all the characters. But concept art is an individual thing.
st.lk ~ cr.mk is a 1f link, does 10pt less dmg, but has better range than cr.mp
st.lk ~ cr.mp is a 2f link, does 70pts dmg vs 60pts for cr.mk and 20pts for cr.lk
st.lk ~ cr.lk is 3f link, but only does 20pts dmg but is easier than either of the above links.
Ending combos with EX pinwheel seems like a waste of meter unless you can’t cancel into the move otherwise. 25% of a bar is a lot of meter to burn for just 40 extra damage.
Just for answering all his questions with detail and not a “i dunno” I’m adding you on PSN…I want some schooling as well and would love to have the Juri alliance sticking together and helping one another…I thank you for helping another “brother” out…
::edit:: After you drop some people off your list…you’re at max…and you’re from SoVA?! Nice…
Meter might be easy, but Juri can land a 450ish damage super combo off of a crossup or a poke, so conserving it still seems like a good idea. j.mp j.mp s.hp ex pinwheel is still solid though, since you can’t cancel without the ex.
Well the thing is, some combos you can’t end with HK pinwheel, like anything ending with cr.lk, so you’re getting more than 40 damage in some combos. That being said, Juri builds meter retardedly fast, and has no real need for it. Might as well use it in combos if it’s just gonna sit there.
Haha, after ssf4 released my friends list magically filled 20 spots from all the team battles.
Added you, now to just wait for you to accept. I could most certainly use a Juri alliance, there’s still a lot I have yet to learn about her. And no problem, with no help no one can get better and that makes for a boring SF scene
While we’re on the topic of her Super, how safe would you say it is to use her Super in this scenario:
Juri has her opponent in the corner. She has a life lead (though an Ultra might kill her, depending on the other character), the other character is on the verge of KO. Juri lands a knockdown. She has full Super meter.
…Execute meaty Super on their wakeup, or no?
I ask because I’ve caught myself doing this a lot, and I’ve been getting away with it, especially when you get in close after the knockdown, back up just a little bit and do HK Super which spaces you further away from the corner and more out of harm’s way.
^
I tested the HK version out in training and during the final part(where she does the upwards fireballs) they could just walk/dash up and hit her. Have to make sure it’s going to kill them.