Which partner best Suits Juri: Combos and character order

I don’t understand. I would always play it Juri first, Lili second. I don’t care about the scaling from launcher series if I’m going from Juri to Lili, I just want Juri’s neutral game to lead into Lili’s mixup game. Lili’s ex dive kick is one of the best moves in the game, etc.
Even though Juri with super is dangerous, a lot of characters have the same general deal going on.

btw what Gems are you guys using for your teams?

I’m personally just using meter gems right now because I feel every other boost gems isn’t going to make much of a difference in a match. Like, dealing 50 more damage or taking 50 less. Big whoop, it won’t change the outcome of a match most of the times. But every bit of meter can make a huge difference (it can mean 200 more damage off a tag cancel or safe switch to save your ass etc) so that’s why I go with them.

I haven’t experimented much with gem combos that could go well with Juri so I have no idea what else I could use. My second gem set is all defense boost gems and I use those when I go against high health teams (heihachi+hugo etc).

I’m using alot of low health teams, except for my Sagat Juri Team. For My usual Cammy Juri team I like two meter and a fortitude gem on Cammy, and for Juri I have a meter and an attack gem that starts off of Cammy’s first launcher, and a fortitude gem.

Well, I’ve been playing around with Juri and am willing to take the matchup standpoint when it comes to team formation. The only real weaknesses for Juri I can see are anti-airing divekick characters or anyone that can change their air trajectory. Juri’s anti-air despite being some of the best in the game are still ground normals. Though, I’m sure she can still manage against the likes of Rufus if anti-airs are timed just right.

So to address this minor discrepancy, Juri needs a partner with solid anti air and fair zoning game (Juri’s pokes are decent, not the best). Limiting the cast to reliable dps, one is left with Akuma, Cammy, Ryu, Ken, Sagat, Hwoarang, Julia and Poison. I guess you could count Jin, Zangief, Hugo and Marduk, but you would have to be on point to anti-air with them and these characters can be outzoned/poked. So far, I’ve tried Ryu, Julia, and Hwoarang.

Ryu is just all around solid and good to have as a partner. He can go on both offense and defense, armed with decent mixups, great zoning, and very good damage. Given that he has fake fireball and his roundhouse cancels into specials, he is looking like a solid high tier character. He is a little meter hungry, but Juri definitely makes up for meter usage. Definitely one of, if not the best partner for Juri.

Hwoarang also has a solid dp. Unfortunately he lacks in the footsies dept. He is less effective long to mid range, and shines greatly close range. But why use footsies when you have a dive kick and jump ins as your way to get in. Not to mention a great grab game in a grab nerfed system pair with his overall safe pressure. Also, if for some reason you need to tag back to Juri, :hk: Hunting Hawk is great for extending combos and safely tagging out. I’d say a decent partner and definitely viable even if you just want to play Team Korea/Taekwondo.

Julia is a counter-poke mid-close zone character. She can definitely get in but has gimmicky overheads and grab game is nonexistant. She really has nothing to continue pressure other than cr.:hp:, CADC, :f::f:+ :mp: which still puts her out of grab range. The few positives about her are her ridiculously long low attacks (unfortunately not hit confirmable without meter) and her super which shut down many of the opponent’s offensive options (effectively changes the game to her favor). The main thing you have to make sure is to tag Julia in while you have the life lead, otherwise, the opponent can just down-back Julia all day.

I’m definitely willing to try the others on that list, and also willing to hear everyone else’s thoughts on partner choice and my input. For right now though, I feel it’s important to cover matchups with character selection and have team synergy remain secondary. This sort of viewpoint seemed pretty effective for UTJ who played Dhalsim/Rufus last WNF, having both a defensive and offensive character to round out his team.

Yea pairing her up with someone with a reversal is a good, but it doesn’t have to be a dp. Ogre has good reversals and counters, King has really nice counters, Lili has great anti airs. It’s a different story on wakeup, but thats a different subject. So many ppl can work well with Juri because she is so versatile.

I forgot Ogre, I guess you could call his a dp as well. King…ugh, having a counter as an anti air… I don’t know about that… As for Lili, her anti-airs are great too, but their strictly ground normals, unless you have ex meter to spend on angel knee. Anyone that can delay their jump poses a threat against characters who rely on ground normals to anti-air.

I’d say Cammy has what you’re looking for, she has a strong DP (use MK for AA) that puts her in a safe spot if someone try to make it whiff with an ambiguous cross-up. Most characters need to dash to punish it hard and that dash is punishable if you tag cancel the DP.
Her footsies are decent, one of the best walk speed, you can poke with far MK, which has the same range as far HK, and confirm with far MK xx far HK xx Launcher.
Her divekick are a little weak but still allow to mess up normal AAs due to the long start-up. You can also bait DP with an early LK Dive, so she has the option to do jump-ins. You can also bypass footsie range with a jump + early divekick as soon as you enter their footsie range.
In close range, her st.LP walk st.LP repeat is very strong (she can combo like 8…) so once she’s in it’s hard to get ride of her.

Paired with Juri she bring in hard hitting juggles without much damage reduce (HK jc jHP cl.MP xx DP for 90 + 100 + 60 + 150 with the ability to tag Juri again, or j.HK farHP xx DP for 100 + 90 + 150 with the ability to tag Juri again).

You can make HK Spiral Arrow safe by tag cancelling the first hit and doing a blockstring with Juri after it.

Other characters I have tried would be Lili with 2HP QCF HP 6MK HP for 90 + 80 + 60 + 60 (might not be optimal) and Xiaoyu with QCB MP + 2HK loop for 100 + 90 x 6 (might not be optimal either). You don’t have the ability to tag Juri to keep going.
Xiaoyu also provides ground tag combos with her Rain Dance + PP or Phoenix Stance + QCB K (this one can’t be hit confirmed). She has a DP but it requires you to change stance so it’s not mashable during frametraps and can’t buffer the motion easily again divekicks.
Lili’s 3HK AA may work against divekicks even if it’s not a DP, it covers a good area so it could cover jump-ins and divekicks at the same time at certain ranges.

it depends. can their reversals lead to 490 damage and be safe on tag cancel? this is the primary reason i feel ken/gouki work so well with juri just because of the sheer derp factor of dp tag cancel. there is literally no downfall with this. if they block, your safe. if it hits, goodbye over 40% life. and ken just sets up big damage for juri anyway thanks to tatsu. and he’s just as versatile as her, and air tatsu is very derp seeing as how it destroys aa’s ( even juri’s ).

Tell me about it. I still have no clue how to deal with Ken’s air Tatsu. I tried every anti-air and air-to-air but they all die to tatsu.

Best thing to do is probably cr.mk, dash under or block. Dunno.

You can do jump back instant hk if you react early and counter if you react late.

Ken’s air tatsu is the bane of my existence. Did they coin the term “Hornet-ed” yet? The only thing as Juri I can come up with to battle air tatsu is a stored :hk: fuhajin. But if you’re too close, it won’t work and you might as well dash forward. I’ll have to try out Ken and Akuma, but for Ken at least, it seems like all he has is cross up air tatsu. Ryu’s buttons overall look much better. I’ll have to try Cammy as well, though I’m going to have to rework her combos since I haven’t played her since early SSFIV.

I don’t even bother trying to anti-air Ken’s air tatsu. I dash under and punish him as he lands.

For Cammy/Juri I managed to do:
Cammy BNB xx HK Spiral Arrow xx tag (Juri) > cr.HP jc Dive etc
But I don’t get the trick to connect the cr.HP consistantly, it worked at different SA ranges so I’m not sure how this work.

So has anyone started to use Juri’s jump cancel for resets during tag cancels?

I’ve started delaying some of my jump attacks with Juri on purpose and it seems to work pretty well.Yoshimitsu has 3 moves that allows Juri to setup an ambiguous reset off cr.hp xx jc j.hp/j.mk.

The opponent thinks my nj.hk or j.mk/j.hp will hit as part of the combo but I time my attack to hit a few frame late so it resets the damage scaling. This often leads to interesting situations where I deal 325+250 damage for half a bar of meter or 400+400 for 2.5 bars. They either don’t block or don’t block the right direction, seems pretty damn powerful.

Bison/Juri here. Without that much experience yet (~100-120 games, i think), so far I use Bison as a meter battery with two blue gems, and a defense gem. He is pretty nice at applying pressure with frametraps, and personally I think he is overall a quite decent character. However, when it’s time to apply some serious pressure and damage, or he is stock in the corner, he is pretty good at getting out of the corner and pressure especially with EX PC, and that is where Juri comes in with two red and a yellow gem, when sh*t is about to go down.

It seems after an EX Senpusha xx tag we can keep a ground combo going if the tagged character hit at the same time the last Senpusha hit (launcher) hits.
Or you can hit early, then use the last EX Senpusha hit as a launcher and go for a juggle combo. Or you can hit early to push the opponent out of the last Senpusha hit, and keep them on the ground at certain distances.

Regarding resets into cr.HP jc j.MK/HP cross-up/fake mix-ups, Xiaoyu has a lot, for example:

Hakkesho xx tag (1st hit) > cr.HP jc reset
Flower Power xx tag > cr.HP jc j.HP > cr.HP jc reset
Turn of Fortune xx tag > cr.HP jc reset

Claw can HP Roll xx tag > cr.HP jc j.HP > cr.HP jc reset, which is nice because you deal damage before doing the reset… Rufus too but needs 2bars with EX Messiah. Not sure if more characters have this option.

i just switched to juri/ibuki

lessee… juris gems are like…
meter from launcher
meter from something else
health + 80 gradual

ibukis are…
damage from partner launcher
meter from partner launcher
health + 80 again

you all know the drill with juri on point… set the match up at your pace. then i like to start off with a launcher to get everyone buffed, and at that point ill have at least one meter so i can roll with ibuki or bring juri back in off that same combo. i know scale hurts the latter, but i dont care cause you can just infinitely tag these two out… they make SO much meter together, which ibuki can use if nothing else. and they are both pretty versatile. both have scary, safe pressure and while ibuki cant really zone, she is also hard to completely zone out with her crazy screen mobility and adds some needed mix up to juri.

i play pretty footsie heavy until i get goin. then just go nuts with all the meter i could ask for, good pressure and damage from whoever is in, and combos for days with ibukis ground bounce + juris cr.hp j.xx ability… which just gives me all my meter back again. also having two 980 health characters in much nicer than two at 900

pretty basic stuff really but they mesh well i think. a lot of people arent too familiar with ibuki yet in this game and, while no doubt mine needs work, she really strong

Ryu and Juri work very well together, and they are both powerful as stand alone. A lot of room for adapting to your opponent. And the two simply look badass together.

I use Juri/Chun because I feel that Chun has the best synergy with Juri + Chun is a solid character. I hardly have to use chun to be honest. Normally I stock two meters and combo into super. Juri can combo into super and cross art off of her bnb so I would rather do that than tag cancel into chun-li, since I can get more damage with the super or cross art. The only time I would tag cancel into chun is if my Juri gets like around half health. I have a pretty flashy team bnb. I’m kinda of a stylish fighter. I like to do stylish combos.

The bnb is (starting with chun)

back mk, back mk, jump cancel, head stomp, head stomp, j.hp, j.hp, tag cancel, (Juri) cr.hp, j.hp. cr mk, l pinwheel/super/ h fuhajin, tag cancel, j.hp, j.hp

Not sure if this has been mentioned, but for juggle tag combos, you can end with cl.HP xx MK Senpusha xx Tag Cancel and the MK Senpusha will fully connect without affecting the juggle possibilities of your partner. The MK Senpusha deals the same damage as Fuhajin (hk) store+release but it gives different juggle options (launches really high).
Juggle with 2MK xx HK Senpusha xx Tag Cancel works too, when not in range to hit cl.HP.