The Juri guide for Super Street Fighter 4: Arcade Edition has been updated on EventHubs.Juri is a character with the ability to land killer damage in a flash or zone the opponent out for long periods at a time. She also has a great toolset with two solid normal anti-airs, great range on her cancelable normals, multiple juggle options, and a dive kick that can be used in three jump directions without EX.
Her weaknesses include her slow ground speed, which weakens her throw game. She also has a very slow overhead without much range, and her close poking combos do low damage. She desperately needs to store fireballs to be a threat with damage or spacing and it can be very difficult to hold onto fireball charges while fighting.
You can also catch up with other Juri players on the EventHubs forums.
Juri has always been playable. But she is a character that many people can play differently from one person to the next. Like the creator of the guide focuses more on Fahjin her fireball. While I focus on her Pinwheels. Both of us can go at each other fairly well with our different play styles and still beat each other down. As long as you play her, and know what she can do, it can be a nightmare for the opponent.
I always feel like I'm missin' something with Juri. She's neat, but in a real match I wind up fallin' back to her Dive Kick.
I'd like to be able to be fancy with her Feng Shui ultra, but it's hard to get an openin' for it. Plus with the Twins' supers, I feel like this Ultra is just lacking at this point.
Is EX Pinwheel the only move you can combo with after her st. HP launcher?
@#2
You are right about Juri being a nightmare, God help u if u meet someone that uses both the wheel and the fireball well and you are screwed.
Thanks EH for the update, Juri is my main and I'm glad she's getting the buffs she deserves. Great job on the updates.
@2 well i use zoning and fireball styles in matches depending on my opponen but you are right tho in that your can play her ver differently from one player to the next. i also like to mix in her parry/teleport counter for fireball spamers and ex in certain wakeup situations or just to confuse them and keep them guessing. just like her fireball it to can be used strategicly. @3 the worst thing you can do in a pinch is rely on her divekicks because most experienced players are looking for it. me personally don't rely on her divekicks unless i want to catch characters with slow recovery on there fireball of guard or to alter my jump angle, but if you have the life lead try focusing on zoning and punishing mistakes but if you are behind against a good defensive character like guile or sim there's not many options except trying to trick them into making mistakes and taking advantage of every opening you can get especially against b¡tchass turtlers. juri can be a beast if you are firing on all cylinders and have good knowledge of matchups and strategy
Juri is an absolute beast in the right hands. Just look at Juicebox using her against CJ Truth at EVO this year. http://www.youtube.com/watch?v=FvqIOO...
Saikyobbi: "I always feel like I'm missin' something with Juri. She's neat, but in a real match I wind up fallin' back to her Dive Kick."
I lost to the #3 Juri on PSN the other day primarily because I was playing E. Honda and just couldn't come up with a really good answer to her carefully aimed and timed dive kicks. Maybe if Honda gets invincibility back in some headbutts, he can answer it that way, but for now that move was messing me up.
Glad to see an updated guide for my main. Thanks a lot for the hard work, Nyoro.
Oh, and Nyoro I have a couple of minor points of criticism:
1. You didn't mention that the kick button used for her super determines her movement at start-up (backwards, stationary, or forward). While it's rather minute, I figure it's worth mentioning for those who aren't aware of this; most notably for those new to using Juri.
2. In the section detailing her cr.HP and Far st.MK at the end of the rundown for cr.HP you put 'Far', presumably left over from the Far st.MK rundown which starts with 'Far' as well.
I may have seen one or two other small errors, but I can't remember them at this moment. Regardless, excellent guide as always.
Juri is my second. I play her from close/mid range and her greatest strenght in my opinion is her great pressure game. She has the greatest blockstrings, so if u get in, most people need to resort to random uppercuts cause otherwise they can barely get a turn, thanks to the great recovery of charged Fireballs. And at the same time its hard to get in on her. Shes a lot of fun to play with. Sadly most other juri players i met try to abuse her dive kicks and pinnwheels. Her dive kick is my least favourit weapon. Its very usefull in certain situations but not really for pressure.
@Asmiliz
you are soo true, it was the same thing i was explaining to #3 above they think the divekicke is a relable move but a block one is like giving away life, it's best use when your opponent is to predictable or down right ignorant.
did you guys know that all of juri's dive kicks are named after all of the sf3 games?
I use it against fireballs sometimes, but i mix it up with all kinds of other stuff since she has so many weapons against fireballs, and to catch certain characters while dashing, and of course after hitting her jumping medium punch against people who try to catch me with a focus attack. And its pretty usefull agains yuns and yangs who step back and spam their palm to get ex meter. In those situations its very usefull, but certainly not as a setup. Nice to see at least one other juri shares that oppinion. Cause its really annoying to fight most juris.
i hear you azmilliz i love to fight experienced juris but new ones are so annoying its all divekicks and random pinwheels and they use her fireballs like a shoto no strategy involved, dam i fought a guy who didn't know you can store three at a time and release them in any order. and i like the implementation of the divekicks after jumping strong to negate focus attacks. and thanks for the acknowledgement same here bro
great work...does this make her playable or not?