QUARTER CIRCLE FORWARD + KICK
Juri's projectile which is one of the most unorthodox projectiles seen in any Street Fighter game to date. Light Kick travels low to the ground, Medium Kick travels across the middle of the screen at a slight upward angle, and Hard Kick travels upwards at a 45 Degree angle.
Each strength can be stored by holding down the kick, and you can store all three strengths at once, unleashing them one after another. This can useful for creating new combos considering the fireball can not only be released after an attack such as Crouching Medium Kick, but can also be FADC'd to continue the combo.
Light Kick version will travel under projectiles, even low Tiger shots, and will also hit opponents who are low to the ground, such as Blankas Coward Crouch.
There is also another element of this projectile which is the initial start up of the move. Juri will kick upwards creating a trail of purple energy. This is an attack which will knockdown on hit, and absorb incoming projectiles if timed correctly.
SHIKUSEN (2ND IMPACT, 3RD STRIKE)
IN AIR
(IN AIR) QUARTER CIRCLE BACK + KICK, KICK, KICK
This is Juri's Dive Kick which allows her to set up some extremely hard hitting combos, but be careful because when it is blocked it is extremely unsafe in most instances. Each version will travel down at a different angle, and when the attack lands, on block or hit, you can press kick two more times for a follow up attack. The move is also her Armor Breaking attack which makes it very useful in catching Focus-Happy opponents.
The Shikusen can be done very low to the ground which makes it ideal for punishing opponents missed moves. Simply jump and input the command immediately to do it very close to the ground.
The EX versions has properties that make it even more devastating than the normal versions. When she lands and EX Shikusen, the opponent will bounce off the wall allowing her to follow up with an EX Senpusha or even Ultra II!
SENPUSHA
QUARTER CIRCLE BACK + KICK
This is Juri's signature "pinwheel kick" which is primarily useful in combos. From close range, if the opponent blocks this attack it is easily punishable so be sure to also combo into it directly when possible. The EX Version is a fairly good move on wake up, allowing her to beat out many moves and inflict a lot of damage in the process.
KASATUSHI
QUARTER CIRCLE BACK + PUNCH
This is Juri's "Taunt & Teleport" move where she will lean forward, and will teleport in various directions when she is hit by any non throw or armor breaking attack. Light Punch will move her backwards, Medium Punch moves her through the opponent and Heavy Punch will send her flying above the opponent.
The EX version can be controlled using the joystick. For instance, if you perform the EX Version and hold up she will fly above the opponent, but if you hold back, she will go backwards.
SUPER - FUHARENJIN
QUARTER CIRCLE BACK X2 + KICK
Whether or not you use Juri's super really depends on what type of player you are. Some players will like to save her EX meter for her special moves, while others will use the Super to connect off of certain attacks. It's not a bad Super by any means so it's worth experimenting with to see if it fits into your game plan.
ULTRA 1 - FENG SHUI ENGINE
QUARTER CIRCLE FORWARD X2 + THREE PUNCHES
Juri's first Ultra allows her to chain her normal moves together, creating combos that were not previously possible. This is arguably her better Ultra when used properly, even though it generally wont allow guaranteed damage like her second Ultea.
ULTRA II - KAISEN DANKAIRAKU
QUARTER CIRCLE FORWARD X2 + KICK X3
Many players will opt to use Juri's second Ultra due to the fact that it results in guaranteed damage in most cases. After an EX Shikusen, once the opponent bounces off the wall, she can combo into it, and of course after a Level 2 or 3 Focus Attack.
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