What high level players are you watching ? Juicebox ?
You don’t let people past your zoning and I don’t think there is anyone else with a better zoning game. There are just 2 characters that can get around it a bit easier which are Bison and Honda.
If people get past your fireballs you can still antiair or play footsies with far.MP, cr.MK or sweep. Shes a footsie / zoner heavy character with sometimes offensive momentum. You need to know when to apply which tactics against which character / playstyle / opponent.
Repost #3 because I think it’s essential to understand how Juris fireballs work.
I consider Juri to be a zoning / rushdown hybrid type of character. As I already said she is a jack of all trades but a master of none. Most of the time you will find yourself trying to zone though and if the situation allows it you can try to be offensive like after forward or backthrows / senpusha / store knockdowns etc or if you have your opponent cornered.
Mastering her fireball is probably really important. Storing at the right ranges and reacting to your own fireballs.
Heres just a small example:
You stored a fireball and you threw it. It’s on screen and your opponent can do a few things.
- focus dash forward
- focus dash backward
- using an invincible special
If hes blocking or neutral/backjumping it you can store another fireball on reaction. Which means you store the moment you see the blue blockthing appear. If he tries to jump into your store you’re able to antiair.
If he jumps forward you can easily antiair and cancel your antiair into a store and take notes of what hes doing upon landing. If he is backdashing or focus forwarddashing you can try to shoot ex fireballs after you antiaired him next time in order to blow it up. If he is close enough you can also dash under him and start your offense there (crossup cl.MP) etc.
Focus forward dash usually loses to store unless he spaced his dash right which can be pretty hard. This “flowchart” is of course characterspecific and you have to adapt all the time. Sometimes you need to use your fireball as an extended poke at close range and sometimes you need to go on offense which means you maybe have to burn 2 bars to keep the momentum going.
Against Balrog you can shoot fireballs and once he starts turnpunching through them you can react with Ultra 2. If Dudley tries to get through fireballs with his Duck move you can react to it with cr.MK xx Senpusha.
If you happen to antiair with j.MP you can cl.HP xx store or LK pinwheel you can safejump your opponent. Once your opponent hits the ground (the exact moment if not a few frames earlier, the timing is strict) you can safejump him and of course after safejump you can apply basic pressure with frametraps or instant overheads. Due to the constant adapting and the risks she has to take with stores sometimes and also her lack of an invincible antiair makes her fireballgame the one with the highest skill ceilig imo. Next to Sagat maybe. You can craft your own strategies against some characters and be kinda creative, at least midscreen.
Also: don’t jump, don’t use ex divekicks or divekicks unless you want to punish something on reaction (e.g. cr.MK xx hadoken or fullscreen fireballs). She also can’t rushdown too well. You have mostly 2 chances to frametrap your opponent. After that you can’t get in again without taking huge risks or you have to burn 2 bars to keep the momentum going.
Even if this all might sound indepth it still is just a broad explanation of her zoning in general with a few examples.
Almost every matchup has to be played differently and on top of that you also have to adjust to your opponents habits.
You have to adapt all the time. Depending on your opponents position, meter, tools and habits he has you might need to play footsies at certain ranges where you normally would throw fireballs and vice versa against others. The hardest skill to learn imo is to switch between both playstyles and figuring out when to use what tool to really get the most out of her, but it seems like it will be easier in USF4 due to her buffs.