I know this is pretty much the opposite of the (admittedly very good, sound, and essential-to-learn) advice everyone else in this topic has already dispensed, but Juri’s divekicks can also be used as a fairly decent anti-air against poorly-spaced jumps. If you’re confident in your positioning, you can EX divekick into Ultra 2. I promise you that if he eats that just once, he will seriously reconsider jumping in on you.
That, in a sense, does conform to pretty much the same basic advice everyone else in this thread already provided for dealing with chronic jumpers: demonstrate that you can make them hurt for it. If your opponent is able to constantly get away with unsafe shit, then–at least for that particular game–it isn’t (necessarily) a bad tactic. Your opponent, provided he or she has even the loosest grasp on the game, will do what wins–and will keep doing what wins for as long as it continues to win. For that, there’s no real shortcut. No one in this game has power over gravity or the ability to make the opponent’s controller unresponsive. It’s on you to figure out what your character does have that can beat whatever it is they’re doing in order to “train” them to stop doing it, thereby making them play your game. This is especially crucial for Juri who, as a zoning character, lives and dies by her moveset which is specifically designed to severely limit her opponents’ options and angles of approach.
I’m fairly certain her AA normals have already been mentioned, but from what I know of Juri, she has a fairly diverse array of AAs, most of which are quite situational; you’ll want to hit the lab and find out what works against what and at what ranges. You should be able to make pretty good use of the following: cr.MP, far st.MP, cr.HP, and st.HP (can juggle with EX pinwheel if you hit cl.st.HP).
Like Sosage and Eternal mentioned, you need to be storing more fireballs. High fireballs, especially, are great for shutting down poorly-spaced jump-ins when they hit, and, even when they miss, that fireball is still hanging out up there for a good second and controlling that airspace that a jump-in would have to pass through. THIS IS JURI’S STRENGTH–discouraging opponents from attacking on their own terms by controlling space, exerting pressure (even if it is only the illusion of pressure), and shutting down important attack vectors in order to force her opponent to fight in disadvantageous situations (or, at the very least, on even terms). Keeping the air on lockdown–both by throwing fireballs and the threat of a fireball–is vital to keeping your opponent’s jumping under control since Juri doesn’t have a damaging, one-size-fits-all AA like a 3-frame shoryu.
Anyway, those are the buttons to use and the general gameplan you should be pursuing. I’m sure other people on this forum probably have a better grasp on the character and may be able to offer more specific advice. All I know about Juri, I learned from my buddy who mains her. Hope this helps!
PS- I saw this video the other day and immediately thought of it when I saw this topic. Even though Yossan (the Juri player) doesn’t win this series, he pretty much puts on a clinic for patient, zoning-conscious Juri play. Look how much jumping he doesn’t (and, for that matter look how much jumping his opponent doesn’t, either)! This may be an instance of the zoning playstyle taken to the extreme, but just look at that wall of pain he projects in front of himself anytime he wants to keep his opponent out. Who would be crazy enough to try and jump in on this?: