JuriBot 1.0
JuriBot is a moderately difficult bot designed to help players to master the principles of attacking opponents as they get up from being knocked down, or recover from being antiaired in certain ways. To get the maximum benefit from this bot, players will need to understand how to read the ‘Frame Meter’ or otherwise have a decent understanding of Frame Data. Since the Juri matchup is based primarily on spacing and fundamental skills, we have used the bot for this purpose because her other tactics are not very dependent on specific options.
This is one of the bots that does not use a refilling Drive Gauge at all on the bot’s side, please pay special attention to this, as it is also part of helping you learn to plan in the matchup. The inputs for the bot are relatively simple and somewhat lenient, except Action #8, but the bot’s performance suffers a bit if you get ‘too many of them wrong’. Because of the specific timing requirements of some, combined with the fact that they are simple and therefore shouldn’t have too much variance, we’ve given the ‘frame duration’ data for those, for comparison.
This bot has some important ‘FirstFrame’ inputs. If you are not familiar with these, see the paragraph below. This bot’s inputs are a bit more lenient, so it is easier to use the ‘new’ SF6 FirstFrame input method. If you are not familiar with how to do it, this is a good bot to try to use to learn it.
There is a fairly easy trick to getting first frame inputs every time. In order to hit the first frame input in action 2 for example set the LK button on an input that does not interface with the in-game menus (e.g. Right Trigger). This should allow you to you hold these buttons before you begin the recording. When you set your recording to ‘Start: On Input’ if you hold these buttons this will cause the game to register the Inputs as first frame. There is usually enough time between the transition from the recording menu and the start of the recording to press whatever direction you need to go with the button. There is a slight flaw in this method compared to the equivalent method in our SFV bots. If you go too quickly with the input, the game can take quite a while from transitioning from the recording menu to starting the recording. You need to time your input after the first frame input with the recording start itself. Fortunately there is a sound cue for the recording start that can help you time this somewhat. Most Actions that need an input at the first frame of the recording do not usually have a difficult/quick second part, however, so try and relax when using this method.
Gauge Settings
As with all bots Vitality Gauge P1 should be set to “100%”, and Vitality Recovery Settings P1 should be set to “Standard”. Drive Gauge P1 should be set to “6”, and Drive Gauge Recovery Settings P1 should be set to “Standard”. SA Gauge P1 should be set to “2” (or “3” if you need it for your combo practice), and SA Gauge Recovery Settings P1 should be set to “30F” (Access this option by pressing the appropriate button -Triangle on Playstation- when on the SA Gauge Recovery Settings P1 ‘Refill’ option).
Vitality Gauge P2 should be set to “100%”, and Vitality Recovery Settings P2 should be set to “Refill”. Drive Gauge P2 should be set to “6”, and Drive Gauge Recovery Settings P2 should be set to “Standard”. SA Gauge P2 should be set to “0”, and SA Gauge Recovery Settings P2 should be set to “Standard”.
These settings may change based on your goals, explained in the Difficulty section below.
Goals
Completing each action gives 1 point. Try to get to 10 points without dying.
Points System
- A - After punishing Juri’s Medium, Heavy or EX Pinwheel with a Punish Counter combo, attack her on her wakeup and land a counter hit (or throw)
- B - After punishing Juri’s crouching Heavy Kick (only done when she is in Burnout State, if the bot input #5 isn’t perfect), attack her on her wakeup and land a counter hit (or throw)
- C - After antiairing Juri’s jump attack with a normal attack, strike her after she recovers in the air and lands, for a counter hit (or throw)
- D - Strike Juri with one of your longer normal attacks in neutral (neither character was just blocking) and confirm into a combo or Drive Rush Cancel combo
Variants
If your character finds Point System D to be either too easy or too hard (even if you use it to practice more complex combos) then treat Point System D as a Parry related point at your discretion (we suggest Perfect Parries with punishes, since these punishes are often different for this character type).
Difficulty Levels
- Easy - Points given for ABCD
- Medium - Points given for ABC only or ABD only
- Hard - Points given for B and C only or B and D only
- Extreme - Points given for C and D only
Actions
Action #1
963236 end recording
Action #2
1/2MK hidden [8MK, 6] 5HP (can hold the HP until end) end recording
Action #3
FirstFrame 3MP+LP hidden [5LP+LK] end recording quickly
Action #4
6HP (release the 6) hidden [66 6HP] 214 end recording
Action #5
4MK hidden [44] 236 end recording
Action #6
FirstFrame 1HP+HK (hold this HP all the way to the end) hidden [5LP+LK] 236 end recording instantly
Action #7
1LK 1LP 632 end recording instantly
Action #8
FirstFrame 6MP+MK (hold this until nearly the end, but hold the MP or MK right until the end) (3)214 66 (this is a Drive Rush cancel) (6)23 end recording instantly
In-depth
Still in progress.