Might be overkill, but I do feel like I like most of these. I feel the aim should not be to make massive sweeping changes, but give some things to her moves that make them feel fun to use in creative ways and allow her to play a stronger footsie/oki game.

OP’s suggestions feel poorly thought out to me. A bit of throwing the baby out with the bath water. Her gimmick is the charge, to make the charge disappear is the shatter the character design in this game.

MAIN DESIGN FOCUS
They need to make the charging a fun part of her design and not feel like it is gimping her pressure. Right now the store is more of the problem than the releases.

Her main change that I think she desperately needs, much like Garu suggests, is that she needs to have the push back increased on block for her stores. I would argue to increase how negative she is on block with them to -3 or 4, but have her push back to a safe distance so she cannot be punished (ala long normals like Birdie). Thus, choosing to end a string in a Store, will still put a stop to her pressure, but now you will be at a good range to release the lk fireball and apply pressure and not -2 and in range of your opponent to 50/50 you.

MK Fuha being overhead is fine by be, makes the move interesting and potentially devastating. Thus deserving the charge. But I think it is still good enough as is.

HK Fuha is fine as is for me. its a great tool in a lot of situations and its ability to start her VTrigger combos already make it worth the charge.

Normals
Most of her normals are fine to me, except for 4 that could do with a few changes.

I like the idea of MP moving her forward a bit.

I think RH should hop lows more consistently. Or start up faster, or go further. Probably not all three though. At least one of those would make me happy.

Make cr. HP useful as a crush counter. Its startup is terrible, its range is terrible, its a sub par AA in most scenarios. I think her normal HP needs to not have CC properties to make her combos consistent, but right now she has terrible options for frame traps into CC combos and that’s not so fun.

Make her overhead, at least +1 on hit. Its a trash Overhead, and I am glad she has it, but it needs a little more usefulness.
I also think this move needs to be able to be cancelled into and out of in VTrigger. That alone would make her Vtrigger amazing to me.

Other Stuff
Her VSkill is amazing to me, and should not be changed from where it is. It is so strong and so underutilized.

There is a reason her flip kicks don’t hit in the air. It looks stupid that they do not, but she just becomes a better Nash at that point. She already has lots of ways in, and this move is clearly designed to be anti-fireball and not a moonsault. Plus, having it hit in the air could potentially mess up consistency in combos by making them air tech out and leave you to be punished. Having it only hit as a ground pound like it does now makes your use of it deliberate, and consistent. Making it overhead, or the EX overhead, might be fun though.

@brainpipe
What are you not agree with or just you disagree with everything? I dont think any of my suggestion would make her overpowered in any case her overhead being +3 would be the biggest one.

About your points
-St.mp cant have forward movement since it would loop into it self since it is 5f start up and +5 on hit and we already have st.mk
-With RH probably you mean st.hk and that button is trash it needs everything faster start up, more forwad movement, hop lows and more push back on block, it already puch back a lot on hit anyway.
-The only use for cr.HP nowadays is for punishing dps or reversals with a lot of frame disadvantage.
-Her overhead being +1 its ok only if it is 0 on block since risk reward just doesnt make it, otherwise +3 on hit and -6 on block is fine.
-Her vskill is too risky that is why is so underutilized, if it is charged it should be way more safe -2 or 0 on block.
-Ryudansatsu only use is against some fireballs, it should be more usefull in my opinion at least the ex version should be overhead.

I was disagreeing with the OP. I liked most of your suggestions.

The big I do not agree this is my reaction to OP’s poll. Didn’t realize it would throw that at the top of all my comments.

Also, her vskill is very low risk, it is fantastic. It was fantastic in S1, and its even better now. It is a full screen whiff punish on reaction. Very little risk involved.

Oh! I got it sorry and yeah same here I do not agree at all with his poll to the point that I didnt even care about voting

And about Juri’s Vskill, if it hits it deals 80 damage and 100 if it is lv2 but if it is blocked you get punished really easy since lv1 its -10 and lv2 is -18 so the rewards is really low and the risk is high unless you are on point with her vskill wiff punishing or reads you’ll better not even try it. I my self consider Im really good with her vskill but 1 block is enough to get half of your life.

I simply maintain that people are using it poorly. It charges quite fast now, and in a good number of match ups, some characters cannot punish you at all for charging it. It is super negative on block sure, but you use it as a punish on reaction, and don’t throw it out without seeing the right time to use it. On hit, you have time to recharge it.

Plus, having it up lets you punish people’s habits extremely easily while gaining Vgauge. You throw a fireball, they jump back, you get a free punish with vskill. People like to neutral jump, hit them with a Vskill. It also works amazing in some match ups that other characters struggle with. Having it charged totally fucks with Sim, for example. You can punish most limbs on reaction, as well as any fireball. You can also counterpoke with certain normals and buffer into vskill release.

I think it very punishable is totally balanced given that no one else has a move that can punish people for whiffing things at full screen.

If you’re good at fighting games your charged v skill shouldnt be getting blocked

You should’ve say if you are good at reading your charged vskill shouldnt get blocked often, even infiltration gets his vskill blocked once in a while.

IMO just give us our fs.mp from USF4 back. It took Capcom years, but that one button fixed so many problems.

Actually if I’m honest, they should take every step to make her play like she did in 4. She was one of only 2 zoners added in 4, and Poison was kinda just another shoto with better corner pressure. USF4 Juri was a completely new playstyle and she was only in the 4 series, so there was no need to revamp her like some other characters we’ve seen stay the same for 20+ years.

Extend the hitbox of her store and EX Fuha.

That’s because he does it randomly to catch his opponent off guard. Juri’s v-skill is really good for punishing whiffed normals and can even do so from full screen depending on the normal.

Juri’s v trigger needs to be buffed in some way. It does not last long at all for it to be as effective as a comeback mechanic.

I would definitely like her v trigger fireballs to not consume as much as it does atm.

Cr.hp should have more active frames maybe?

-Ex fuha should move her forward more and have a better hitbox (mainly for vtc stuff)

-extend hitbox of store slightly.

Being able to follow up with light pinwheel, lvl 2 v-skill, and hk release after stores hit, right now the only option is to use ex fuha for the juggle.

Increase health to 950 :wink:

If her v-trigger was two bars, then her current V-trigger would make sense.

Also don’t know if you are joking or not, but her health is 950 already.

If her vtrigger were 2 bars she could probably be consider mid tier, but I rather have a strong 3 bars VT sadly we’ve got a 3 bars useless VT, imo so far the best utility for her vt is to comfirm cr.mk xx hk fuha into CA

I still think her v skill charge should recharge her vtrigger bar kind of like birdie can refill his by eating.

This I like, that way it can be used to force opponent to get close like Mika’s mic

I do like this.

vskill lvl2 able to perform in air, hit opponents would be in spinning air state to be able to follow up with command move or ex. jumping in the air and canceling vskill would just cause her to teleport down or teleport to original spot from where she jumped. ( sorry hard to explain all this ). special properties to CA when in v trigger, like ryu denjin shinku or guiles sonic tempest. Mk xx mk fuha release loop in v trigger, just increase trigger burn, 3 loops max maybe. mk fuha release a overhead or back roundhouse 2 second hit overhead. target combo second hit, hits crouching opponents.

doing qcf lk,mk,hk fuha storage in secession is a rekka combo and stores sf4 juri projectiles or something else.

I agree in general, I don’t think that these are the best possible changes, but any buff right now would be a godsend