Juri 2013 - Year of the spider?

I fucking love you guys.

Well at least I don’t have to feel so bad about the changed to her cr. HP, I loved the stupid gimmicky stuff you could pull off on scrubs. But someone on here was right, it’s still unsafe on most situations. I just liked the fact that it was there.

Same here. but yeah, it’s pretty gimmicky, and I can understand why it’s being removed. Just glad they didn’t remove it on hit - I’dve been kicking cattle all over the place if they did that. :razzy:

[media=youtube]Fl-dJoVBALc[/media]

EDIT: OH GAWDDAMMIT WARLOCK BEAT ME TO IT :-p
Pretty much what was expected. The increased float could be fairly useful. Still annoyed with yet another damage reduction though, lol. Oh well…

Will have to see just how bad the cr.HP nerf is in combos but I can’t think of too many places/people it would be useable repeatedly than against Hugo (poor fella) and the corner. At least from what bits of Juri were seen at SCR (if I recall LPN played her in a few matches), it doesn’t look like her basic stuff was affected much.

Cr.hp…it doesn’t even look like the hitbox was nerfed. Like Juri smacked Chun-Li outta the air at max height. Maybe they just reduced the hitbox from the toes. Now it seems to hit just below the toes. Still a beast AA though. So I’m not worried. Loving that Ex Senpusha buff though finally.

Indeed. And from what I caught of SCR when LPN played her cr.HP jc j.HP didn’t look much harder to hit. Combofiend mentioned cr.HP comboing into itself, I’m assuming he was talking about the jc loop you could get on Hugo? Or am I just misunderstanding what he meant? (the latter is probably the case, lol)

Either way she doesn’t look like she changed much, and with some of the more annoying pokes toned down (I’m looking at you Cody), she’ll be alright.

Oh yes, along with a buff to her meter game…venom will spread throughout the rest of the cast. her AA combo’s should have no problem connecting. I’m cool with now…though cl.hp…I wonder if we will be able to land H Senpusha after it…

=\ I’m already dreaming of landing cl.HP -> c.HP in the corner~ \o/

tester said hitbox change was only to affect the exploit on hugo. The hitbox AA wise seems the same to me from that video- so i think it confirms it. She’s still super good guys!!!

.I still think Juri will be better overall because of the system changes. Roll nerf means no one will want to roll at Juri after being knocked down, and that means people will have to deal with her meaty fuhajins all day. That’s her biggest buff imo.

That would be godlike. Hell, just being able to stick a cr.mk after cl.hp would be pretty cool

c.HP -> hk.Senpusha -> c.HP xJCx j.HP -> cl.HP -> c.HP xJCx Dive Kick -> c.MK -> lk.Senpusha will be our new BNB XD

Hmmmm…I don’t think cr.hp juggles that much. It only has a juggle potential of 1 or 2. Right now you can SC off M senpusha from cl.hp. H Senpusha just falls short…sadly.

Honestly Juri would be breaking 300 easily if Capcom allowed cl.hp recovery frames to be canceled instantly instead of waiting a few frames. It would be her loops. Looping 4/5 cl.hp then finishing off with L Senpusha=…375 after 4 or 419 after 5. That’s beyond godlike…if it was possible. Well it kinda is…Hmmmm I wonder if equipping speed gems could be an alternate way to obtain this…I’ll test this later.

If was only fixed for the Hugo exploit? Sweet. Juri will actually be better this time around even though she got damage nerfs (this is a tag game after all) her meter game has increased. Fuhajin kick from 0>25. cl/st.mp> Fuhajin Kick> Sekku> cr.mk> L Senpusha. That combo already builds just under/over 1/4 of a bar. After the patch it could build close to 1/2 a bar.

Speed gems don’t alter frame data on normals/specials. It only affects walk, dash, jump and wake up speed.

And Juri can already break 300 but you need to do her double dive kick combo which requires strict timing: j.hk, cr.hp jc LK dive kick, cr.hp jc MK dive kick, cs.hp xx LK Senpusha = 394 meterless midscreen

I suck at landing that punish though so I just do j.hk > manual launcher and let my partner do the damage.

Speed gems do alter frame data. Juri has a 20f dash. putting on a 20% speed gem grants her a 16f dash for 10 seconds. Speed gems affect, walking, dashing, rolls, jumping, quick rises and hard knockdown time. I know this because I tested it with Juri’s Karen kick throw. I was able to dash 3 times reach the opponent and the dummy managed to block the the first jab I threw at it. Now I slapped on a 15% speed gem did the same thing. However I was able to whiff the first jab and have the dummy block the second. That’s how I understand how speed gems work anyway.

Because CADC after cl.hp could yeild results. for that kind of punish I just land j.hk> cl.mp> Fuhajin kick>Sekku>cr.mk>L Senpusha= 343 dmg.

Speed gems grant a percentage of speed boost. Distance isn’t changed…what’s 80% of 20, 16. That’s how I view the percetage’s. Walk speed Juri has a 62% forward walk speed, 60% walking back. 15% grants her 77% forward and 75% backwards. That’s how I view it. Same goes for jumps. Juri isanely qick if a speed gem is slapped onto her and she jumps. It’s almost like instant overheads in that regard.

That’s what I’m saying, it only affects your general movement. But it doesn’t make your f.mk overhead come out quicker.

You were talking about looping cl.hp 4-5 times in a row. Equipping speed gems won’t allow you to do that because it’s not gonna make your normal come out or recover faster…

Oh laughs that’s not what I meant. I meant do a cl.hp CADC then cl.hp again. I’m talking about decreasing the dash frames to compensate for cl.hp delayed cancel effect. Because right now it’s not possible. I just want to see if decreasing the dash frames could make it possible from this standpoint right now to loop it.

Yeeeaaaahh, I don’t think that’s gonna happen lol. Unless you have like 3x 20% speed gems active at the same time. :stuck_out_tongue:

Only instance where I think cl.hp xx CADC cl.hp could maybe work is after AA cr.hp jc j.hp (late).

Hey you never know. It might just work. Don’t count it out until testing is complete.