I just realized I put the wrong combo, I meant to put cr. hp xx fuhajin release > cr. hp. Either way, I have played before the patch I think my timing is just off. Thanks for the info.
Yeah… You can’t link Cr.HP xx Fuhajin Release > Cr.HP anymore in the corner as was said. One of the first things I found out just going into training. The horizontal range is whats gone and so is that link. Also, not that its all that useful but the extra float on Cl.HP lets you combo into super since it will hit from the backside.
Oh, and another thing… Cr.HP > delayed jf.HP > jf.MK > cl.HP > lk. Senpusha tends to only yield one hit from the Senpusha now because of the extra float. To remedy this, pause for a split second in between jf.MK > cl.HP to allow for the opponent to drop a little bit so the extra float from cl.HP doesn’t mess up the combo.
You can replace jHP with jHK to make up for the dmg reduction unless you’re going for the delayed jHP combo. crHP > jHK > clHP > HK Fuhajin/MK Sanpusha > tag seems to be the best tag option now.
Yeah. That seems the be the solid choice. It feels like Capcom just wanted us to relearn combos with this patch.
You forgot to nerf the damage on jf.HK Capcom! Joke’s on you! Hahaha…ha…hah… sigh
Ah, okay will have to implement that into my game now.
Everfrost -lol, pretty much.
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Using j.hk instead of j.hp actually gives you a chance to follow up cl.hp with a super.
[media=youtube]N93W0yQxboQ[/media]
This is 1.06 though. The increased launch height of cl.hp may make this impossible.
The Capcom guy is asking what do players think of the changes
https://twitter.com/CapcomDawg/status/296300543494746112
Oh geez. I found a more preferable way to time the lk.Senpusha after cl.HP float change… Just hold down and charge the senpusha for a split second instead of trying to space the timing between links. More reliable for me and my timing I feel…at least for now barring some sort of other timing problems. Give it a try I guess.
Need to adjust to the new range on the crHP. Can’t mindlessly anti air people anymore
Can’t use it in lots of places anymore… whiffs on the ground unless it’s the first hit of a combo, whiffs/trades against jumps unless you’re timing is on point… Sad days
I’m not having any issues AAing with it. If it trades, its my fault because I was too late with the button.
Sadly, one thing I do notice is it’s much harder to combo off of Bison’s scissors now
Same, I’m not feeling the AA issue either. The damage nerf is noticeable though, Juri x Marduk used to do pretty ridiculous damage, now they do… just very good damage. -__-
Not earth-shattering, but noticeable.
Yeah I just slapped on a few damage gems that are guaranteed to activate with how I play my team so it’s fine. I’m debating if I should have 2 attack 1 meter (to switch back to bison, then if I launch again juri gets a 20% damage increase) or I should just have 1 defense gem because some characters hit hard now. I’m going to test it, but I also put an attack gem on Bison to help Juri out. Overall my team will now be doing more damage than before, I expect better results/easier wins now. But it really does seem I have to walk forward more after a scissor kick cancel to land crouch fp, this is going to take some time to get use to
I knew I was forgetting something, thanks for the reminder lol… still playing with my old gem setup lol.
Strangely enough though, because of this I’ve been using my Cammy/Juri team more lately too, and they still do good damage. When I play that team, I can get the launch I need to set off all Juri’s gems no problem (because Cammy is awesome for that), so I’m thinking I’ll switch out the +80 defense gem for one of the 20% power gems.
In a tourney setting that sticks to defaults only, I’ll just roll with the meter gem setup on Cammy and the power setup on Juri (or all power f I’m just feeling like an ass). Probably reverse those for the Juri x Marduk and Juri x Law teams so she can focus on meter-building.
Juri/Abel.
Just like before, but now with two top tier characters.
Feels like i’m adding damage gems to suppliment her damage nerfs every patch. I even went out of my way and bought a dlc gem pack with the damage increase to Super to bring her Super back up when it first got nerfed. I’m sure that was a waste of money even though it was just a buck but still…
I have Nina as her partner still, even though I played around with King a bit. I still prefer Nina right now and her damage buffs are somewhat making up for Juri’s losses. At least cr.HP xx jf.HK > cl.HP xx hk Fuhajin is a decent tag out option for only a loss of damage on the cr.HP. The only thing is that its a specific opponent positioning with jf.HK. Since jf.HP reaches down its a lot easier to hit in most situations than jf.HK. Too low and you have to jf.HP or Shikusen instead.
On another note, one thing i’m seriously considering is switching Nina to point and putting Juri on anchor. Reason being, I think Nina has excellent wall carry in this game and we all know how well Juri performs against cornered opponents. Carry them to the corner, tag in a fresh Juri, and there I go.
I’m starting to wonder if that’s the better way to play her post-patch actually, put her on anchor will a good uh…wall carrier(?) up front.
Don’t get me wrong though, the damage drop with Juri/Marduk is like 20 points. Still getting 500+ for one bar (position dependent of course), I’m just greedy :-p
Haha! Well the reason I labelled Nina as a wall carry is because it damn well feels like it. I mean, her BnB moves them quite a ways if you’ve ever seen it. Tag cancel off of the Ivory Cutter on an airborne opponent at the end of it and you can cr.HP xx jf.HP super easily with Juri. They’ll be nearly in the corner after that if started from about mid screen.
Oh I know what you mean, I sub Nina as well. Mine is ass-tastic though >_>
Law/Juri as a team have pretty ridiculous corner carry too, feels like I go from nearly wall to wall with every combo lol.