So i just made this thread to condense the information of Arcade Edition Juri into one post. Im putting the changes i know are real, either because they are documented somewhere officially or well tested on multiple accounts. If you have anything to add, reply and ill update the thread, easy.
For a video demonstration of most of the stuff in this thread, see:
Fireball Kick
Fireball kick is now JP1 and causes SKD from the ground, if you are not well versed in juggle terminology i suggest looking up this guide:
What this essentially means is you can juggle anything off Fireball kick with JP1 or higher, theres a list of Juri’s juggle point values for her moves in the guide i just posted above.
This video shows off that you can even do Ultra 2 off the fireball kick in the corner by doing whats known as a Negative Edge Ultra. However its important to keep in mind that each characters juggle height and duration seems to differ.
This is done by doing fireball kick, holding down that button and during the animation of the fireball kick holding down your remaining two buttons and releasing them all at once with a preceding 2x QCF input.
Fireball Juggle Properties increased
All regular fireball versions are now considered JP1, this is why Juri can juggle a fireball kick into the actual fireball.
For comparison in regular edition fireballs were JP0.
All this essentially means is that its possible to juggle fireballs into each other, which couldnt be done in regular edition:
e.g. Hk fireball can juggle into a mk/lk fireball or a mk fireball can juggle into a hk/lk fireball.
Increased Walk Speed
Again in that video i demonstrate how you can walk a stage in AE in close to 7 seconds while as in Regular Super she walks the stage in just over 8 seconds.
Hitbox Changes to Standing and Crouching Light Punch
SSF4 AE devs on Ken, Vega, Rufus, F. Long, Juri & Dhalsim : News : EventHubs.com
In a side by side comparison: http://www.hitcombo.com/dossiers/changements-sur-ae/#juri
This has opened up a new BnB hitconfirm for most characters, and improved its success on the characters it already just barely worked on in regular super. Juri can now do 2 light attacks into st.lp into cr.mk/mp xx pinwheel. So it would be something like:
cr.lk xx cr.lk xx st.lp xx cr.mk xx pinwheel
st.lk xx st.lk xx st.lp xx cr.mp xx pinwheel
Basically any 2 preceding light attacks into standing light punch into a crouching medium into a pinwheel.
Regular Counter Hurtbox Change
In regular Super Juri’s hurtbox is extended during regular counter’s startup (where she leans forward to taunt), which is why you usually have to do the move well before a projectile hits you to not get hit.
In AE this doesnt happen, instead the hurtbox only extends when you recieve the super armour of the counter, meaning you can do the counter more natrually in fireball wars.
This is also documented in this post:
SSF4 AE devs on Ken, Vega, Rufus, F. Long, Juri & Dhalsim : News : EventHubs.com
Pinwheel Larger FADC/Ex-FA/Super Cancel Window
The first two hits of the LK, MK, HK and EX are now Focus Attack Cancellable and can be Ex-FA/FADC’d out of, in the regular edition you could only do this on the first hit.
On the second hit of the FADC you are still at +3 for every pinwheel.