im not too sure …
but i think its still +3 regardless of which hit you FADC from… ofcourse its really hard to confirm this without a training mode in the arcade so dont quote me on it just yet … but that was acctually one thing i looked for when i tested it out …
also i think worth mentioning is that after an HK fuhajin anti air … you can follow up with almost any normal … however i tried FADC into jf.MP but that didnt work but it might just be my timing … (its really hard when u dont have a dummy set on player 2 and no1 would help me test the stuff out sadly )
things that did connect include … st.HP, cl.HP , cr.MP , st.LP , cl.LK ( obviously lots of these are great for reset states and others are linkable to pinwheels or more) …
im planning on making a final vid on juri as the game comes out explaining the AE changes as well as some setups i left out in my previous vids … before i move on to my next character ( DUN DUN DUN !!! )
Hmmn so you’re saying antii air HK(far?) juggles? That would add to her damage opportunities. Does that mean she can follow w/ a pinwheel as well? How about a divekick?
so for juri does this means her cr.lk, st.lp, cr.mp/mk combo will work on all of the cast and can be used more often or will it still wiff on crouchers? what i am trying to say is that will setups like ia dive kick to u2 work on all the cast now?
no for most of the cast the rules for the old setups remain …
what has changed though is the properties of linking after the LK fuhajin … the pushback on some of the cast has changed
Btw guys, I noticed Juri AE Frame Data was added to the Wiki. Don’t know how accurate it is though.
@SandShinobiX: Yeah, you’ll still have to learn the BnB. Trust me though, once you get the Plink down, its as easy to do as with st.LP.
Hmm, that’s … odd. There’s two things that could cause that (based on Juggle Mechanics Guide):
[LIST=1]
[]All her normals were made JP1 even outside FSE. But that isn’t very likely because then eg. EX Pin > st.HP corner juggle would work even without FSE.
[]HK Fuhajin was made to float the opponent (Setting them at JP0). But then j.MP should juggle them.
[*]They’ve made some major reworks to her juggles.
[/LIST]
I think 2 or 3 are the likely cases here. Number 1 would be a bit too awesome:wgrin:
Didn’t Juicebox tell us at some point that he had asked s-kill and confirmed that HK Fuhajin does cause a float state? He said you could follow up with the full Shikusen combo.
Yeah, he did. I think someone deconfirmed that though, but it could’ve been a error with whoever reported it back then (I certainly trust Emperorcow to have gotten this right). Maybe it really does Float then. Meaning, after HK fuhajin you could connect another fuhajin, Shikusen, normals for reset. Also, LK/EX Pinwheel would hit with all hits, dealing a little bit more damage. Definitely worth checking once we get our hands on AE:)
I checked the AE frame data that was put on the wiki, didn’t notice any chances beyond fuhajin kick doing 30 dmg instead of 50. (checked most damage numbers, startups, frame advantages)
If Shikusen really does connect, I don’t know why you would use anything else. I would probably actually just start storing HK Fuhajin all the time because of how important it is for Juri to get opponents into the corner.
The frame data on the wiki has a couple of mistakes, after checking each field against the previous data:
The overhead recovery is listed as 17 frames (in AE) as opposed to 18 frames (in super), but frame adv on hit and block is still listed as -2/+2. Thats one mistake.
It also says that close HP is only special cancellable and not super cancellable, but ive seen video of it still being super cancellable in AE so thats also wrong.
It lists fuhajin damage as 30*50 on the complete listing, which implies 30 for store and 50 for fireball. But the seperate Fireball store listing has it as 50 damage again. So what am i supposed to believe? Well considering that fireball kick actually has all the same properties as a fireball (projectile, meter gain, juggle properties and stun), im more inclined to believe it is still indeed 50 damage. But i guess we would find that out in about a week.
I dont believe that frame data all that much, especially without it listing source material. As for the HK fuhajin, theres a possiblity that it might cause a float state in that case. The frame data doesnt give JP values so its impossible to know right now.
The reduced fuhajin kick damage was confirmed in one of the “AE changes” posts, so it should most definitely be reduced. I imagine the two lines for kick and fireball just haven’t been updated (since they read “Fuhajin (???)” ).
But yeah, I don’t know how credible this frame data is either, although no advantage changes definitely goes with what the pre-release info was saying.
Yeah they changed the damage back, it was posted somewhere but cant remember where, also correct on the mook thing, i wouldnt say that frame data is credible by any means.
I think evo will be the guage for any nerfs. I suspect the top 8 will have 2 or 3 yun and yangs with the top 32 being littered with them. It’s going to be very interesting.
just thought i should update on the yun matchup as there was a misconseption regarding yun’s up kicks (srk+K)
it was previously mentioned somewhere that juri can make it whiff using cr.MK … however that is only partly true …
i did a little testing in the lab ( 2 coins in 2 arcade cabinets lol … and a friend for record mode )
heres the deal :
LK up kicks : will whiff
MK up kicks : will whiff
HK up kicks : will NOT whiff
EX up kicks : will NOT whiff
interesting enough though … yun cannot FADC from his Up kicks …
and the HK up kicks would push him the furthest away and even end on the other side if blocked … making it safer than the rest ( relatively safer )
knowing this, a good yun player in my opinion would always go for HK or EX upkicks because the end result would be a bigger hit box and the recovery would be further away … meaning … cr.MK is fricken useless after knockdown …
just thought i should clarify this for the people that don’t have exposure to the game yet …
2 more days guys …
lets get salty !!!
Yeah that totally makes sence seeing as how i usually see Yun players use the HK upkicks anyway, i had initially assumed for the same reason that you mentioned.
Yun’s a big problem…there doesnt seem to be any clearcut solutions to push the matchup abit more in Juri’s favour, training mode will make or break it now.