Juri Arcade Edition Documented Changes

Hm, are you sure about that? I thought it had to do with characters going into walking animations instead of blocking animations because of positioning of proximity guard boxes.

Yeah I figured that out.

The negative edge isn’t so bad and it is combo able and u can realize it. There is quite a few good set ups that work.

(j attack >) cr MK or cr. MP > fireball kick > ultra is solid and without the jump I still have two attacks for the confirm.

It’s better than having to fadc and waste the meter.

Maybe, that sounds pretty valid too, either way they all seem to do the trick.

Finally got my hands on AE, interesting stuff.
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[]I like the new counter, its so easy to time, definitely makes fireball wars even easier.
[
]Walk speed is pretty good, Juris walk speed is the same as Kens. So, a little under average speed.
[]Interesting stuff for corner pressure: cr.MK xx fuhajin release, cr.MK xx fuhajin store, EX Pinwheel. Decent damage, keep the fireball.
[
]Double fireball loops: two fuhajin combo, store, store, and then oki with two fireballs (not particularly useful though)
[*]Also, I can confirm nothing is changed with the links, cr.LK, cl.LK, cr.MP is still the same 1f difficulty.
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Was testing punishes for Yun’s HK DP, raw HK Pinwheel, raw EX Pinwheel works pretty good. LK Pinwheel xx Super is nice too. Maybe LK Pinwheel FADC Ultra2 for U2 users?

Overall though, I feel its the same old, nothing major has changed.

LK Senpusha FADC is only +3 or +4 (same hitstun on every hit), so that shouldn’t be possible.

I meant juggling with LK Pinwheel FADC.

@Deice

The combo:

cr.MK xx fuhajin release, cr.MK xx fuhajin store, EX Pinwheel.

Isnt worth it because if your in range to do fuhajin store your in range to do cr.hp:

Cr.mk xx release xx cr.hp xx expinwheel

so to compare 269dmg + fireball with 316dmg no fireball, thats 47 damage your missing out on.

Hmm, very good point. I guess the positioning+fireball stock wouldn’t be worth missing that much damage. I guess the primary use would be when the first part is blocked, and the cr.MK xx store hits (due to frame trapping), to grab some extra damage.

Overall the fuhajin kick change isn’t showing to be a big benefit, its highly situational. The most noticeable changes in practice are definitely the walk speed and counter.

Its a pretty big benefit. Once you learn how to let go of the fireball on the characters it works on, your scoring extra damage and corner carry. After you release the fireball in a combo, you can do dash forward fireball store to store another safe fireball and keep forward momentum, you get a little release or do nothing kind of mixup off of that.

You can confirm Expinwheel for damage on the characters its more likely to hit.

You can confirm super from something other than a pinwheel finisher.

You can confirm U2 in the corner and you can score resets in FSE with it.

Not to mention it juggles now, so you can do J.mp xx st.hp xx Fireball kick. Your passing off like 3-5 damage for a fireball store (instead of using lk pinwheel for meterless situations).

This is why I make it a must to have 2 fireballs stores for corner pressure. Now it’s easy to do. Hit confirm of the low to go into mid and that’s huge damage. If the low is blocked I usually do this string.

Store store. Cmp xx low, c.mp, s.mp xx mid, c.mk xx ex low.

The mid release won’t come out as the second mid is a far.

Im convinced that the AE frame data for her must be wrong, either that or they have changed her hitboxes across the board, i feel like im trading less and can actually play a better game of footsies with the walk speed, things are starting to look much better.

I see this now, I didn’t realize you had plenty of time to do another store after letting the fireball go. I was trying it out now, and I think that’s going to become something I use regularly (since I often use blind cr.MK xx Fuhajin Store).

There’s a surprisingly large window from the kick to the tech wakeup, one can even do stuff like:
(in corner) cr.MK xx LK Fuhajin Store, (juggle) MK Fuhajin store > backdash > release MK fuhajin

Hits fuzzy and beats DPs.

I haven’t noticed anything frame wise changing. They most likely did tweak her hitboxes quite a bit though, and she definitely feels faster overall, even though only her walk speed is up. I’m playing like I always do, but instead of eating counterhits I’m dealing them. Its kind of surprising, theres no important numbers changed, but she just feels more … dominant.

The walk speed buff is fairly large, at one point I switched the game back to plain SSF4 to try something, and it felt like someone had glued Juri’s feet to the training room floor.

I feel it’s easier to pull out that link. I believe they reduced the push back of standing close LK which makes cr.MP easier to hit people. Also it seems cr.LK, cl.LK, cr.LK doesn’t whiff on some people anymore.

It would be great if we could finish testing this. I think it would be worth picking U2 on certain characters if any random frame trap could be confirmed into it.

cr.mk hitbox is much better. I’m able to hit most of the cast now with cr.mk> fireball stock>cr.mk>into whatever i like. Me likey this. I’m about to dish out 23-30% damage now on the twins >=D

Fireball stock into cr.mk? Sorry but what are you reffering to? I say that because that obviously doesnt combo, but if your talking about a blocked string, cr.mk has always been able to tag opponents after blocked fireball store so long as they are crouching (only some characters standing).

can anyone confirm if ae frame data is wrong or did juri really just get some frame changes. because it now says her cr.lk is +2 on block when i know it was about -2 in SSF4.

its always been +2 on block

lol wow, my source for ssf4 frame data was pretty unreliable then. good to know, i never really used it much regarding setting up frame traps anyway. always opted for cl.lk.

Now you see why I didn’t want to get this game on release day. it sucks they abandoned this game to go work on SFxTK.