Hey guys!
As of now, Juri is widely regarded as the weakest DLC character for this season. Some even consider her as one of the worst character in the game, period. With that said, I am perfectly aware that it is way too early to make an official statement on the subject. So I will only give some ideas based on my experience with her, but I’ll try not to change her gameplan too much, or make her tools completely OP. I will, however, try to explain my reasoning as much as possible behind each idea. Feel free to express yours as well; I’ll edit this post if something is too strong or needs some kind of tweak.
(TL;DR Juri sucks and needs some vitamins)
Without further ado, let’s start with her NORMALS:
St. MP:
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[*] +5 on hit (up from +4).
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Here the goal is to allow Juri to combo into cr. MP, thus increasing her damage output.
Cr. MP
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[*] +1 on block (up from 0)?
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This could very well be excessive. I don’t really think she “needs” this buff, but I shooting the idea.
Cr. HP:
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[] 9 frames start-up (down from 10 frames).
[] -6 on block (down from -5).
[*] Slightly adjust hurtbox to avoid trades.
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I hesitated on this one before changing the start-up frames. As this move causes CC, it does deserve to be riskier than say, st. HP. Hence, I decided to make it a little unsafer on block. However, I think the hurtbox change is necessary.
Cr. MK:
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[] Slightly longer hitbox.
[] -4 on block (down from -3).
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I don’t think this move reaaally needs a buff that much. I still tried to make it a little more like Karin’s cr. forward. Spacing will also be more important with the move now -4 on block. Besides, I feel like kicks fit Juri’s overall style better than punches.
B. HK:
I actually don’t think this move needs any change at all. In fact, I think it is quite great and underrated. Because of the change on her st. MP, her st. LK now seems fairly useless at first glance. However, it would still connect after B. HK (if anyone did not know already).
V-SYSTEM:
V-Skill:
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[] 1 hit of armor and grey life (similar to SF4 focus attack).
AND/OR
[] Can be jump cancelled.
[] 90 dmg (up from 80).
[] -12 on block (down from -10).
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Again, I wasn’t sure with some of these changes, as I was afraid the armored hit would break the move. Jump cancel could be a more balanced alternative. Slight damage buff to justify to use this move at all (despite v-gauge gain), and slightly less safe to compensate (not that it was safe to begin with).
V-Skill (hold):
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[] 110 dmg (up from 100).
[] -20 on block (down from -18).
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Same reasoning as before, though 110 dmg could be excessive.
V-Trigger:
Not too sure what to change here. Maybe combo out of overhead. Or maybe reduce the draining of v-gauge when cancelling normals or using qcf+k. The thing is, FSE was VERY strong in the right hands in SF4, and the nerf might be justified. Besides, a weaker FSE is canon story-wise.
SPECIALS:
Fuharenkyaku store:
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[] -1 on block (up from -2).
[] Connects more easily in blockstrings.
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Could be uncalled for,the idea was to make storage akin to its SF4 counterpart.
Fuharenkyaku LK:
3 options to consider here (initially -2 on block and +2 on hit)
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[] +2 on block, +2 on hit.
[] -2 on block, +4 on hit (connects with st. LK)
[*] +2 on block, +4 on hit (closest to SF4 fuhajin release)
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The last option could absolutely be considered too strong, but hey one can dream. To goal here is to either increase pressure or combo capability.
Fuharenkyaku HK:
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[*] 100 dmg (up from 90).
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Quite possibly not required considering the damage buffs mentioned above.
Fuharenkyaku EX:
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[*] -4 on block (down from -2).
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With the other damage/pressure/combo options, EX qcf+k should not be as safe as it was, and thus not as “spammable.” In other words, this would give Juri player this option: spend meter to save a qcf+k charge, or slightly better damage that require a bit more commitment.
Medium DP:
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[] 5 frames start-up (down from 6 frames).
[] Fully invincible on frames 3-7 (used to be upper body and throw invincible on frames 1-5).
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Lowering start-up makes it more on par with Ken’s medium shoryu. Invincibility starting on frame 3 means it can still be stuffed by meaty attacks.
EX DP:
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[] 4 frames start-up (down from 7 frames).
[] -35 on block (down from -31)
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Here you had an EX DP with terrible start-up frames, thus making it much less suited as anti-air or reversal option than… well any other EX DP in the game really. Complete invincibility on frames 1-8 is kept untouched, but the move lost a few frame advantage on block to compensate).
Well, that’s pretty much it folks. Tell me what you think.