Although i wouldn’t disagree with her having a medium, medium link, i think there are a few better suggestions which will improve her overall damage output and allow you to to be more creative.
This is all wishfull thinking ofcourse because Capcom is notorious for not giving people what they want.
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[*] LK fireball +5 on hit, still -2 on block
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Instead of st.mp, cr.mp i MUCH prefer this as it will completely cover her low damage output at the cost of having to spend a lk release. The obvious combo is st.mp xx qcf+lk(release), cr.mp xx qcb+lk, however on crouchers the st.mp also connects which you can then cancel into a qcf+k(store).
So the lk fireball release serves 2 purposes, use it as a way to approach, use it to extend combos. On crouchers you can store another one immediately for a bit less damage unless you are willing to do EX qcf+k.
If Capcom wants to be dicks they can make it +4 so only the st.lk link will work and it will only link after (ch st.lp) st.mp, anything else won’t work. This will not address the low damage output and it will not be nearly as much fun…
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[*] st.mp needs to have slightly less pushback on hit and block.
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This way you are in range to link cr.lp after a st.mp on standing characters, there are a few benefits to this if the pushback is sligtly decreased after a st.mp:
- Regular hit(do cr.lp xx special), Counterhit(cr.mp xx special), Blocked st.mp(you can frametrap with cr.lp, which can combo in cr.mp on counterhit)
- Another benefit is you can hold downback and easily react to the counterhit and do cr.mp, if it’s a regular hit, you can do cr.lp(much easier than switching between st.lk and cr.mp)
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[*] VT 2 bars OR 3 bars without chain draining
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This is pretty obvious, in it’s current state the VT drains when doing any chain or special, this is not worth a 3 bar VT. Her VT isn’t gone THAT fast though so even if it’s a 2 bar VT it is unlikely Juri will be able to get a 2nd VT without CC or V-Skill usage, both aren’t realistic. I would prefer a 3 bar VT that doesn’t drain like Chun(which is a 2 bar VT…) if Juri her V-Skill remains the same.
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[*] Start only the 1st round with full stores and charged V-Skill. Stored specials and charged v-skill during a round will carry over to the next round
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Currently she is fighting for space in the beginning or wasting precious time pressure opportunities in ending blockstrings into stored specials. let alone finding the time to get a charged v-skill off. By starting a round with full stored specials and a charged v-skill will allow her much need breathing room and be more creative in her approach. Only starting the first round with full stored specials and a charged v-skill will still require the player to actively think about how to end a round so they can make the most of it in the upcoming rounds. Resource management will then imho play an even greater roll than it currently does but also gives more potential advantages. This will further diversify the way players can play Juri.
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[*] cr.hp improved hitbox
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Cr.hp is clearly meant as an anti-air however its hitbox is laughable. It trades on almost any occasion, i understand Capcom their reluctance to make it good because of its CC property but at this point it’s not even worth trying as eating a jump because the cr.hp failed to do its job is too big of a risk. Improve the hitbox for anti airing and also increase it slightly horizontally because it literally has less reach than either her crouching or standing light punch. Having her cr.hp improved alone will up her damage potential.
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[*] Charge V-Skill faster
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At this point there isn’t any real incentive to charge her v-skill, it’s difficult to find moments to charge, as a mixup tool it is VERY gimmicky, using it on reaction to a projectile is very difficult and only works against slower projectiles and from far away otherwise it simply will get stuffe. You can’t feint early etc. It’s straight up garbadge.
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[] st.mp>b.hp hit crouching characters
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This is tough as Juri can either cancel into a store or a lk release to make it safe and on hit it gives good damage and knockdown pressure. If it hits crouchers you can literally just spam this tool by doing st.lp, st.mp>b.hp without any consequence. Cammy her TC is punishable on block as is Ken his b.mp>hp TC and he needs to spend meter to make it safe. In combination with her being able to link after a qcf+lk(release) you will be able to do some fancy combos on crouhcers and in the corner.
*As a way to compromise it hitting crouchers i suggest Juri to be unable to cancel into anything on block however make the TC itself hitconfirmable like Ken his b.mp>hp. People that put in the time will be able to hitconfirm it and other people that are having trouble doing this can still do st.lp, st.mp>b.hp if they see the counterhit from a light attack.
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[*] Fuharenkyaku(store) 2 more active frames
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It currently only has 3 active frames, which is very little especially when trying to cancel out other projectiles. By giving more active frames there is a bit more leniency in this aspect and she’ll fullfill her archetype of actually being able to function as somewhat of an anti zoner. Giving 2 more active frames allows her to be +2 on block when it’s done as a meaty and the last active frames is blocked and seeing how qcf+k(store) has very little pushback this will allow her to continue pressure somewhat. Otherwise she would do a st.lp, st.mp xx store and the pressure ends there. Giving it 2 more active frames will also cover both normal and back recovery on paper however it doesn’t have the reach for back recovery unless done in the corner.
It will be minus on block for normal recovery and plus against backrecovery as a meaty and it only works in the corner however in a way it can then potenially be used like how it was in USFIV.
There is no reason to get more frameadvantage after throws if the above suggestions are implemented, she’ll have other ways to apply meaties because she gets stored specials more easily or decide to back off as she has more ways to approach and play the neutral with the additional advantage of being able to start a round with stored specials and a charged v-skill.
st.mk being -2 has no use either, the pushback is so large that it is virtually unpunishable anyway. If used upclose you would cancel it into a store anyway which makes it -2.
st.hk CC is fine, you get a bunch ways to convert into good damage. At almost any distance you get a dash into a standin light. Depending on the spacing you need to cancel the light into a dp+lk or if closer you can cancel into )dp+mk/hk/ex. You can even cancel into a store and follow it with an EX qcf+k. If you’re closer you get a (walk up) st.hk.