she needs buffed walkspeed, beacuse it’s pretty challenging playing footsie’s with her ass walk speed. guile & chun has good walkspeed and they are far from rushdown characters.
Meanwhile Makoto’s got an ass wall, and she’s a variation of rushdown
Oh my, I like these changes very, very much.
This is nice, Juri interest’s me again.
Yay for walking speed buff, Having to rely on pokes sucks
I don’t I mean the FUHAJIN Kick (QUARTER CIRCLE FORWARD + KICK) not the fireball. Do they all hit the same or. . .
All versions of fireball kick hit both mid and low but they have shitty range. Meaty cr.lk -> st.lk -> cr.lk -> fireball kick (whiff).
Well if you’d want to get technical, Juri is basically what Ryu is normally billed as , sort of middle of the road in several areas without being particularly excellent in either category ( Ryu of course, being an above average full and mid screen zoner as well as decent rushdown instead )
My confusion is what you want from her Anemone; you seem almost derogatory to people who want her rushdown game improved, but also seem to despise the idea of her getting true full screen zoning tools.
Not every character needs a full screen zoning tool. Balrog lacks any full screen zoning tool, but his footsies are so good he can keep characters at bay. Juri’s fireballs have advantages over other fireballs in many ways. They extend her combos, she has an anti-air, low, and mid fireball, as well as the amazing amount of meter they build. Yes, they can’t keep out as well as Sagat’s fireballs, but they don’t have to, they have their own individual uses.
I want to see Juri’s combo options go up (we got that), her footsies improve (we got that), and her normals become slightly safer on block.
two normals that juri has, that is absolutely unsafe on block is close standing fierce (backflip) and sweep. backflip is difficult to apply in your game in more ways than one, and the only safe way to use it is after j.mp (backflip then followup juggle). if the unsafe/risky uses of backflip became safe… it’s debateable but imo it will be too strong and abusable and thus no longer high-level play.
i have to agree juri’s sweep isn’t the greatest thing in terms of startup and recovery, but most people’s sweeps aren’t… the range is understandable because of how small she is, but maybe we could see the anti-air property of it (very hard to do) get buffed a little bit, and make it not punishable by 10-frame ultras. >< chun i understand, but… nobody else, please
When you say fireball kick, this is the animation that stores the fireball? o.O; If so, this is a ridiculously OP buff. If the Fuhajin Storing animation launches people higher than close.Fierce, I can already see:
Fuhajin store > dash release > Ultra 2
Fuhajin store > j.Strong > s.Fierce > ex.Senpusha
It would probably be exactly like standing fierce in terms of how high they get popped up, any higher could get messy for sure.
It probably won’t launch any more idk.
According to the Japanese forum you can’t follow normals after the fireball store kick. Somebody tried to connect U2 (yes, dash release) but it didn’t work lol. My guess is it does the same thing as close HP does only with less damage (HP = 100, fireball store = 50)
close.Fierce is just shy of landing Ultra 2, if they give her a higher launcher…~
^But after a fireball juggle, it should be good -no? Seeing as fireballs already have juggle properties.
The newly added stuff is fireball store (kick) juggle, which only lands a techable knock down at the moment. Fireball (release) juggle is nothing new.
Edit: sorry I misread. I just tested HP juggle -> ex fireball juggle -> U2 but it didn’t work (not high enough). If the fireball kick juggle works the same as HP juggle then I guess it’s also impossible.
AAing with the very tip of st. FP has allowed me to barely U2 in the past, actually. Perhaps AA fireball store > fadc release > U2 could be possible?
I’m sorry for not reading through properly, but I want to comment some nonetheless!
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Her not having a “proper” reversal isn’t really that bad. Just block. Instead of being full invincible, you can hit opponents in quite a lot of ways, for example I’ve hit Akuma very many times doing “cross up” demon flip, since even though senpusha doesn’t hit enemies behind you, it hits enemies in the air behind you. It also hits people backdashing, and it’s easy to combo into and so on.
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As a lot of people have said, improved walking speed would be nice.
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I find it annoying that her focus attack whiffs in weird ways against shotos c.mk (and some other low attacks), and I don’t really see a reason for it to do so.
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I’d also like to be able to do a crossup mixup after either of her throws (maybe it’s possible but I haven’t really figured anything out except dive kicking). But this isn’t really something “necessary”.
Someone wanted her to have longer throw reach, why? Just do dat kara throw with mp, and voila! You suddenly got a throw reaching further than most of the cast!
I also wouldn’t mind -2 on short senpusha, or more pushback. But it’s not like it’s I weep blood if it stays the same.
I also think a max range c.mk will combo into Fuhajin Store now. It would whiff sometimes before.
i have to say im abit dissapointed in the changes. Would it hurt to have given us more hitboxes on U2, and a hitbox on the back of ex-pinwheel with full invun frames. That would pretty much sort her out along with what they have given her, hell i wouldnt complain if they decided to fix ex-divekick with invun to go through fireballs and go full screen with the ability to choose whether or not to follow it up. That being said, 1/2 frames more advantage on divekick would be nice, or at least the ability to FADC the landing (AT THE VERY LEAST) is it too much to ask to spend 2 meters on making a divekick safe, a feature which REALLY should be there.