…You want to FADC a move out of the air? o.O; Also, her dive kick is already safe if you know how to space it well enough =\
FADC the landing obviously
dive kick is safe if spaced right. you shouldn’t be throwing out dive kicks that you think will be blocked in the first place. i do actually approve of the ex pinwheel being at full invincibilty. and why would ultra 2 need more hitboxes? her set ups work pretty well, and i don’t randomly throw it out so i never had an issue with it.
I think what ppl are saying more hitbox for for U2 is because it doesn’t work as good for anti air as it should be. If that’s not the case than U2 is fine as is lol, but I do think it should connect better as an anti air.
i see. yea, i never tried to use ultra 2 as a AA because i figured it would fail as one. but seeing that she shoots herself up in the air, i suppose it should at least damage them.
in the yun and yang trailer you see juri doing her Fireball and it combos after the leg kick D:
idk if she can do this in super right now I haven’t played her much, but thought you guys would like to know.
Yes that’s the new change and beside fireball you can also follow lk pinwheel or ex pinwheel (not full hit though).
BTW did anyone notice the damage that combo does? j.mk -> cr.mk (lk?) -> fireball kick -> fireball release = 30% ryu’s life bar without counter hit?
yeah I read it in the changes but thought you guys would like to see it :3c
I might be playing Juri again or makoto in arcade if they don;t add anymore characters. Really hoping for Karin.
think i will be picking juri back up now she’s got that fireball juggle buff
Theres a jump cut it didnt happen one after another, sorry to break it to you we arent OP yet.
Also, and im basing it on very little footage, when juri walks forr the split second that the round starts, i can already tell they havnt upped the walk speed.
only problem i see with the fireball launch is that if you started with cr.mk into fireball kick you might get mk fireball because of negative edge and miss, something thats happening to me alot lately quite often, i see this frustrating me at some point.
I have been asking Ono for that in his twitter account, hasn’t responded yet. Maybe more people should ask him.
I’d also like fireballs reaching a bit further.
The cut happens immediately after the jump in though, the fireball leg raise fireball release still appear to combo together though.
Juri’s health bar is full, the timer is 99 when she jumps in. Juri and Ryu both have less health, timer is 93-92 when she does the fireball leg raise fireball release combo.
Man, why did they show it like that?
Here are my thoughts on her buffs.
First off, I’m very sad they haven’t adjusted U2’s hitbox. For those who havent seen the hitbox data, it seems to have a “on-off-on-off” status. The reason for it, is that Juri’s limp foot (aiming down) isn’t active. The only time her active foot is viable is when its in front of her body. Think about it. If an opponent jumps in and her foot is away from her opponent, he can land safely. This is the problem. Furthermore, its not active very long when it is due to the speed of her spin. Either make it slower or just make it active above her. This is what I would ASSUME it would be. The Feng Shui power would create a vortex above her making the whole purple power active frames…but…negative.
Walk Speed buff, I’ll take it. I dont want alot, as I do like her sexy walk. Just a bit more and I’ll be happy.
What else…
Her Fuhajin Kick. Okay. This is where I worry. As of right now, after a fuhajin kick with an immediate release, there are a few empty frames. This can be reversaled. As it is now, you cant combo the Kick and Release. On block however, it can create a very unsafe block string as a reversal will beat the release out on start up. With the new change, on block I expect the same thing.
This is why I have a problem with the change:
You cant confirm this. People are going to be trained to release the fireball in a block string often which will be easier to mash out a reversal. Normally I wouldn’t do this, but if I expect to get the combo and I drop it…well…I’m fucked. If this is the case, even if I could FADC into ultra, why wouldn’t I just do the safest option and Ex Focus attack lvl2 into ultra 2? Just saying.
Now if it was possible to Fuhajin Kick fadc (release the fireball in mid dash) into ultra, then bravo. This would be boss for Kaisen Dankairaku. However, this would be even better for Feng Shui.
Feng Shui has a lot of reset options. Even if you cant reset off the kick fadc, i’m sure with FSE on you could do so easily. Fuhajin Kick > FADC > Feng Shui Engine > sc.mp. The world is yours.
Something I’ve been working on in the corner is the possibilty of a frame trap with J.mp > Fuhajin Low. What this does is with a J.mp juggle, fuhajin kick immediate release creates a meaty fuhajin release that make it easier to combo off of. If you time it right it lands almost behind the opponent making it easier to Kaisen off it (although still picky). Its just for a little mix up with a reset option. Why do I bring this up? Well this would probably open up the corner Kaisen Dankairaku combo. I dont see why it wouldn’t be possible to J.mp xx Fuhajin Combo (What I’ll now refer to as the Store and Release 2 hit) xx Ultra 2. Although, as we’ve seen a lot of things that should work with Kaisen doesn’t…I bet this is one of them.
This opens up a question. If it is possible to ultra after the Fuhajin kick, then how do we release the fireball to free up inputs for the Ultra? A dash is obvious but that would require you to fadc.
Correct me if I’m wrong but you cannot Ultra after a Sempusha. You can however anti air sempusha > fadc > Kaisen Dankairaku ONLY IF its the first hit of the sempusha. If it is possible to do Kaisen Combo > lk Sempusha then hopefully it will be both hits. Usually when you use lk Sempusha off a juggle it whiffs the first, hits the second. I wonder if it will be able to juggle Kaisen off it.
IF (and thats a big if) Fuhajin Combo is a full string and safe to immediate release, this is BAD for anyone in the corner. That means I can do…say…
Fuhajin Store. J.hk, c.mk, lk Fuhajin release, c.mk xx fuhajin combo, c.mk xx lk sempusha without any holes in the string. That would be BAAAAD for anyone in the corner. There’s no meter use and all can lead to a hk sempusha if you can hit confirm it. If you add in the possibilty of a FADC, this combo becomes.
Fuhajin Store. J.hk, c.mk, lk Fuhajin release, c.mk xx fuhajin combo, c.mk xx lk sempusha > FADC > st.lk xx lk fuhajin combo, c.mk xx lk sempusha.
This is assuming all her attributes stay the same on block and fuhajin combo is safe without any empty frames for a DP. Factor in overheads, tick throws, and FSE pressure this would be BAAAAD for an opponent.
But this I think would be OP. Mixed in with improved walk speed and kara throw…would be deadly.
Thats all I’m saying on the matter. Ha.
1)Would be nice…but would be OP Imo.
2)How are? her lp is fine
3)For what? You trying to mp Kasatushi Ex fireballs? Why are you doing that anyways?
4)You can combo after it.
5)You asked for all this and you think her throw is fine? What?
6)Why a cancel for a move that has High risk/High Yield? Silly.
7)slightly faster, nothing crazy. I actually think they should give her a faster walk/dash during FSE’s on. I personally think that it matches the idea of her eye.
8)Que?
9)No need, but a little more invincibility would be nice.
10)No…No…No…
11)Yup
12)Yup
13)Why?
14)This is why you use FSE. Personally her normals could be better. The fact that her walk speed is so slow and some normals are really really bad on hit, is silly. But again, this is why we use FSE.
It is alot. A lot of it is silly. Play Akuma, he sounds more like your style. Or Ryu.
Juri’s change list is next week, yes? Well for the heck of it I guess I’ll post what I would like(don’t think I have already, right?).
-improved walk speed
-ex senpusha to not suck(i.e throw invincibility and not trade with normals, maybe I’ll use it more then)
-slightly bigger hitbox on fuhajin store(just big enough to keep bnbs and strings with it consistent)
-senpusha to not whiff on crouchers(though it doesn’t matter much anyway if it’s still unsafe on block, which is very likely)
-not have dang near every normal at - frames even on hit. I thought this was the norm for normals(lol), and then I played Cody for a few days.
Now the bs list of amusing op things
-COUNTER WILL AUTOMATICALLY TECH THROWS AND MAKE COMMAND GRABS WHIFF, EX WILL AUTOMATICALLY DO THAT FOR LIKE 10 SECONDS EVEN WHILE SHE FIGHTS
-U2 STARTUP REDUCED TO 5 FRAMES
-U1 LASTS 50 SECONDS AND ALL NORMALS HAVE BLOCKSTUN LIKE EX CANNON STRIKE
Well since it is next week i’d like to add a little more. (Some the same as last time.)
-MP Senpusha to connect with Ultra 2
-Senpusha to have less recovery frames (Even lp Senpusha has somewhat a bad recovery)
-Walk speed nearly as fast as chun-li’s or Rose.
-Give dive kick like 1 frame less frame recorvery
-Senpusha to not trade hits on normals.
-Ex Fuhajin to be a little quicker
-Give counter a cancel with the kick button
-U2 should whiff from behind.
-Ex Senpusha to have invincibility
-Her close HK should be able to hit crouching opponents
-Ex counter should go through normal moves like blanka’s normal rolling thing.
-For FSE to have combos go from weak to strong and strong to weak.
-For her Super to start up quicker.
-U2 to start quicker.
-LOL, surely you jest.
-Maybe like -2 or 3 on lk Senpusha would be kinda neat. The other versions are fine as-is in my opinion.
-A little faster would be cool, sure. I can’t remember how fast they are.
-I would like this as well.
-EX, sure. Normal, why would it even have a chance to get stuffed by a normal? Don’t throw it out like it’s a fireball, and don’t use it on wakeup.
-Seems fine as is to me.
-Nuh uh. I think counter should come with some risk, considering it is often times a free escape unless baited.
-It… already does?
-More, yes please.
-It already does right? Does the first hit whiff or something?
-Blanka’s horizonal roll breaks armor, so that isn’t likely to happen.
-I don’t really see the point of this, damage scaling and getting pushed out are not fun things.
-Seems fast enough to me.
-YEAH 5 FRAMES RIGHT NOW. Also seems fine as it to me.
>> For her Super to start up quicker.
> Seems fast enough to me.
Depends. It’s generally fast enough on the ground, but the speed the fireballs come out at makes it hard to hit jump-ins. A fast high fireball may also help prevent situations where you trade with their attack and get one fireball hit for burning your whole meter.
>> U2 to start quicker
> YEAH 5 FRAMES RIGHT NOW. Also seems fine as it to me.
Strongly disagree. Faster startup and/or more active frames would make it a whole lot more feasible as an anti-air (as would hitting behind her), maybe lead to more setups that are safer. A good ultra should make your opponent scared to throw a fireball or scared to jump or scared of something. U2 doesn’t do any of that, which just leaves it as a high-damage punisher. (BnB into an ultra is good too, U2 doesn’t do that either. There’s Fuhajin FDAC U2, but I don’t know how hit-confirmable that is and timing is tight. I don’t see anyone actually using it.)
Given that the super starts with low fireballs, I don’t think it will really be a good AA on it’s own(yeah, I know you can AA with low fireballs sometimes too). AA with an RH fireball then dash up and super, it’s not hard(and looks really cool too).
Hmm? Dive kick > U2 on fireballs isn’t scary? tk dive kick > U2 on throw whiffs/throw techs isn’t scary? I don’t really see why it has to be an anti-air, but whatever, guess that’s just me. Also, I do fuhajin FADC U2 like alllll the time, it’s hit-confirmable and easy to do.
Alot(all?) of this stuff seems to be based on using U2 and super as anti-airs, but I really don’t think that’s necessary. Super has a bunch of setups, Ultra has a bunch of setups, including setups off of AA moves, so I’m content.