Juri in SSFIV - arcade version

we can only hope. but knowing capcom, i won’t hold my breath

If there are any hitboxes to be “fixed”, I would think all Senpushas so they don’t whiff the last hit, maybe her focus attack too as it whiffs lows. I still think nothing is wrong with U2.

The focus attacks hotbox is stupid. Plus I never liked how she’s throwable while airborne in her focus. I can hope, right? Shouldn’t whiff low. I miss slides all day.

U2, I think I want her hitbox adjusted so it’s active all the way on the top, but alternating activity on the side.

This week’s developers blog has been posted and SRK has the English translation up already.

Interestingly, this week’s entry had a Question and Answer session at the end that includes some additional information about Juri. Here’s the good stuff:

Annoyingly, the last answer does not mention or even suggest whether Juri’s normals were buffed or nerfed. But the bit about the Fuhajin Kick scoring an untechable knockdown and a juggle state is exciting.

oh great, they messed with her normals? =/ I’m happy with them as they are… hope they didnt screw anything up. Maybe I should just drop this game all together. This is my first street fighter game, I just got it in july and im really understanding and getting used to playing Juri and Bison. Ridiculous they have to change things. If any fighter needs balancing or tweaking it’s that god awful Brawl game for the wii, not this.

You really shouldn’t get annoyed unless you’re a Seth player. The balance tweaks for most characters will probably be quite subtle. Also, we have no idea when this update will be available for consoles, so it’s probably not very soon.

that’s true. Awful what they are doing to him…

Hopefully we’re getting buffs. There would be no point in buffing her walk speed if they mess up with her normals.

Interesting that the fireball kick gives Juri an untechable knockdown. I wonder if the changes in normals have something to do with that, mainly her fuzzy guard set ups. They probably changed the recovery on low forward. Also probably tweaked her vulnerable hitboxs’ on some of them

Hold your horses on panicking, we are certainly getting buffed :slight_smile: The original dev blog kind of hinted they had buffed her normals subtly, to make her more dangerous up close. They just confirmed this now. Also, nice to see them confirm the untechable knockdown from fuhajin store, they kind of said this between the lines in the original post as well (saying that you can use fuhajin kick to get a knockdown during FSE instead of cr.HK).

I’m really looking forward to AE. With direct buffs, as well as indirect buffs from the fact some high tier characters got nerfed, Juri should be able to go to town and take names. We just need to bring out her full potential before and after AE hits.

If they indeed buff her normals, Juri is going to become a major threat. Here’s hoping more tournament players will rise from these buffs, so we can see what Juri can really do.

Well, they did call the changes “minor” so I wouldn’t get my hopes too high. But any fine tuning is appreciated of course.

It will be curious how they buffed her normals. Many normals are just risky. Her close hp is very punishable. I don’t like it. Even canceling it to a special it loses to a lot of just small jabs, shorts, throws. I would personally like to see her standing jab hit more crouching characters.

It would be nice if she could special cancel her far mp to specials. This would be really nice. Would help her pressure.

It would be nice if her close mk hit both hits more reliably. Sometimes it feels like if she’s a hair away from hugging the person it whiffs.

They’re not changing her c mp or c mk start up. This would make her link 2 frames. Lets not get excited. I think if anything it will be her heavies and doubles.

As for Utk on fuhajin kick, this won’t make it. You gotta realize that on stores hit you gets very deep jump in if they quick rise. I don’t wanna lose this. It allows me to swarm those who are hasty. Cept adon. >.>. This is something people don’t do but I use it as my bnb. I get the kd, jump in for either hk or empty jump mix up. So again… No utk please.

Well, the untechable knockdown was confirmed. I doubt they’ll change it this late in development, so it seems you’re getting it. :slight_smile:

Anyway, think of the possibilities: then you may be able to do combo into fuhajin, activate, do safe jump. And you can choose after the fuhajin whether you want to EX Pin or use the untechable KD.

I agree on c.mk and c.mp, the frame data on those won’t change. Maybe c.mk safer on block, at most. but I’m getting the vibes we won’t get any frame advantage changes on normals, just hitbox modifications. Which can be anything between godlike to useless, we’ll see when we get it.

untechable knockdown off fuhajin kick is fucking amazing. this easily make her wake up pressure 10x better. safe jump OS’s, empty jump mixups, FSE activation pressure, and kara mixups. i see no problem with this change at all. plus her walkspeed got buffed, i can’t see how anyone who mains juri can be dissatisfied. regarding the normal adjustments, i’m pretty sure it’s probably adjustments to her lights and fierces.

but real talk, i’m pretty damn excited.

This indeed is very exciting! I admittedly agree I dont fully understand the new possibilities however reading your responses and your interpretations of this update, I can get the gist of it. Needless to say, Im very excited, and even more motivated to continue the grind.

I’ve been a little confused about that Q & A all since last night. Juggle stage AND untechable? You can tech j.mp right? I always followup so idk.

I think either the translation or the original question are just poorly worded. As I read it, the j.mp bit is referring to the juggle state part, and not the untechable knockdown. In other words, the question probably should read, “does [the Fuhajin Kick] put the opponent in a juggle state, like jumping medium punch, and an unrecoverable knockdown?”

The unrecoverable knockdown part is just a clarification of last week’s blog entry. Specifically, the developer’s mentioned last week that the Fuhajin Kick changes would help Feng Shui Engine because it would be easier to score knockdowns. But it would make no sense if the knockdown was techable because the Fuhajin Kick already scores a techable knockdown in Super Street Fighter IV. So, the only way the change would help Feng Shui Engine would be if the knockdown were untechable.

You are correct, the original japanese question, while a bit ambiguous, is worded “concerning the fuhajin kick, j.MP-like juggle state and untechable knockdown were added to it, you could say?”. Of course, you can see why it wasn’t translated exactly :wgrin:

I’ll try it when I get home. I do believe after fuhajin kick you can safe jump immediately. She jumps in very deep. Again, I don’t think utk is gonna be given to this. Hell. J mp juggle is techable, no?