Juri in v2012

im liking the changes alot …
im so glad she builds some meter with FSE now … (the main reason i hated it …)

havin 3 versions of EX dive is going to be alot more fun … and alot more deadly in the zoning game all in all … especially with U2 …

its cool that senpusha FADC on hit has +5 more frames …
it would have been awesome if the +5 after senpusha were to work with the block stun as well … making her +3 on block… that would allow true string with cl.LK… making her a rushdown beast :stuck_out_tongue: (but i think that would be kinda asking for too much … lol )

to be honest … the only change i was hoping for was an Un-throwable EX senpusha … and im kinda sad she didnt get that … it would solve so many problems especially on wakeup … oh well … maybe next game … :frowning:

but yeah new juri is sounding pretty cool …

i think the biggest threats will be dee jay … and gen …

deejay is already hard enough, u cant cross him up and he has alot of moves that put him at safe ranges … plus EX sobut can be quite limiting at some points … and changing the jump arc makes it a bit (not too much) difficult to anti air him … and his mixup after knockdown is not very pleasant …

as for gen … the more i play this matchup the more annoying i find it … and with the buffs … its not sounding any better …
gen can out poke juri … plain and simple … on the ground and in the air
his jump arc changes with stances (for those who didnt know) , and its so weird in that from almost a bit more than mid screen he can jump in with a difficult to anti air attack … this usually happens on a predicted fuhajin …
his wall dives are managable most of the time … but can be used to bait out so many things … and they can be done in such a way that would make them slightly safer … (most of the time hes at -3… but its hard to throw him and the cl.LK wouldnt reach … plus if u try conventional anti airs it might trade or completely whiff considering he can alter the dive on the spot … )
also his EX roll goes through projectile junk … (can be annoying but usually isnt done without a hit confirm so its not too bad )
his ultra 2 (the KKK version) shuts down alot of juris options … but one good thing is that juris recovery from fuhajin is relatively short so you can bait it out …
now for his buffs … he will have an untechable knockdown after gekiro … u know how much of a pain thats gonna be ?! i cn only imagine the mixup after , ambiguous crossup … or forcing true strings into garanteed chip … its gonna be a nightmare …
faster ultra 2 …(this worries me )

i can see how seth and cody are gonna be a pain … but by far i think these two are going to be particularly annoying

honda might get a bit of edge back with the arial invincible LP headbutt … but as long as he can still be safe jumped and crossed up … it shouldnt be much worse than AE … (i seem to do fine in this match up… i play the french hondas alot … … i understand the difficulty in anti airing him but … there are other ways to hurt honda )

anyway … nothing is final …
so it’ll be interesting how the final product turns out …

(… keeps eyes on oni and hakan … hmmmm i like … :stuck_out_tongue: )

the only buff dhalsim got is a finger up his @$$ … im kinda sad about that … with everyone else’s buffs its like they want him to get worse on purpose … :frowning:

I’m very pleased with the changes. The only thing that I still want is for Ultra II to always connect fully from the first hit. I don’t feel like opponents should drop out after getting hit by it. The other buffs are very on point, though!

Here are my thoughts on the changes Juri is planned to recieve. Some of it will be a little repetitive to some of my earlier posts, but this time I’ll go more in depth as to why I wanted the changes I did.

First a faster dash.
The reason I wanted a faster dash was because that one adjustment, even though it was only one frame, fixed alot of problems I thought Juri had.

Among the thing it would fix is a legit follow up after PW fadc while still being able to keep a FB stored.

Like Mike said, this is an improvement to our FB set up on wake up. After the blocked FB, a faster dash, a follow up could be made into a true blockstring. Also this gives Juri the advantage after a lvl2 FA, dash fwd on block help her go on the offensive. Combo into Ultra would be slightly easier, tho I didnt really want it for that purpose. I dont want her to be easy.
Juri gets the dash only under FSE, but thats good enough for me. This makes FSE GOOOD!
Now with a faster dash in FSE, it might be possible to even FADC a close HK and still be able to combo, no need to use a special. Assuming dash is faster by at least 2 frames.

PINWHEEL:
Personally I didnt know whether ex pinwheel needed full invincibility or not. Lots of characters have a bad wake up, so Juri having one shouldnt be out of the question. What I did have a problem with was how a single option(throw) eliminated every single one of Juri’s wake up options. Thats not to mention the trades, some of which made it possible for them to follow up with a combo! But lets look at what they plan to do w/ PW now.

The changes to pinwheel are pretty huge in IMO. It allows for some damn good damage. Alot of people seem disappointed that they didnt change ex pw outside of FSE, but there maybe a reason why they didnt. Every version of pinwheel has a hit that leaves Juri @ +6 on at least the 1st hit. Well what that means is maybe the tables have turned. If Juri trades, will she now be able to combo…lol? I wonder if the devs see that coming. If so, asking for it not to be throwable might be a bit too much… we dont want Juri to be overnerfed in the future do we lol?

The other changes are just gravy. FB store being juggleable after was a good buff in AE, it allowed for a safer option. More damage makes on par with the other options. Meter in FSE is awesome. There’s only a few changes that maybe need to be looked at. How jump attacks can be blocked from both directions, and FSE normals, though I think w/ the changes she’s getting the limitations may be ok for fse.Then there is the overhead recovery.

I had planned to make a video showing these 3 things and actually started it, but stopped waiting to see what changes they had planned first. Currently there are around 10-12 or so characters that blow overhead up if they focus through. No one ever does it, and its not the easiest thing to do, but should it be possible at all? When I say blow it up, I mean big damage, going into Ultra even or ending up in a dizzy.

I was hesitant to show it in the video for fear of them trying to fix it and making Juri worse, but I really dont want it to stay in the game long after Capcom is through tweaking it, and have opponents make the OH obsolete. The easiest fix is to make it 2 hits, but I dont want added damage scaling. Scaling wouldnt be too bad tho’, since it would be the first attack in the combo anyways.

Anyways those are my thoughts on the subject. I may still make the video just to show those three things. Even if they stay in, I think Juri is gonna do some serious hurtin’.

My girl’s got a bunch of buffs which I like. Keep on keepin’ on Juri!

Meter building in FSE + faster dash in FSE + New Pinwheel FADC Possiblilities=GDLIKE.

My boy Cody got some good buffs too, I like :).

Not only that, but EX Senpusha is invincible until the 1st hit. Saving some meter can make FSE worth something even if you screw up and get knocked down.

I really like having the ability of doing senpusha into U2. I’ve always wanted that. Watch me stay with u1 because of the property changes. Its like she’s a completely different character in that form now.
(I actually want to try out cody now because of that walkspeed buff and knife mega buff.)

Oh shit…i hadnt thought of that. Because they upped the frame advantage on first and second hit of Expinwheel, trade combos with expinwheel might not work anymore! Or at least some, alot of moves on trade get alot of plus frames, especially fierce and roundhouse moves, also special moves with lots of hitstun like rekkas and change of direction.

Wait, so if Juri trades with pinwheel and stays standing she’s at +6? so she can far st.mk, cr.mp or even cr.mk xx combo? Badass.

No i said it would stop people from getting trade combos on Juri. Its still not enough +frames to warrant a trade for Juri, by a mile.

I dont know. I did a quick test vs Makoto’s Mp and Makoto recovered 2 frames faster from the trade. If Juri gains 5 frames that would put her @ +3 after the trade. It wasnt a thorough test though, theres no telling on which frame Makoto traded with so results could vary.

Tested with Sakura’s st/cr. HP and Sak recovered 7 frames before Juri. Same as before, not a thorough test just a quickie. Fortunately we get pushed back a good distance.

But fortunately for Sakura she can cover the distance with sweep and cr.mk, thank god for that right? lol

lol damn I didnt test it. Damn she gots some fast normals.

Same here. We can also link combos after an FADC Senpusha much easier now.

I don’t see how anything posted was trolling, but whatever :-/

So if U2 is a 1 frame link on the new Pinwheel FADC, is U1 the same?

I was thinking the same thing. Our BNB combo, which does a sweet push as is, can now be FADC’d (and not a hard one either) into an even bigger push.

The new FADC (more frames I mean) ability adds a massive amount of pressure game in comparison to what she has now.

Yes. Ultra 2 is 10f startup total, Ultra 1 is 7f total, +3 frames to link close.LK. Its kind of unfortunate, since without P-link its not reliable enough to use regularly, in my opinion. Maybe if you could P-link with select?

You could, but you would probably want to rewire your stick for that to be comfortable. Even then, it would still be hard to do unless they change the 3-second activation animation.

I’m sure in the complete patch notes u2 activation might be faster so we can fadc from pinwheel.

With the new frame advantage on an FADCed pinwheel i can do pinwheel FADC >mk>pinwheel

loke test 1 AE2012 alpha notes for Juri (my translation):

JURI
Forward dash - during Feng Shui Engine forward movement increased (the distance, doesn’t mention speed)
Close forward - second hit enhanced hitbox
Focus Attack - attack hitbox increased downward
Fuhajin kick - Damage up to 50
Senpusha: LK 1st hit +5f, MK/HK 1st and 2nd hit +5f, EX 2nd hit +5f
Senpusha: During Feng Shui Engine, EX Senpusha invincible frames extended to first hit
Shikusen: During Feng Shui Engine, can control angle with buttons pressed (assume they mean EX)
Feng Shui Engine: Super combo gauge gain 1/3 of normal.

I guess the dash speed is a goner, or they didn’t mention it, don’t think anything else is different from the dev blog notes?