Juri in v2012

I still don’t get what’s the point of keeping the EX move changes to FSE only.

And where you got that info from, deice?

If you dash further, that’s still covering ground quicker.

http://www.capcom-unity.com/gregaman/blog/2011/08/26/finalists_for_the_forces_of_summer_brackets_are_set

There’s a link to the (jp) loketest patch notes on the bottom. Its probably what the dev blog posts were based on, but in more “patch notes” kind of format, so I believe they may be more exact.

If the dash covers longer distance in the same time that means the speed is increased.

The FSE changes look nice though, It makes me want to at least try it :).
I would trade the FSE EX Shikusen [S]buff[/S] change for better hitboxes… Or for anything else, this just looks like totally useless to me…

OR she can now distort the fabric of space with her dash… Hhmmm.

Juri’s lookin’ good. Just in time for the end of the world.

just brain storming here …
but i think it acctually might be possible to senpusha, lvl2 FA , ultra 2 now … that sounds too sexy … it means that you dont need a fuhajin store anymore … :smiley:

Clever line of thinking there, I see no reason why that wouldn’t work, since you should be at the exact same advantage as when cancelling fuhajin. The cool thing of course would be that Senpusha moves you forward, so cr.MK, buffer LK Senpusha EX FA lvl2 should be viable from pretty far (if not max range?). Of course you’d still want to use FADC to maximize damage.

Actually yeah, that should work because you would be closer due to the pinwheel (hence it couldn’t whiff like with the LK fireball).

Now that is a reliable way of landing Ultra 2 from Focus. Good thinking.

thats just what i was thinking only theres something else to consider …
u know when you fish for a senpusha by whiffing a cr.MK with the senpusha input buffered ?
i know the first hit of LK senpusha would do more damage … but if you fish while buffering the HK version you u have more time to react and cancle with an EX lvl 2 FA … reason im saying this is the timing might be off slightly when focus cancleling an LK senpusha and you might end up cancling the 2nd hit … which we dont know the properties of just yet (im assuming its the same) also an extra hit would mean extra scaling … hell it might be more viable to do cr.HP into HK senpusha in that situation i dont know… (ofcourse this wouldnt apply to sakura if u catch her standing from max range cuz shes just annoying like that >__> )

another thing i was thinking of is if you have enough time to land an U2 from an FADC senpusha … juri might be able to fuzzy guard the tall cast that way with a jf.MP or a jf.HP (since senpusha creates a forced stadning state) …

all this is too good to be true … i cant wait till i get my hands on it and try it out myself …

Its possible, I doubt it though. I don’t think fuzzystrong will work. You need at least 10 frames I believe. Thats what you get on fireball fadc, and it seems like thats frame tight.

I really don’t think sempusha fadc ultra will be worth while. I can see it being yet another thing that people want to work better. The best way to hit ultra still remains as punishment, ex dive kick, and fireball store imo.

I might use U1 for the temporarily utility it provides with better wakeup, dash. I’m going to find the threat of multiple ex trajectories useful in some matchups like Guile. Pity it won’t last though but I’ll see what it can do. Does that make sense?

I honestly dont see much use of ex dive kick changes OUTSIDE of fse. I think they’re useless for fse except for catching escapes or zoning. But the problem is this.

If you’re trying to get in with FSE active, you’ve already lost this battle. If ex dive kick hits, you have a lot of time in which you have to watch her jump, dive kick, 4 hits, wall bounce, land…not quick rise. Thats like…half your meter right there! Not useful. Even if you reset them, you dont have options to lock them into blocking without using MORE meter. So I think this change is better OUTSIDE of FSE. I hope they change this.

As for the ex pinwheel, I really dont think its that good. If your knocked down and you have FSE on, you’ve already lost this battle. yes, if your opponent is dumb enough to try and pressure you when FSE is on, then…I dont know. If he’s really good this could work but the risk involved is not worth it. Plus, IF you dont kill Juri then she wakes sup after ultra with 80% meter again! 2 focus and activate!

I think capcom wants us to use ultra 1…but I dont think they’re making it worth while. I think it would be 100% fair to add meter gain, fix the problems and maybe offer resets off all her specials (sempusha’s and fireballs)

yeah I really agree with your notion they want Juri to use ultra 1, was playing with it in training. It just seems awkward to me and I notice those odd quirks of not frame trapping right, but it seems like normals can whiff if your not careful and it’s just so technical. Like im learning a new character. I’m still going to give it a shot, if not if you jump on me offline when I have ultra 2 your signing a chunk of your health away (I react stupid good offline and can actually do that combo unlike online when the timing screws me up with my questionable connection.)

I might be able to utilize the better mobility, I like dash up and grab shenanigans (and hey if it gets them in the corner too awesome). I’ll have to see how much they actually buffed the dash to see if it warrants me using U1 over my normal U2 selection. I still have shenanigans with U2 though but they are SUPER high risk, high return and needs perfect yomi.

About the Dive Kick, I thought about it and actually figured out why they put it in FSE. Its not about what we can do with it, its about what we can’t do with it, namely EX Dive > Ultra2. That would be broken, full screen guaranteed ultra punish for fireballs / whiffs with a ton of extra damage tacked on. So that’s why they can’t put it outside FSE.

Although, one idea I had was, why not give selection of Ultra1 a “passive buff” outside FSE mode to the DK trajectories. Then you’d avoid the Ultra2 problem. Juri has plenty of unique stuff, why not make her even more unique. I doubt we will see that though, since it would likely require engine changes.

Basically, if you take the FSE buffs and look at them:
[LIST=1]
[]Longer forward movement with dash (so we move faster)
[
]EX Dive kick goes fullscreen
[*]Invulnerable EX Pinwheel (with FADC combo potential)
[/LIST]
This tells us their objective is to not make FSE mixups directly stronger. They’re buffing it indirectly by ensuring minimal downtime, so we get maximal value from every activation. #1 lets us get in faster, chase after f.throw faster (new setups maybe?) etc.

You say “if you’re trying to get in with FSE, you already lost.”. With #2, that changes. Any fireball when Juri has FSE gets punished with EX DK > close.HP > EX Pinwheel for plain murder. Or even reset into full damage. In the long run, opponents wont throw any fireballs, and we can get in. This also makes FSE more valuable in zoning matchups, as a “get in” tool.

Opponents might try to pressure you if they get a knockdown, just to run time. With invincible EX Pinwheel (FADCable into full punisher mind you) this becomes a pretty big gamble. With 3 meters, even if they block it we are still in and get a mixup. So opponents will be even less likely to pressure us during FSE, letting us try to get in on them instead.

And of course we got the meter gain buff, so we won’t end up as starved for meter. Common problem for me is I make a decent comeback with FSE, but lose all my meter, and then the opponent gets to pressure me and closes the match. Now you would maybe finish with 1 bar left, to have defensive options open after FSE.

That’s my current view on the FSE changes. Definitely not over the top, but valuable still. Mind you, FSE is powerful already, this is just polish. Although, I certainly wouldn’t mind if they fixed the glitchy hitboxes / frame data on top, that’d be the strawberry on the cake :wink:

yes. FSE Juri is a completely new character with different pokes, bnb’s, and punishment. When your poking you can string pokes now and end on fireball. (far.mp, c.mk xx fireball, far mk, far hk…etc). Her block strings are different of course but her options are different also. Ticks still apply in FSE (but not advised as you burn meter for 120 damage, you do get UTKD in the corner though), you can overhead (everyone eats this shit because they try and be cocky and block or reversal on reaction), you can see they’re blocking high and go low, see they’re blocking low and go high. You can keep pressure on and try and hide your intentions by ending your FSE series and start over somehow. (If someone is hell bent on blocking it you can always do things like empty jump lows, and dash forwards, ex fireballs to get frame advantage to start again, lk pinwheels on hit to keep the hit advantage going, lk walk strings, resets…etc).

You literally have 2 characters in one…FSE mode being the scariest of the two. Activate at weird times and earn free damage (nj.hk to stop cross up, land and activate…opponent is flipping backwards, where will they land?).

Heres the deal turns 3s training mode off…ill brb…

c.HP xx HK Sempusha FADC c.HP xx HK Sempusha FADC U2 = 622 damage.

Is this correct or did I mess up with the math? HK Sempushas cancelled on the second hit do 80 damage, right?

(this has nothing to do with Juicebox and my view of the match. I think he played it really well, but for arguments sake as this was actually up during my brainstorming)

480 guarenteed damage with Kaisen. Yes. Thats a large chunk of GUARENTEED DAMAGE. But here is where the logic behind ultra1 vs 2 fails in my opinion. If you play safe and use Ultra 2 for punishment and combos (fadc ultra 2 doing 452, j.hk, s.mp xx store > ultra 2 doing 464). But how often can you post those numbers? I’ll be honest with you, outside of random ultras on wake up and such you can really claim that you can hit ultra 2 EVERY match. I can say that Ultra 1 comes in handy in almost every match.

Lets just look at tokido vs Juicebox. This is a match up I believe Ultra 2 should be used although I prefer ultra 1 as I can pressure Akuma with it. In 5 rounds he hit it it 1 time. AT MOST off that setup he gets 417 on akuma (VERY GOOD CHUNK OF LIFE, i’m not disputing that), but if Akuma has 850 health, and you have a possible 4250 health in those 5 rounds total, that means off that one setup he only took 1/10th of his possible health. Its a nice piece of damage but how did that help him in other rounds?

FSE’s effects are constant. They dont have a huge burst of damage to close out a round, but I think overall you have an additive effect on the match. Even if you hit the most basic of hit confirm of c.lk, c.mp, c.mk, s.hk xx hk pinwheel, thats 299 damage. Even if you hit that TWICE in the set Juicebox did with Tokido that is already more of an effect on damage output than he put out with Ultra 2. You’re saying you cant hit a c.lk combo 2 times on akuma of all people (whos s.hk whifffs on juri) twice in 5 rounds? Not to mention, off of a regular knock down you can activate ultra. That means even if you activate off a throw (120 damage) and do the bnb i stated above (299), we’re still clocking more than Juicebox hit.

Even more basic. Even if you hit a basic far mk, sweep thats 160 WITH an untechable KD. Come on. With mix up after that…shit is good.

I know this isnt really where this should be discussed, but I just have been really pushing for people to stop looking at it lik eUltra 2 is guaranteed damage. There are time matches you DONT get to earn that Guaranteed damage. In this example JBA only got 1 chance to hit it, where he could have used Ultra 1 with mix up off any kd and controlled the match more.

Now to deal with that akuma teleports a different issue.

That combo does 556 damage. Did you calculate damage scaling right? Remember ultra damage scales once before doing damage, then another time.

calculation

Spoiler

octave:147> S
S =

Columns 1 through 10:

1.00000 1.00000 0.80000 0.70000 0.60000 0.50000 0.40000 0.30000 0.20000 0.10000

Columns 11 through 20:

0.10000 0.10000 0.10000 0.10000 0.10000 0.10000 0.10000 0.10000 0.10000 0.10000

octave:148> C
C =

100 80 100 80 0 480
octave:149> sum(S(1:length©).*C)
ans = 556

Not disagreeing with the core of your thoughts, only some specific points. 1) Sure, landing two cr.lk combos on Akuma is easy. But to keep the comparison fair, you’d need to land two cr.LK FSE combos on Akuma being played by Tokido, in tournament endgame. Not so easy. 2) Don’t discount the value of just having Ultra2. If you’re willing to use it on a read, it shift risk/reward in your favor. The opponent starts including safe options more often in situation where you might whip it out.

I agree with your basic point though, FSE is powerful and you’re pretty much guaranteed an activation every round, unless you got raped. In fact, I never pick Ultra2. FSE is fairly involved to learn to properly apply though, but beginners will get far with simple cr.LK, st.MP > (pick Sekku combo or:) cr.MK, cr.HK xx store.

But exactly that. Tokido covered safe options on risks. He didn’t use air attacks whilly nilly, he seemed to be content with poking and staying back until he got the KD. Honestly, I think that covers a majority of Juri’s openings for Ultra 2.

I’m thinking in the other direction here. If I was Tokido, I wouldn’t be so careful if the opponent didn’t have Ultra 2, since the damage I might eat is lower.