Juri in v2012

They buffed Ryu and Vega, hard. Come on, Juri!

I would seriously hope they fix all the “broken” stuff. FSE move startups, FA whiffing low opponents, etc.

I would actually like the idea of making FSE comboable into, usually you would use it from a knockdown for mixups, but it would be cool to be able to use it for comboing into. It would obviously prorate hard, it wouldn’t actually be genei jin strong, just a new tool in her bag.

Looking at the other characters changes, they’re gonna have to give us a bit more than a pat on the back “thanks for the hard work over the years”.

I noticed they changed Bison’s scissors so that it gives more +frames if you FADC by giving first hit more hitstuns. It would be interesting if they did this to LK Pinwheel too.

Was interesting reading the JP comments on the dev blog regarding Juri, people were commenting pretty much the same things we are:
[LIST]
[]One guy wanted EX Pin to be a better reversal, or at least trade with the real shoryukens.
[
]Someone wanted cr.LK to be 3f startup.
[*]Someone noted her FA hitbox should be fixed to hit low opponents.
[/LIST]

Anybody whos played Juri for long enough know about her woes, as time has gone on alot of her tools became very obselete, FA is just that new addition to the pile, others have included lk pinwheel not being a safe ender, FSE normals not frame trapping properly, mk pinwheel not scoring knockdowns on various characters, reversal Expinwheel trade setups to guarentee followup combos, jumping in at the fireball store range as opposed to regular hitbox range to try tag the extended hitbox, meaty fireballs timed with normals to beat counter dashs, etc… I feel i could point out at least 1 bullshit property in each of her moves.

Someone go over there and request a health buff. I dont know if she needs it, but I wouldnt complain if they gave it to her.

Personally I thought the guy who suggested that was a bit of a genius. I particularly liked his fatality suggestion as well. That guy really gets it IMO.

Seeing what they gave to most of the cast so far, if they don’t fix Juri it is flat out negligence towards the character.

We have to remember that these changes are not 100% set in stone yet, they may be changed based on feedback Capcom get from the loketests

That said I still have a really bad feeling they are going to screw over Juri. I don’t want to be going on holidays on Thursday cursing Capcom, please god I hope I’m wrong.

I’m usually very cynical regarding what Capcom does but after reading the first batch of changes I have a feeling they won’t do anything to hurt Juri. They might at least fix U2, they seem to be doing that with other characters. I don’t think they are going to be changing frame data though unless it’s a twin or fei, in ths case I’m waiting for justice to be served…

I’m guess no changes really but, I hope they improve the U2. Also, her normals need little improve and pinwheel damage too.

It should really be on all versions on hit and block (like I said above). At the moment, I think we get about +3/-3 from EX Senpusha FADC, so it’s not technically safe on block, nor do we practically get a combo on hit.

I’m mildly excited. Seems like they’re going for the “Buff them” approach. All of the changes from today’s list were satisfying, got some issues fixed, gave some characters some new things to play with and didn’t make Viper absolute trash by just giving her a minor damage reduction on some moves.

You guys dont realize that there isn’t any juris out there doing anything. She could just get slight damage buff on her c.hp or something stupid like sc.hk cool down reduced by 2 frames.

Giving Senpusha extra frames on hit opens up alot more damage for punishing stuff:

Cr.Hp xx Lk pinwheel (2hits) FADC St.lk xx Cr.Mp xx Hk pinwheel = 357 damage for 2 bars.

Thats without a jumpin, add a J.Hk to that combo and you get 413 damage for just two bars with no fireball stocked, and the combo itself practically builds you another 3/4 of a meter. Compare this to:

Cr.Hp xx Lk Fireball FADC Cr.Hp xx Hk Pinwheel = 328 for two bars (394 with J.Hk at the begginging)

And you will notice what quickly becomes the better punishing combo, yes its a 1 frame link into cr.mp, but you can plink that, while as coming out of a pinwheel FADC right now is unplinkable, which makes it not worth the risk because the ender is unsafe. If they put extra +frames at the end of senpusha, or made her dash 1 frame faster (id have to rework so many setups if they did this though…) it would make it worth the risk even on the 1 framer, you could even sacrifice damage and go for st.lk xx st.lp xx cr.mp/mk which would be easier (and st.lp would connect because pinwheel forces stand). Suddenly everything would make sence, but we shall see.

Basically if they added the extra frame advantage on pinwheel or made the dash faster, thats one of the best buffs they could give us.

Enough of me saying “Oh stop asking for OP shit”. This is what I want and its something I really think its to be expected based on the uniformity of the cast.

-All pinwheels hit all hits crouchers. No more of this (oh he was lacing up his shoe so now I can be jab hands > super).
-Focus level 2 > Dash = safe on block. I’m sorry. I think this is fair. Then again, this next statement is without any kind of research…but cant Most of the cast do this? I know against a majority of them if I try and jump I get tagged. Whys it I do it and I get c.lk’ed?
-Sakura has a really good focus attack. It Hits crouching attacks and avoids low attacks. I’m sorry…Why cant I do the same? I’m in the air, and upside down. Lets be serious now.
-Lower hitbox on s.lp. This would be a REALLY good buff. This takes away the whole “1f link” bs to juri. This doesn’t make her over powered, it just opens up her offense more. I’m sure counter hit setups would be much easier to hit and doesn’t make her able to do jab walk jab bs. I mean…If people can jab ultra i think i should be able to hit a jab on crouchers. I’m not asking for long reach…but if I jump in i should be able to do lk lp for a hit confirm.
-Ex dive kick hitbox extended. I want this move to have tracking properties. It should be an automatic 4 hits no matter how deep, low, shallow…what moon phase…was the donkey wheel turned? Who shot JR… dont care!
-j.mp xx dive kick > ultra should work on everyone anywhere on the screen. If its a trial it should be universal.
-sc.hp lower hitbox. If someone does a low attack while you do sc.hp the sc.hp will whiff. Thats just flat out silly. The use of that move is a counterhit setup. It should be used as such.

FSE
-SIGNIFICANT REDUCED meter gain. That means a 1/3rd of meter gain outside of FSE. Meaning, we can build meter but we’ll earn crap. If not this…then…
-Lower cooldown on FSE. Not asking for anything crazy. I want 5 frames. I honestly and truely think that’s 100% fair. You give me an ultra that doesn’t juggle, that doesn’t build stun, built meter…you beter make it easier for me to use.
-No change in frame data for any move. Start up times should be the same, its the chainability that is buffed. Don’t nerf an ultra that doesn’t juggle, doesn’t build stun, doesnt build meter.
-Far and close move adjustments. Let me explain. there are a lot of times in when you press a button expecting a far attack. Without FSE on, the far attack would come out. But for whatever reason, with FSE on the close attack activates and you whiff! That is not fair to the player. Also…you expect a close hk and you get a far hk, and it whiffs! I think a much more strict set of rules needs to be implemented as to WHEN these moves come out. I know its a lot about your opponents hitbox also, but theres something not right about this. I personally dont think this will be changed…but here is to wishing.
-Far HK whiffing on crouchers. Do I need to even go over this? Far HK should NEVER whiff. Hell…I understand it if it whiffed on crouchers without FSE. But I’m using an ultra that buffs me and I’m getting nerfed!?
-sc.hp whiffing whenever it wants to. This is even worse than far hk imo. Close hp is a great combo ender for FSE. It leads to mix up, it leads to damage, it can be cancelled…but there are times in which a standing opponent just doesn’t get hit. This could mean the difference between win or lose.
-C.hp whiffing on crouchers. Again, how often do I have to say this? Juri has no solid Hard combo enders. Sometimes they whiff, sometimes they dont…etc. Realistically you only get one good combo in per ultra. Can it count?

So thats it. thats my huge list. I dont want everything…but I do think SOME of these things should addressed. I personally think thats all she needs. I said it in a previous post. All I’m asking for is UNIFORMITY! I’m tired of having a fucking scroll of moves to follow. My next project will be based on the changes to 2012. It will be an iphone document to have the do’s and dont of EVERY matchup. Not “dont jump in on this character”, or “your ultra doesn’t hit this move”, rather "Make sure you hit this button instead of this button. When you use a dive kick it must be this dive kick while holding a four leafed clover between the hours of 3pm and 3:12pm.Thanks capcom.

-BNK.

QFT :smiley:

Most of the things mentioned in your post would actually be pretty nice. I personally would be most delighted if they tweak up FSE a little bit.

I’ve been annoyed with the close / far move discrepancy in FSE (most commonly the situations where you get close moves when you’re too far to hit em), it really prevents you from crafting any elaborate combos, or you would have to have a character / mid-screen / corner / spacing -specific combos (and the number of combinations gets out of hand real fast) :stuck_out_tongue:

what I feel they may change after reading the recent tweaks:

u2 fix

bnb whiff fixes

I’m probably the most inexperience Juri player that doesn’t know her frame data or Tricks

It is actually pretty strange why they have done that though, it makes me always feel im safe sticking to a crouching magic series because they dont depend on proximity, i rarely these days go for anything else bar when im right in their grill, whats the point the combo would just drop right? If anything bigger hitboxes to compensate or take away shit like close medium punch/medium kick all together (they are actually next to useless in FSE compared to their far versions, which startup faster, do more damage, move her closer and chain into other moves better).

For some reason i think capcom will adjust her u2 for a better AA usage

Here’s hoping they give juri enough buffs to keep her on par with her bad match ups.