Juri in v2012

Too easy to mess up store ultra? Up your execution. Juris corner is deadly when you learn to do stuff like

2 fireballs
Mid release (block)
S.mp xx low release
S.mp xx store (hold all three/blocked)
C.lk xx release

Or

2 fireballs
C.mp xx low release
C.mp xx low store/release mid
C.mk xx low release xx fadc
S.lk > s.mp xx store (hold all 3)
Overhead
C.mk xx release.

It’s not frame perfect but you’re option selecting the ultra 2 every store. You’ll be able to see if it hit or not and according the result… Ultra or not.

Just an example. Not near my computer.

I gotta defend my main for a sec here

It’s not really “buffs up the butt” when they’re just adjusting things to how they were supposed work in the first place. EX legs fix, and as for lol Hosenka glitch lol, there’s still gonna be certain characters that will fall out before the launcher part regardless of the restoration of Choco super hit properties. :sad: I would like to think that, as with Juri, her bad matchups from AE1 will still be the same, and chances are she will still have to work hard for her wins.

Or, you know, there’s always the option to follow Kail’s advice and start learning U1. :party:

Maybe we’ll find some stuff after all :open_mouth:

i posted the link in the video thread too… i figured maybe i should post here too…

[media=youtube]vKKLP7Pdrvc[/media]

Whoa, that’s a big change to keep hidden.

Hopefully we won’t be finding any nerfs.

I doubt we will. Guessing more in the direction that there are some hidden buffs and capcom decided those buffs plus the extra hitstun on Senpusha would amount to too much after all so they took the hitstun out again. Pretty much what I’ve been saying since the beginning :3

Didn’t Juri get a hidden nerf from Super-AE? I thought they nerfed her meter gain from fireball stores?

lol no, its same meter gain. They like didnt even release a full set of notes for everyone. Though the only stealth nerf Juri got from Super to AE was that they made the hit box on J.Mp smaller so you couldnt fake crossup with it anymore, which was a pretty fucking big nerf since you could setup some really ambiguous corner shit with it.

One change they never mentioned is that Fuhajin store causes a standard knockdown on airborne opponents without counterhit. I consider it a nerf, though others might disagree.

I was looking at the stream earlier and this girl was throwing out u2 and it looked like u2 had a faster start up than in AE.

In Super to AE people thought there were stealth U2 changes aswell, some said hitbox was bigger others said faster startup, the truth was it was the same.

So to reiterate, U2 is still the same startup, to those wondering why expinwheel > U2 in possible its because the second hit is +8 on FADC not +7, the changelog is wrong (its meant to say +8 which is what was in the beta changes log). You can cancel Juri’s dash on the last 2 frames into a special, meaning its +10 after FADC if you use a special (like U2) and if i need to state the obvious U2 has 10 frames of startup, hence making it possible to combo.


2012 stream live now

I wonder what else on that change log is wrong. I saw something with chun-li and idk if her kikosho is faster or kikoken.

its her ultra startup not fireball.

Here’s hoping fse changes.

And as I listen to my roommates at Nec I’m wondering how things will change next week for the face of this game.

^ that’s what I was thinking.

[LEFT]Fixing the gay bugs in FSE will feel like posting it on Capcom Unity made a difference. So i would like that at the very least. Seeing 3 frame close mp in FSE would be amazing, would probably get more damage off nearby overheads, just do plinked close mp into mk > hk > pinwheel.[/LEFT]

Keth…er um Seth said in his twitter that all changes haven’t been shared. U2 may have faster startup now.

no it doesnt.

its out now, am i going crazy or is her walk speed a bit better?