Juri in v2012

i know wtf man. That dash is like hey i’m in your face already sup man. LOL

I actually find the fadc into U2 from ex sempusha not that difficult. Mind you I’ve only recently managed to execute fireball fadc consistently after practicing it for so long. Really just keep trying once you get a feel for the timing it’s not that bad. I’ve been doing it for the past hour consistently.

so it’s actually easier to do it from a fireball fadc combo? damn that’s a bit of a crap buff. better than nothing though. i still don’t get why they changed the animation of the opponent getting hit by ex pinwheel? i guess maybe they made it super easy to fadc out of, then took it away because they thought it was too easy and would buff juri more than they wanted. silly capcom.

i’m noticing now c.mk is whiffing a lot more =\ might be just me. Oh and today i crossed up a makoto with j.mp…i dunno if it does.
Also frame wise is cs.mp 0 on block or is it on hit?

super/ae it was -4 on block, -1 on hit. not sure if it’s changed now

The total frames were cut down. Hit stun wasnt changed.

Naw I didnt do anything fancy:

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I’ll say this tho. Its always been possible to hit a 4 frame move after FSE activation, so maybe fse MP is 4 frames. But what led me to believe its three frames is that it was still linkable under FSE.

FWIW, I just checked it the way yall are and now I think its 4 frames. For example, w/ fse, mp cant punish Abel’s CoD, but it can punish Fei’s OH. Doesnt explain how we can still link the MP after a crouching LP so I dont know whats going on.

Thanks for doing the testing! Yeah, that makes sense, so FSE cs.MP is 4f startup.

I guess its possible the FADC situation causes something different, as it already had kind of odd properties, you’re really +8, but you can cancel 2 frames off the dash with U2 to get +10. With U1, you have 0+1 frame startup, and 6 frames recovery, duration 7 frames. As we have (1+6) -2 +4 = 9 frame move hitting a +8 situation, so something has to be off by one. I guess it could be possible the U1 startup is 0 frames, I did verify the recovery is still 6 frames (Ryu cr.MK punishes). Another possibility would be FSE just lets you cancel 3 frames off the dash.

Yeah, the results with LP > MP when recorded are odd, I was scratching my head over that. Couldn’t come up with any reasonable explanation yet beyond "its weird"o_O

For certain moves like projectiles and Juri’s U1, the AE mook puts “total duration”(全体) with the number of frames in the recovery column. Most english frame data tables omit such notes.

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yay! capcom! lost track of everything after this. ridiculous.

Ultra I buffs are crazy.

Normal buffs are baller.

Special buffs are really nice.

Focus attack buff is great.

Ultra II lack of buffs is unfortunate.

LK Senpusha still being -8 against crouchers is…really sad. Seriously.

lol what u see is bad, what i see is a reset.

Is there any way to tell the difference between the Invincibility Frames for EX Pinwheel and FSE EX Pinwheel?

You won’t be trading with it as often - if ever. The FSE version in theory is basically a 5f DP.

could view it as a reset if you knew it was coming, but when you don’t… just freeze up for a second thinking wtf? if you do something after it, you end up doing it the wrong way too, so i’m not sure if we could even use it as a reset? lol

Well no. Try and recreate it in training room bet you can’t act because she’s in sekku still

I tried mixing up after the Balrog warp. She cancelled into store, teleport glitch and stored AWAY from rog.

These are glitches that need adjustments. Just don’t fuck with the moves!!!

Anyone found a way to make cs.MP swap sides on block? I was trying the on hit stuff and its pretty easy to do (eg. just go vs Sakura and do an ambiguous j.MK that’ll land in front > cs.MP and you swap sides), but I haven’t found anything on block.

On hit it isn’t very useful. If you cancel the MP with anything, you will continue attacking in the “old” direction, which is now away from opponent, so you have to wait until the sc.MP recovers, then you can act again (but not combo obviously) and go eg. cr.LK. It might be too slow to be a powerful mixup though, even if we got it working on block, as sc.MP recovers for quite a while. At least it would be a cool gimmick.

The FSE FADC sideswap in genkibots video might be useful as a reset, if there was a way to reproduce it consistently. I couldn’t manage when I tried. Still has the same problem though, have to wait the long-ass recovery on cs.MP, and you can’t link anything after to just keep comboing.

Can’t wait what Desk comes up with this :smokin:

Seems kinda senseless to learn setups given it’s going to get patched out.

Then again, knowing Capcom, the fix will probably be released in 06/2012…

I wouldn’t invest too much time into the swap glitch it’s going to be hot fixed. They announced that on event hubs yesterday.

Edit: Vulps I didn’t see your post when I posted the post I posted.

Maybe the hitbox of cs. MP is different in FSE. Look at your far S. HK :frowning:

c. LP > cs.MP during FSE def shows it’s a 3 frame move.