Juri in v2012

characters that can get out of fse easily and/or depending on the player you’re up against. if they’re mashing a lot through your strings and you don’t feel you can maintain pressure, or they jump a hell of a lot then ultra 2 can be the better option. it all really depends on how well you can utilize either ultra as to which one you choose.

That doesn’t make sense. Why would she go under a srk unless the srk whirred her. Why would the dash cause the whiff? Sorry… Can’t try this myself

why is cs.mp a blessing and burden in disguise?

Outside of the flash, I’m finding the fadc on the Pinwheel to be not worth the meter in the end in terms of damage.

It is when you need the kill, also the combo poke xx pinwheel xx cs.mp xx fireball xx mk xx pinwheel, builds a meter if you start with a jumpin and builds just under one without, just need to get used to the execution of it all.

It does more damage. It is worth the meter.

In the case of finishing off a round sure (edit: as Metallic pointed out as well), but it doesn’t add enough damage to justify 2 bars in most cases. Could you post a practical combo or 2 that shows its use?

Yeah i will. It’ll give me an excuse to post up some random vids tonight for youtube =D

a practical combo? cs.strong, low release, short pinwheel, fadc, cs.strong, roundhouse pinwheel (mid stage) / 2x store (corner).

ending it with roundhouse pinwheel works on the whole cast, gives 400 damage and the cost is 2 meters… tell me that’s not practical. it also gives you the option of throwing out a random short pinwheel during footsies. if you’re willing to spend the meter on fadc, not only does it make it safe to throw it out there, but you can net some decent damage and a knockdown if it hits. pinwheel fadc is definitely practical. the only reason it wasn’t before is due to the fact we didn’t have an ez mode plinkable normal to continue the combo, and we’d lose a (possibly vital) low store to do so.

oh, and that combo pushes from just over mid stage to the corner which, other than zoning out with juri, is exactly where you want them to be.

still working on the vid. Trying to organize it now =o should be done tomorrow if all goes right.

I feel like juri got a U2 hitbox buff. Maybe it’s just me but I was facing my friend who plays Rufus. I was getting overwhelmed in one of our matches, so I said fuck it and tried to U2 AA his dive kicks. It worked. The dive kick wasn’t at the apex of his jump nor really close to the ground but kinda in between to beat out my cr.tech~mp. I was sure it was gonna miss and I would be punished for it. So I was wondering if anyone could test it out as well? I’ve tried it in training mode and can hit Balrog, Ryu, Ibuki, and Yun at the distance I described. My timing could be godlike or something lol.

Still feels pretty gimpy to me. The forward hitbox does feel a tad larger, but I’ve had people stuffing it with the same old ridiculous moves just because the hit comes from above f. ex. Adon’s Jaguar Kick.

I’d appreciate it =D

Solid combo. I’ll get working on that one. I was having trouble coming up with combos that had the damage that made it worth it. Obviously, there were factors like corner push and such, but I was looking for the “maximize the footsie poke” combo (which I should have specified).

J.hk, s.mp xx low > c.mk xx hk pin - 336
j.hk, c.hp xx low xx fadc > c.hp xx hk pin - 394
J.hk, s.mp xx low > c.mk xx hk pin xx fadc > sc.mp xx hk pin - 391
J.hk, c.hp xx hk pin xx fadc > s.mp xx hk pin - 397

Keep it simple. There is a big leap in not using meter mid screen. But the match is going to dictate the use. Example. Person his going to live if you burn 2 bars.

J.hk > schp xx super - 496.

Situational. I’d never burn 2 bars on a short short short combo unless it’s going to kill

i cover some of those combos in my small vid. Almost done ranma. Just gotta find some music for it and try to make sure transitions aren’t so fast for viewers. Plus i added a little training exercise for all the juris to try out from beginner to advanced players. It should help with execution.

you coaxed another video out of me ramma:

[media=youtube]3VJeAxgtp50[/media]

[media=youtube]NxzKePS5ZcY[/media]
For you Ranma <3
Btw glad the other juris were eager to help you out!

Ramma feels the love. Thanks fellas. Going to make good use out of these.

So to recap … (been away From juri for a while)…outside of juris FSE… She got

  • a 3frame cl.MP
  • better Senpusha FADC frame advantage on hit (without the details)… Is it still -2 on block for all versions?
  • a wonky glitchy cl.MP after an ambiguous jump in making it cross up… which will probably be fixed soon
  • a better hitbox on FA … Not sure bout this 1… Still feels the same to me
    Did I miss anything?

Also… Found something a bit nuts… ( inspired by some cammy tech.) … Only problem is that I’m having trouble making it consistent as juris safe jump setups are utter shit apart from the one in the corner …I’ll figure out a use eventually … Even if it’s a character specific one…

Happy holidays