Juri in v2012

Okay. I’m 100% sure last night juris changes said her movement speed was buffed. Now it’s not there.

Srk reads ex shikusen changes with no mention of fse active. Eh says specifically.

Hmmmmmm

Fse is a buff ultra. Now she’s buffed. Use fse. It’s better.

Btw, Mike, would you mind editing my translation into the thread OP, so that its easy to find?

yeah doing some stuff myself, gna write up a more in depth analysis so that people might understand what everything means in the grand scheme of things. Ill add your translation in now though.

oh my god i’m so happy, i made the right choice when changing to juri when AE dropped.

hopefully everyone will finally stop complaining so much about her on this board and we’ll all level up with the new and improved juri together. let’s get it

I like these changes. I think the FSE buffs add to the fear of U1. It should be harder to get away, and if you try to zone her with fireballs, she can EX dive from 3/4ths the screen. Also building scaled meter in FSE is nice.

Fixing the FA is awesome. No more feeling like a dumbass when it whiffs point blank.
Pinwheel into U2 becomes a nice weapon in those match-ups where U2 is more useful(although the U1 buffs might change how we feel about which Ultra to use in a given match)

All-in-all, I think Capcom did good a job. They made her better without making her brainless. The only things I would have liked to see changed that didnt, was st.lp hitting crouchers and fixing the oddities with some normals in FSE.

Seriously, I can’t count the number of counter hits I missed and the number of times I got knocked down hard just because my level 1 focus whiffed. This is one of those small things that can make a huge difference in a match.

The FSE Dash buff is going to be awesome if you need to chase down someone. Hopefully her improved dash will be Makoto-like.

I don’t think building meter inside FSE makes it broken at all, it is a 1/3 meter gain. I mean, it isn’t like we get chip on normals too. That would make FSE really crazy.

I think most disappointed people see most of Juri’s good changes are within FSE only and that is a legitimate complaint. I like Juri’s changes and now I need to put more time in FSE but, having ex dive kick (especially this…this means don’t fireball or you’re screwed like many characters have with meter) and faster movement out of FSE would be much better, just as an example.

Like I said, good changes and maybe we will get more, but most of her flaws (every character has to have them, but couldn’t we get a slightly better wake-up with EX Pinwheel outside of FSE) and hitboxes remain untouched (at least FA is fixed), and Juri mostly got better within the FSE, not her overall game. The Pinwheel FADC (this is what excites me the most. I mean, holy shit, we can FADC at the end of our BnB if we need to get out that last bit of damage), extra fireball store damage and FA are great of course.

Incase some of you struggle to see the whole perspective of things (especially the faster FSE forward dash) that these changes imply, ive added this post to the OP:

Ill break some changes so that maybe in the grand scheme of things more people will understand each changes implication on future Juri play.

FSE Faster Forward Dash - Theres alot this particular change entails:

Not only does this travel fast but it also covers more distance, its actually possible on FADC to leave yourself at stupid +frames after cancelling a pinwheel (with its new updated properties) or fireball on block or hit.

This opens up a MASSIVE potential for increased damage because you no longer require a fireball to maintain pressure with 2 bars available, however with as much as 4 bars its not impossible to loop a punisher series all the way from one side of the corner to the other utalizing pinwheel FADC (god knows how many +frames you will be on factoring in the +5 extra on hit and faster forward dash).

It also has the potential to create new safe jump setups off throws (back or forward).

Ending your series in Sweep xx Store, means you can release for meaty fireball pressure, dash once in, throw out a move, and it will be a blockstring (im theorizing). Right now its near impossible to setup a blockstring off a meaty fireball without FADC, and youre never close enough to do proximity moves because the fireball pushs them back out of range. But having a faster dash that also covers more distance fixes both problems (proximity moves also come out faster) and makes for very good offensive pressure. If they backdash, the fireball tracks and hits them and you get to apply the same pressure again.

Focus Attack - Right now a common problem has been opponent making FA whiff by ducking under them with low forwards, because they tag you, you reflex and let go of FA only to eat a full punish. They have fixed this, so thank God for that.

Fuhajin Store Damage up to 50 - This was toned down in the transistion to AE from 50 to 30 with the introduction of store xx fireball release. What made this okay was that the damage from store +release was considered one move and damage didnt scale further down from consecutive hits, meaning in a way her damage was buffed from 50 to 80 (30 + 50), now the store to release combo nets Juri up to 100 damage (50 + 50).

Pinwheel +8/10 Frame Advantage on FADC - It used to be +3 on FADC, now its +8 (with the extra +5 added to it). Due to the first hit of Lk pinwheel only receiving the change, it will still be +1 on hit without FADC, +8 on the first hit FADC and +3 on the second hit FADC. This opens up much more new combo potential, as outlined in the change log you can even do Pinwheel FADC Ultra 2. The way this works is that Juri can cancel her forward dash into a special on the last two frames, bringing pinwheel FADC up to +10 on hit when inputing a special during the dash. Heres some combos that will be possible using this new tool:

Midscreen punish(2 bars) - Cr.Hp xx Hk Senpusha(2 hits) FADC Cr.Hp xx Hk Senpusha = 358dmg (418 from a J.Hk)

Midscreen punish(3 bars) - Cr.Hp xx Hk Senpusha(2 hits) FADC Cr.Hp xx Ex Senpusha = 386dmg (438 from a J.Hk)

(These are just the highest damaging examples, there are more practical applications like extended combos off basic hitconfirms with light attacks, and hit confirming a pinwheel buffered cr.mk into extra damage)

Midscreen Hitconfirm Ultra 2 - Cr.mk xx Hk Senpusha(2 hits) FADC Ultra 2 = 482dmg(aprox)

Midscreen Hitconfirm Ultra 1 - Cr.mk xx Hk Senpusha(2 hits) FADC Ultra 1 xx St.lk xx etc…

(both ultra combos are 1 frame links off the pinwheel FADC, made easier by reversal input leniancy, the st.lk off the ultra 1 is a legit 1 frame link when the ultra activation is timed at the earliest possible frame off the pinwheel FADC)

I wonder if FSE c.mk x hk pw, fadc, j.mp will be possible on large characters.

to combo the dash would have to be 2 frames faster (you need to be at +10, such as corner fireball xx j.mp) which it probably would be, so chances are that might also be possible, you’d be better off doing a ground combo for damage/to end in a sweep, but im unsure if its even a good reset off a divekick juggle. If they are too close to you, close mp comes out and probably whiffs, if they are far from you the best way to reset is with far.mp. But by the time you recover they hit the ground a good distance away…so not sure about that like.

But say you are doing something like FSE f+mk, chaincombo into hk pw x fadc, j.mp, reset.
Maybe in situations like that it could be worth it.

I like how juri is able to combo Senpusha into U2. I think that is an awesome buff alone. I also think FADCing into U1 would be a good option. I’m not sure if we can combo right after that though.

Juri spent a few months in the gym and now she got buff :slight_smile: all these changes sound awesome. Still, i would have loved if they buffed her to have viable wakeup options, more invincibility on her backdash would be an outstanding buff. All in all, good shit though :woot:

I doubt these changes are gonna bring new Juri players on board, and if so they’ll drop her after a couple weeks. Doesn’t take long to realize that you cant just pick her up and win without using your brain.

Comboing into U1 would certainly be a lot safer. Even if you’re 1-2 frames late you can still apply pressure. If you miss fadc U2 it’s your ass.

I think the EX Shikusen change is meant to keep people from running away from you. Even when whiffed, EX Shikusen has really good recovery, so that should help for closing distance more easily. As far as combos are concerned, the only problem I’ve had is that on certain characters, the LK trajectory would cross up, and MK and HK would whiff entirely, so I don’t think this change will affect that.

is pinwheel still bad on block? (I’m glad i kept juri as a secondary. I wonder how the hakan users are reacting.)

Reading Mike’s post, I became curious of Mid-screen Punisher: c.MP xx Release > c.MK xx Senpusha xx FADC xx c.HP xx hk.Senpusha o.O;

All I know is, it’s going to take me less than an hour once patch hits to break this game wide open with crazy shenanigans :tup: A real reversal would’ve been great to deal with meaty armor breaking moves, but those are the breaks I guess. TBQH, I’m just glad they’re buffing instead of nerfing :lovin:

What do yo guys think of the new Juri buffs?
Juri

• Faster forward dash during FSE
• Expanded hit box for 2nd hit of st.mk
• Hitbox for FA repositioned to hit crouching/low position characters better.
• +50 damage to Fuhajin rising kick
• +5F advatage on hit for 1st hit of lk Senpusha
• +5F advatage on hit for 1st & 2nd hit of mk/hk Senpusha
• +5F advatage on hit for 2nd hit of EX Senpusha
As such, Senpusha -> FADC -> U2 combo is now possible
• EX Senpusha is invincible until 1st hit during FSE
• Changes in EX Shikusen trajectory:
lk+mk: same as before
mk+hk: same as mk shikusen
lk+hk: same as hk shikusen
3K: same as before
• Super Meter increases at 1/3 of normal rate during FSE

Are you trolling?