Juri Thread

I initially thought that she did the kick before the first FADC then held it for the second since I saw what I thought to be the low fb. kick animation and wasn’t sure if there was a fireball or just energy from the kick.

After watching the video though, I figure either she’s already holding 2 fireballs or FSE makes them come out instantaneously.

Never posted in the Juri threads before but I just wanted to know if anyone knew exactly what Juri’s first Ultra is. Is it like a hyper mode where she can do big combos or something? Only thing I noticed is that she moved faster but I was really breaking it down when I watched it.

It’s basically a custom combo. You can chain together all of her normals and cancel them into specials.

Ok, thanks. That should make for some pretty sick combos.

Yeah, I figure that her damage from that is NOT going to come from one big combo, from from her ability to do multiple damaging combos (end each combo with untechable knockdown, bait reversal, punish with another combo).

refreshing ultra is refeshing

People are going to try and flee when she has this flashing. It’ll be amusing becuase I don’t think Juri is going to have any trouble catching fleeing opponents.

Just a far more interesting mechanism than a traditional Ultra. I’m so glad Juri’s getting this, fits her so well. Great way to show off and feel pro :clown:

Anyone confirm if her Ultra 1 gets deactivated if she’s hit? Seems incredibly high risk if that’s the case.

The amount of damage done in that one combo is pretty low considering you had to FADC twice to do that damage when you can link Ultra 2 off of her forward kick Pin Wheel.

It begs the question though that if you can link Ultra off of Pin Wheel then in Ultra 2 could you pin wheel and juggle them slightly to set up a reset situation. Untechable knockdowns into another combo situation seems pretty iffy when the time is ticking and if they block right is going to be detrimental to her especially in a reversal heavy game. If she has juggle properties and quicker recovery time then we can get some good resets into another combo situation that would be much better then doing a untechable knockdown into a 50/50 guess.

We still don’t know how Ultra I affects the juggle potential system so we don’t know how much she can juggle with it. Also, against your typical online scrub, you going to get a reversal over 80% of the time after you knock them down, so at least for that situation and seeing how long her meter lasts, then just waiting for the whiff then starting a second combo could work.

Hitting Juri will not knock her out of Feng Shui.

http://g4tv.com/videos/43638/CES-Super-Street-Fighter-IV-Fight-Club-Part-3/

About 15:35 or so you see her trade hits with Cody, then after the KO screen is gone, the timer is still ticking.

Nice, now hoping for some awesome combo opportunities on trade.

Looking forward to trying this character out, disappointed with Feng Shui-Jin not being able to do specials but I suppose a 15 second CC would be ridiculous, although with this games scaling it probably wouldnt be too bad. I lol’ed at the fact that her 2nd and 3rd hits of her dive kick are called 2nd Impact and 3rd Strike.

She can do specials in Feng Shui.

Damn feng shui engine lasts a long ass time. If there ever was a guaranteed ultra it’s this one. It seems all you need is a jab and you can chain into a bunch of crazy stuff. Should be fun to figure out the most damaging combos.

I think the main reason moves like Geneijin, Seiei Enbu and V-ism CC were so good is because they pretty much “guaranteed” damage.

With other supers, if you mess up, then that’s it; it’s gone, and you can’t do anything about it.
With the custom combo moves, you still get a 2nd, 3rd, 4th chance, and you can keep trying or do something about it, and basically guarantee some sort of damage.

With Geneijin, you can keep mixing up until you can land that 1 big hit or custom combo to lead to a big combo, while basically hitting your opponent with overheads all day, because the fear of getting hit by a low attack is MUCH bigger.

With V-ism, in A3, you can abuse it by continuously attacking until your opponent runs out of defense gauge, and then whatever you do after that is free. In some cases, you can even set up an infinite with v-ism.

With Seiei Enbu on Yang, you basically mixup between overheads, low attacks, and command grab so you can land it, and get a slap combo, and then wait for them to get up and do it all again. It’s not as dangerous on paper, but it gets people in the head. I think this is what Juri’s version is going to most resemble.

You’re probably gonna see this move used most effectively when she lands a hit, does a small combo, and then as you get up, starts up another mixup, trying to land another small combo, rinse repeat.
How good this ultra is going to be will depend on her normals and what can cancel into what exactly. Can she cancel a sweep into a jab? Then that would mean all of your moves become safe even on block. Your footsie can benefit from this a lot.
Does she have an overhead normal attack? Then THAT will play a huge part in doing damage. Once you do get in, your main way to deal damage is to probably mixup between the overhead, low attacks, and grabs, until he gets hit by the overhead or a low attack, which you can then followup with a beefy small combo.
Will it have invincible startup? You can use this during footsie or on wakeup to make pokes and moves miss, and then get a free punish, like V-ism CC.

It also makes sense for it to last so long. With teh other 3 custom combo moves, you can get them so often. Yun and Yang charges their meter so fast, and it’s so short, so you get the super very often. V-ism also charges very fast.
With Juri though, it’s different. Her move is an utra, which means you have to take damage to be able to use it! (Focusing an attack still counts as taking damage since you’re putting yourself in danger) This means you can’t get 3 or 4, and even getting it twice is gonna be very hard. Because of this, she needs to be able to use it longer to really make use of it. If your’e Yun, and you get 3 or 4 geneijins in a single round, you basically won the match, because you can guarantee at least this much damage, even if you don’t catch them in a large combo. The same goes for Yang and V-ism characters to a smaller extent.

Juri doesn’t have the luxury of being able to do this because the ultra doesn’t charge as fast or as often.

So yeah, I think the main reason these moves are so good is NOT because you can pull off beefy damage with long combos, but because you can GUARANTEE some sort of damage. Messed up a shinkuu or a demon? Tough luck, it’s gone. With custom combos, you can keep going, mixup up until you get some damage in. If you get lucky with the move, you’ll get BIG damage. Plus, you don’t leave yourself wide open like you do with other supers.
Blah blah blah I’m annoying

I’m curious if it has invulnerability on startup like other ultras, so you could do silly things like ultra through moves and punish their recovery with a big combo.

Actually that last normal she does in the ultra 1 combo thing is her overhead I believe. Looks special cancelable. So just walk up and mix that and cr.MK after a blocked whatever gives the most block stun, rinse repeat.

Seth seemed mad when he lost JWong. Didn’t even bother shaking his hand, just up and left.

They took that out of most ultras, see T. Hrawk’s ultra as an example. Instead of almost universal ultras invulnerability, they are going to actually balance the ultras, as also noted by many of the new ultras not doing a drastic amount of damage.

In the next round Jwong gets hit while in her Ultra and she is still going so looks like it’s confirmed that Ultra still goes after being hit. Maybe it’s just me but it sure looks like Juri can’t block while in Ultra 1. Seth would do Cody’s Ultra whiff the first but then connect with the 2nd hit.

T. Hawk’s ultra is a bad example, as is Zangief’s. 0-frame grabs don’t have invulnerability because they don’t need any invulnerability. They grab instantly after the flash. If they can’t grab at that frame, they whiff. If they try to grab someone who’s invulnerable (because they’re in the startup frames of their own ultra), the grab whiffs and the other player’s ultra hits them out of the whiff recovery.

16:24 is a blocked hit and Juri’s still glowing. And the KO flash screen includes “Counter Hit” on the side, so Juri was in the middle of a move and not blocking at that point anyway.