Juri Thread

Old eyes were more accurate.

I dont really look into this forums
I just wait to see the game and then p[lay it
but I didnt have anything to do so I went ahead and looked at the new ultras

did I just see that Juri has a Genei Jin like super???

Sorta kinda J.D, just lasts longer and can’t juggle forever.

so its more like CvS2 A groove style??
Im curious if her strategy is gonna be like Yun’s (activating and rushing down) or is it gonna be more like, activate on surprise (A groove style)

Corner pinwheel to Ultra juggles.

Word.

Her English dub sounds like a power rangers villian.

“Han Juri, Korean. Recognized as a Taekwondo genius at age 15.”

  • Anime Trailer

TKD: an unusual style in that its tenets are not based on enlightenment nor surpassing physical limits as is typical of eastern martial arts, but based on justice (i.e. Kim [KOF]).

I’m really curious as to how they’re going to explain why she’s a sadistic villain… which is HOT!

I’m pretty sure it had something to do with Shadowloo killing her parents and her gaining her cybernetic eye.

On a side note, her dive kick has to be blocked high, and her mid-level fireball won’t hit people that are crouching from a distance.

Im sold with juri man, she looks dope! Seems like fk and ex pin are not safe, wonder about the otheres…

I thought the dive kick had to be blocked high too but in this new video from IGN at 40 sec, Balrog is blocking low: [media=youtube]_h1rYsi9WuQ#t=00m39s[/media]

Hmmm…good question. They did say that Dive Kick was an overhead so not sure why Boxer was able to block it low like that maybe it has to hit in a certain area for it to be considered an overhead. What the heck is up with that jumping attack of hers that hits straight down? Is that a command normal like j.down RH? It causes knockdown but I wonder if you could do an early jump rise with it for an overhead oki mix up.

I want to know more about the dive kicks though like how unsafe is it on block with all versions if they are TK’d. Also, the follows up only occur after pressing a button from what I’ve read and if not then at least LK Dive Kick only deals 1 hit and the recovery seems really good on it. It seems like you could get a frame tight combo in from a TK LK Dive Kick but that’s just my speculation at this point.

There were reports from someone else saying Pinwheel kicks have hit boxes all around her meaning it hits in front, above, and behind Juri. That is too goddamn good of an anti-air as it stops cross ups without the need of autocorrection. It might require the use of forward, RH, or EX as short only hits twice and might not have enough active frames to stuff a cross up or would require you to do it late.

So much to do with her in the lab when the game comes out. I don’t even know where to begin with her but I’ll definitely be enjoying it.

Looks like they changed it, that is a bit of a shame :frowning:

Overhead dive kick would have been pretty broken. It’d be one of the fastest overheads in the game, for something that can be done off of a back jump, when she already has a pretty bitching looking, not to mention deceptive as fuck, overhead. As is she can actually back jump out of mixups then punish a whiff, and like Ibuki and Viper eats anti-air focus for free, which is kind of nuts.

Fireballs actually look really damn good. During the striking part of the animation it keeps people out (kind of like when OG Chun has legs in your face, actually), but because she can release a fireball, she isn’t heavily projectile vulnerable nor can they whiff punish it for free. It creates all kinds of deceptive midscreen zoning with the AA version as well. (your front is locked down during the strike, and if they try to take the opportunity to jump in they get stuffed)-it’s kind of like a fake fireball except with hitboxes and a free short startup delayed fireball after. Fireball followed by dive kick looks pretty promising as well, possibly like Sagat kara type punishment for just jumping a fireball going on. Slightly reminds me of ST Chun Li jab kikouken jump forward short zoning. Might be able to punish an FA as well, depending on range/backdash/etc.

Headstomp better be an instant overhead for the sake of her having as many Chunanigans as possible. Knockdown is kind of hardcore though, so I doubt it.

Honestly I am ok with it, it breaks armor!!!

All the more reason to love some o’ dat Juri. :smiley:

Either Mr.Wizard is wrong about the overhead or the hit box for overhead dive kick is specific cause he has the final version of the game. I really hope dive kicks are overheads cause that would add to the list of bullshit that she’s got. Dive Kicks are also her armor break so overhead armor break would be so delicious.

I expect her bigger combos will involve charging the fireball and FADCing the intial hit of the charge combo into other normals then release the fireball. I don’t think it’ll be worth blowing 2 stocks for this unless the damage output is significant and by significant it better be able to put out more damage then c.MKxxEX Pinwheel because that deals a stupid amount of damage. I guess it may be worth blowing 2 stocks if you can hit confirm into the string from a s/c short.

An overhead armor break…good lord good lord.

She really has enough bullshit for me not to feel the need to dick charge characters while she’s at it, although just blocking the dive kick on reaction would actually probably be pretty hard considering how out of nowhere it can be. Seriously, overhead armour break dive kick = Juri-Chun 10-0 :lol:

If it’s a hitbox specific overhead, it would probably only be on really high dive kicks anyways, at which point it’s relatively moot. She was hitting Balrog about as high as his crouching goes, I don’t see how it would work.

maybe its strength dependent, like LK version is safe but not an overhead, where FK is less safe and an overhead…?

Looking at that anime trailer perhaps Capcom wanted it that way. :lol: