During the Wakeup SRK Podcast.
They’ve already have back during the first Fight Night. There was a whole youtube vid that poked fun at every little thing in SSF4 like a Captain Picard facepalm after discovering Gouken’s Ultra was not unblockable (before the 500 stun on block info came out). I don’t know where the video is anymore but you could probably find it if you searched around.
you mean this vid?
[media=youtube]b2FPHxfqd0Q[/media]
:3
So they diddled Pinwheel Kick so it isn’t spammable then, I guess it’ll be kinda like Rose’s Soul Spiral when it comes to using it safely at the right distances. Good thing she has (apparently nice) link combos then, c.LK x2 > c.MK xx LK Pinwheel if they blocked or HK/EX Pinwheel if they didn’t block, can see that working nicely :bgrin:
We sure Dive Kick isn’t safe after one kick? Obviously looks horribly unsafe if you follow through with all the kicks… maybe it’s as someone said, LK version is safe on block but due to the different angles from each strength makes me think the only difference is just that… hmm…
As long as LK pinwheel can reliably be spaced so Ryu only gets cr.MK xx blocked Hadouken (actually, that would probably be god like bait with Ultra) at least I’m good.
Dive kick is god like either way. It should be safer the lower you hit, but the important thing is that it looks like it has massive priority and super good air to air ability. The extension on her leg is huge and the angles and range give it much more uses than other dives. Cannon Strike isn’t actually consistently safe on block for Cammy either, it does horrible hit-stun and only combos super deep (OTG is super fucking deep, of course).
I’m hoping there’s some cool baiting mixups from 3rd Strike at least. If it’s possible to land on the opposite side of them after 3S there could be some vaguely burning kicks style positioning based baiting to get away safe, although obviously burning kicks were much safer alone.
What I’m really hoping for is that the recovery after a single hit is good enough to combo afterwards if you TK it much like Cammy’s Cannon Spike combos. LK TK looks like it can do that but it might be frame tight not sure until I test that in the lab when the game is released.
I think her strongest part of the game will be her normals though. They appear to have good range and priority (not sure about recovery) so she could potentially have a really strong footsie game. Plus, she might be able to zone with the fireball like Chun and Guile. It won’t really be that fast useful against Ryu and Sagat and anybody else who has a faster fireball but still a good tool against the rest of the cast. Too much potential but a lot of unknowns at the moment and she’ll probably be like the early stages of Viper. Everyone will see the potential but won’t make full use until much later on.
Her combo’s are still up in the air and could be blown wide open once we get confirmation about using multiple fireballs in one combo. I’m not seeing the damage output being that high but it might come in handy during her CC Ultra for bigger damage.
J.Fierce is a straight down attack that causes knockdown so I’m expecting the same Chunanigans with instant overhead knockdowns but not really much to follow up since they can quick get up and you have to land and dash torwards them for any sort of follow up. Oh god, if she had an ability to push off the wall like Chun and Seth…
She’s going to be so fun in the lab.
No, stick with Gen
Dive Kick vs Lariat?
Just wondering if useing Juri would make beating Zangeif a cake walk?
Also, is there any confirmation of a overhead move?
Sagat has a really good one.
It’s honestly not the most Lariat killing thing out there based on angle. Jump Fierce looks like it would actually work better, but yeah, it can stuff it, but then, most characters have something that does if you position it right.
She’s been confirmed to have an overhead for months. It’s actually a pretty nice one based on animation. Mid height hop kick. Won’t go over fireballs like Viper or anything chances are, but it’s hitting height is pretty deceptive for an overhead.
ya her overhead looks really useful, perfect to out footsie some of the good c.mk’s in the game. After looking at some vids it seems like her dive kick with no follow up has a big recovery state Kind of lame, but I guess that means you just have to use it properly as it will be very good vs fb’s or getting out of a corner. It will not beat lariat on start up, lariat beats anything in the air but if you baited one with a FB then followed it up with a dive kick that will work. I see a cool opportunity to chuck a plasma then nuetral jump waiting for a focus or jump, if they do you can pop them with dive kick. WIth all her unsafe specials it seems you are going to have to end block strings with plasma store, footsie os’s into pinwheels and kind of stay away and see how players react to plasma
cross up
Well thats good news,
Because the only thing I needed for Fei Long was
A cross up
Overhead
Often used his Reke as a poke like Makoto
Or all 3 in a combo
But his super and Ultra and pretty dam terrible along with his chicken wing.
Any news on Juri’s cross up being medium kick or better?
Lariat’s vulnerable in the head. It loses to a lot of stuff under the right circumstances. Chun is usually scared shitless to jump in on him because of the risk and how fucked she is once she gets knocked down, but her jump HK and target combo actually beat it good if you’re coming down above him instead of in front of him because they reach down, Akuma and Cammy’s dive kicks beat it for free under the same circumstances, a well spaced Shoto crossup can hit it, and generally anything that reaches downwards while you’re directly above him.
Juri’s dive hits pretty horizontally, so it could be harder to hit. She’ll have to get just the right height to hit him in the head before she gets to his active hitbox, and I don’t know what those boxes look like in this game compared to ST as far as how shallow she can do it. Jump fierce reaches down a ton though, so just jumping over him and dropping that on his face sounds much easier.
Her ground level fireball should hit him out of lariat anyways.
not sure if this was said but Ono has stated that Juri is for 'beginners’
this probably just means that her moves are easy to execute or her overall strategy is simple to grasp
I have to disagree and say Sagat has a decent overhead at best
Also Zangief’s lariat hitbox has supposively been moved up so now even big characters can hit him
As mentioned before Juri has an overhead and I think people said it can be used with her Feng Shui ultra to reset
I’m glad that someone agrees her game should be focused around her normals and her specials should be used to compliment her game
They need to make Juri’s Alt 10 have her hair down.
Her crossup is medium kick. I don’t think you’ve read Haunts write up on Juri have you?
SRK podcast didn’t add to much to that… it did say that HP Kara throw that Mr Wizard mentioned in his writeup wasn’t going to work or something like that.
Decent overhead? Have you seen how much damage it does from Sagat?
Though yeah, the kick thing is going to be a better version of Fei Long’s Rekke punches which is basically the only good thing Fei has anymore besides normals
I guess a Ryu/Fei + dive + fireballs - uppercut type character
There are more factors to a good overhead then just strength. Its start-up is slow so a lot of people can see it coming also even on hit it doesn’t leave you at a very advantage situation. Its best applied near the end of the round in a heated battle to finish off your opponent.
Fei’s Chicken Wing has been improved and the game supposively been sped up so it should help his game a lot. I hear his ex command throw is god like up close, it can cancel it off a jab.
Don’t get me wrong but even though I say you should focus on her normals, her specials are great, but you shouldn’t be over reliant on them because if an opponent seal your specials your game will become weak.
Pinwheel kick is fast and has a wide arc, but can be hit from behind, is unsafe on block, and has no invincibility except for ex version.
Dive kick is great punisher because it’s fast and come at different angles, the ex version even wall splats, but it’s very unsafe on block.
Teleport is a great evasion move, it can leave her away, behind, or in the air, but can be baited, armor breaked, or thrown.
Fireballs can fired up to 3 on screen and at various angles, but its start-up is slow, range is about half screen, and you lose the ability to use the button while you store it.
Well sorry, but im not a spammer, im ok with slow unsafe moves.
With that much damage, who needs a chicken wing when I could just jump over whats on the ground or just attack straight on
Though this isn’t the Fei thread, but yeah
I would rather take a Sagat overhead then a dive kick
not that I like Sagats walking speed
My favorite part is that you can do it from back jump which I find a lot of times is when people think you are retreating and they advance then BAM! Akuma I think was the only one that could continue to easily pressure from back jump.
Edit: I Lied Sim can too…as a matter of fact I fucking hate Yoga Sniper.
I wasn’t talking about you. You may be ok with slow unsafe moves but how about fast unsafe moves lol.
I think the new chicken wing goes through projectiles so instead of jumping up why don’t you go through them and punish them for throwing fireballs. It also leave you in position ready to pressure.
Why? Sagat’s overhead isn’t that great. Juri’s dive kick come at you fast, from the air, at different angles, does more damage then the overhead, and can even lead to wall splat doing even more damage or even a reset, it’s her armor break move, and even does chip damage.