Juri is half shoto half rush if anything. More shoto
Best news
Easy to punish spammers with close range pin wheel seems to have high priority while being safer then a cannon drill, good damage if you use heavy
Hopefully out prioritize hurricane kick
Over head is fast and looks to be quite useful, possible for a easy mix match and Ultra 2 combo
Jump over fireballs with dive kick or ex pin wheel through fireballs
more options on reaction
Ground kick pointing up as the anti air on reaction shouldn’t trade hits
But lacks a good reversal, then again if someone was that close with an attack you would either have just blocked it and counter afterwards or it should’ve been punishable in the first place.
Hopefully pin wheel beats a Blanka ball
Walking speed and dashing seems pretty good
If linkable into a combo, heavy pinwheel, should be great with bread and butter combos
A mix match fireball, some uses
If possible to kick then fireball then pinwheel kick, would be amazing
Unconfirmed
A medium kick or better cross up would possibly determine if this character is
Mid tier or better
===
Long range — no options
Mid range — mix fireballs and dive kick
Semi close range — Basically all the moves from mid and close range
Very close range — light pinwheel, tap then fireball, overhead kick
still waiting on cross up or possible downward non dive kick attack
That’s what im guessing just looking at some videos.
I suppose it is possible for Juri to be among the best
If her kick to the air which seems linkable has Makoto priority when kicking up
Which is possible seeing how Hakan has an Ultra on the ground
Might be possible to do that low kick to ex dive kick to ultra
Without focus cancel
Low kick into the air to ultra
Or just use ultra after a pinwheel kick
Or ultra after a ex dive kick
Or old means of just focus attack or counter
Or ultra when someone is cross up on you, it spins a 360 motion so who knows, like a hurricane upward kick
Could probably do something fancy like combo into a pinwheel kick cancel to ex dive kick to ultra
That super looks fun just messing with a person who has almost no health
Might be possible to heavy pinwheel kick to super
If not kick to fireball to super would be ok
That downward kick in the air, could be a instant overhead, then again already has a fast one,
But it does make that character safer when jumping
I suppose wouldn’t really need an overhead kick, but still a tool non the less
Walking speed faster then most shotos so go figure
That low kick which seems like a Makoto uppercut but much lower
Dive kick, like Cammy’s but a hell of a lot easier to link into a combo
Pin Wheel, should have decent priority to ground attacks due to no uppercut
Fireballs nothing new so not worth mentioning, will find a way to get over them
Now if ex dive kick was linkable, even just 2 of them, would easily be among top tier.
Wow, Capcom was generous and gave her 950 health. I was positive she would have 900 health but an extra 50 points doesn’t hurt.
I’m still reluctant at whether she will be top tier or not. I fear she’s going to have similar bad match ups like C.Viper does. Hopefully, with a better normal set then Viper she’ll be able to handle those matches better.
You referring to c.FP/RH where she kicks at a 45 degree angle? Doesn’t it even launch on hit? I don’t recall seeing any videos of that launching opponents in the air nor does the recovery seem good enough to do a EX Dive Kick (TK’d or not) to Ultra II. I could see that being possible if it launches high on hit or CH and had stupid good recovery or if it was jump canceable. Otherwise, it doesn’t seem likely at all.
j.FP as an instant overhead for mix up games seems very viable but I’m more concerned with the position it puts her in when she lands.
Dive kick is unsafe on block all versions of it and there’s no confirmation that there are combo follow ups. So far the normal versions give you that special follow up of additional kicks. There’s no confirmation that you can opt not to do the follow up and combo afterwards. What I’m hoping for is that a TK Dive Kick without the follow up gives enough recovery to do a frame tight combo.
You shouldn’t be throwing out random pin wheels and dive kicks since they are all unsafe on block. Pinwheels having priority over somethings would be nice but it still doesn’t warrant throwing them out of combos. You can’t use them in a block string so for pressuring purposes they don’t seem that good. If the LK version gives off frame advantage on hit like it looks then a pressure/mix up scenario is possible but expect a random DP to put a stop to that.
Shito on neogaf was working on translations for that big french post as well, he managed to do some additional edits and characters not in that first post.
**JURI :
What a pest. Rufus, only more annoying but with less HP.
950HP
hcf.K is really good. EX version is safe, AA, true reversal, anti-cross up and so on and so on: it does the coffee and takes care of the kids. When she has an EX bar you leave her alone when she wakes-up.
U2 juggles anywhere from un simple dive kick. Not that easy, there’s a timing that needs to be found and practiced.
hcf.P is strong. You can store the fireball by letting P pressed, and launch it by releasing the button. For example you can store an MP fireball and release it after a c.MK, for 2-hits combo. Not only that, but the block stun of the ball allows you to link another normal after that. It’s also possible to store the 3 fireballs (LP, MP and HP) at the same time. Juri’s players will need 3 or 4 brains to play her well: KOF players are going to love her.
Her dive kick is really not safe, though it can surprise people.
Didn’t find any setup to combo her U1.**
Seems like the motions and buttons were stuffed up… i’ll see what the original post says…
EDIT - Yeah the french poster puts in qc not hc, also starts off using kick for fireball but switches to punches midway through. These guys are just putting out info and/or translating as fast as possible so some mistakes are bound to creep in.
A) Either nobody knew how to properly punish it
B) Capcom has since changed the properties of the moves
My bet is on B.
Yes, we’re all aware that dive kicks are unsafe and I don’t think anybody is going to use them the same means as Cammy or Rufus until they’ve fully tested the properties of it. Still no word whether TK dive kicks were unsafe as well so you can’t rule out the possibilities just yet. Based on the information we have there doesn’t seem to be any point in pressuring with TK dive kicks if they are unsafe on block. If dive kicks can combo if you opt not to follow up then they are better used after landing a focus attack. Also, the notation for pinwheels is d,df,f or 236+K while dive kicks are d,db,b or 214+K. Your reasoning for not being able to TK them is false.
Wait until the game is released then find out. There’s no point in worrying about the ifs and buts if you don’t know for sure. You can’t say the level of Juri play we’ve seen thus far can be considered high level. Some of the later vids are showing an improvement but people are still experimenting with her and the properties of all of her moves are still in the testing phase.
What you’ve seen so far is just a random wake up EX Pinwheel. It’s about the equivalent of a wake up shoryuken. There’s still the ability to auto-correct it or do it later in your wake up then right away which still could give her the ability to beat a jump over or cross up.
Counters are meant to give you an advantage by anticipating on your opponents attack patterns and exploit them. I don’t think they were meant to be a free get out of jail card when pressured. If you get cornered you have to suck it up and block and look for a way out like most other characters. You can opt for a reversal pinwheel but we need confirmation on whether it has invincibility frames and if the start up frames are good enough to act as a reversal in a loose attack string.
Yes, that’s the short comings of storing fireballs but that just means you have to play her fireball game much smarter. It’s going to be awkward doing that but I don’t think it will be absolutely vital to her game. That will be like the fancy part to her game, imo. Also that exhibition video of her Ultra II is incredibly impracticle since noone wants to blow their entire meter on a single combo. I’m sorry but that kind of damage off of 2 FADC’s is just not worth it unless you absolutely need that kill.
Juri’s not an ez mode character and she will probably require much more thought when you play her. She’s very much like C.Viper in that regards. However, you shouldn’t be rushing down with specials in the first place. Very few characters allow for that and Juri’s not one of them. What you should be taking notice or testing when you user her is her normals. Juri’s normals look good so far and should be more important in her game whether she’s rushing down or not.
“sonna bakana!” - No way!, This can’t be happening!, That’s not possible! (or something similar) El Fuerte says “bakana!”, just expressing disbelief at what’s happened
“I’ll have my revenge!” isn’t even a translation, sounds like they just made that shit up on the spot to make her sound more villainous.
Magus said it so take it as gospel :bgrin: If it’s anything like Sakura’s Shououken then the “big hit” will be the first hit followed by a number of lighter damaging hits, so wouldn’t be too bad to FADC.
I hear your concerns but as Killey said, wait until the game is released then we can find out for ourselves. It’s a little too early to be stressing out about these things
Im pretty sure i saw a crossup mk in one off the video’s?
1:49 in this vid is an example but not the one i saw [media=youtube]n87oauq4-7c&feature=related[/media]
Hey guys, I main Cammy here but wanting to pick up an alt for Super. What do you guys project Juri’s learning curve to be on a 1-10 scale, 1 being Ryu, 10 being Viper?
What’s the point in asking this when the game isn’t actually out yet. We’re going off of speculations and the small play time that other people have had with her. Most people haven’t even figured her out yet so the ratings are going to be all over the place.
Give or take, if you practiced with Cammy and Ryu, I would say 3 or less.
Simply put, the pinwheel is like Cammy’s cannon drill but obviously mid tier priority
Mixed in with some fireballs
Combos and ultras should be a cake walk, though you would have to deal with lower health
I wouldn’t place this character above Akuma though,
Then again that heavy pinwheel looks like good damage with that walking speed.
My thoughts,
The Ken version of Cammy + fireballs but lower priority with safer mix up.
Fancier moves but Ryu tends to be more precise then rapid attacks.
Ryu is was my first main,
But in SF4 I used Cammy much more.
Nice find,you should post these in the video section as well.
Lots of great info in those video’s.
Juri BnB 1: c.lk, s.lp, c.mk xx pinwheel (lk,mk,hk,ex)
Juri AA’s: c.mp (extremly good, comparable to Rufus c.mp), c.hp (quick enough for an hp, many trades against Ryus j.hk/j.hp or Boxer j.hk/j.hp for example), lk or ex pinwheel (needs good reaction, many trades also)
Juri Crossups: j.HP nuff said…(just godlike! comparable to chuns j.down+mk just quicker, bigger hitbox and very long range), j.mk (pretty good with good stun and wide hitbox), j.lk (also good)