Juri Thread

Apparently, its in the whole mass of info that came out today.

oh god these videos are such a cock tease

mother fuckers

Does anyone feel like the game seems to look heavier this game. Like the way things fall and w/e it just looks sooo heavy. That might just be me.

Hmm, definitely something to look out for in that matchup.

It could be a case of first to “blink” loses. When Juri stores an FB and Hawk has meter for EX, it might become a matter or getting the other to toss out their move first.

I’m probably getting Juri as secondary. If I really like her I’ll play her more than Chun online.

I really do like how versatile she is. I do wonder how characters like T.Hawk and Gief are gonna get in on her though, with how quickly she recovers from her fireballs it seems like you’d have to guess she’d throw a fireball rather than react to one, or at least that’s what it looks like. Then even if they do get in she has her apparently amazing get off me too in EX pinwheel. It’s gonna be interesting.

If by slugghish, then yes.
Some things just seem to take up too much time,
Say a jump in the air, and people wonder why there are so many trade hits.
Though at the same time there are many start up frames.

Does FSE let her chain normals in the air? Overhead to ground chain to air chain would be beautiful.

Not necessarily, seems to me they’re still on the ground till the end of the move so possibly just the last attack launches. Like Sakura’s HP Shou has JP of 0 for first 3 hits because it’s the 3rd that launches with the last 3 that juggle.

The charging kick animation has a bit of recovery, they could use that to close distance, although could probably cover that with a fireball :sweat:

[media=youtube]SLfiJbeBujo[/media]
[media=youtube]6ILHVOGAjTY[/media]
[media=youtube]GJjfklVxSO0[/media]

tested some stuff like, instant overhead with j.hp/pinwheel range on block safe/unsafe same for divekick and some counter stuff.

[media=youtube]SLfiJbeBujo#t=3m10s[/media]

so much for EX pinwheel being a “get off me” move.

I think it’ll be fine as a “get off me” move. The part you linked to, the pinwheel is already pretty much over and Balrog’s no longer in blockstun because he’s out of range.

Anyway, can’t quite see the number of damage dealt on EX pinwheel, but it looks like it says 150, which means I might be able to get rough numbers on her BnB damage.

They try wake-up options in one of those videos, and I’m quite sure Balrogs j.HK snuffed EX pinwheel completely. Maybe they used normal pinwheel, but I dunno.

Thank you very much for the videos and you’re testing a lot of things I wanted to test. Here’s a quick summary of things.

j.FP can’t be used as an instant overhead since it whiffs on crouching opponents though it wasn’t tested after a knockdown but it shouldn’t really matter.

c.forward, lk pinwheel seems safe from mid-to-max range of c.forward though it seems this is not applicable when the opponent is in the corner.

Dive Kick causes a techable knockdown off of the first hit so my hopes for TK LK Dive Kick into a combo is out the window. It can act as a cross up as well which I wasn’t expecting but it’s a pleasant surprise.

Overhead (forward+short) seems really good like almost Viper overhead good. Safe at the right distances and can be used as a frame trap tool.

A lot of her normals have good priority and he shows that c.short, c.forward, and c.RH will stuff wake up non-EX Headbutt. I’m assuming c.short can be used as a meaty and if that’s the case it’ll be a key tool for Ultra I. Knockdown into c.short meaty and if it connects you can go to town into another knockdown.

I’m pleased with the testing with counter movements. Counter movement straight jump into a instant dive kick will beat out reversal options it seems but if they block you’re fucked. Unfortunately, EX Dive Kick off of this doesn’t cause a wall bounce as the follow up whiffs. What he did discover is that doing a dive kick after the counter movement straight jump will punish moves with longer recovery like Headbutt or Tiger Uppercut. I assume this will not work on Ryu’s SRK now that they are 2 hits. EX Dive Kick from this option will net you the wall bounce into Ultra II. Counter movements in general are looking very iffy as they have to be perfectly spaced and they don’t really allow for follow ups besides the straight jump one. The opponent can hit Juri out any of the counter movements so if they anticipate on it you can be punished. They seem more like a defensive tool but they look bad for that purpose. Dash behind the opponent can be tripped out of if you don’t space it right. The position is very critical for the dashes. Counter movements get crushed if the move is counted as a reversal. They also get crushed by supers and Ultras.

sh1Nd can you tell us more about EX counter movement? It looks like Juri can move in any direction she wants with it but is that dependant on the 2 buttons you press or is directional movement based? Like if you hit forward she’ll do the dash behind the opponent, hit up she does the straight jump, hit back and she does the back dash - is that how it works?

The c.FP can act as an anti-air but you need to do it early in order for it to stuff jump ins otherwise you’ll end up trading with a lot of stuff and there doesn’t appear to be a follow up after an AA c.FP. That being said c.Strong has generous hitboxes and acts as a much more reliable anti-air so Juri essentially has 2 one button AA’s.

I’m hoping you can test kara throw capabilities off of s.FP if that’s still in the game as well as her meaty options. Prefarably in conjunction with Ultra I because I want to see if the overhead, c.short, and c.forward can be done as a meaty attack.

I’m starting to see a decline in Juri’s potential with a ton of unsafe options. Her rush down game looks weak and will rely more on gimmicky mix ups and Ultra I at the moment but there’s a lot of untapped potential off of her fireball game. That being said her footise game looks really strong as the majority of her normals have range, priority, and good recovery.

As for her oki game she has j.forward which crosses up and j.FP which can be really ambigious and when she lands after a hit she is right next to the opponent. This is good and bad because the knockdown is techable but maybe harder to react to. She lands just slightly after they are knockdown so if they tech your options are more limited. I’m hoping a meaty is still doable even if they tech since your landing is pretty much instant and they are in quick get up animation. This would make her oki game significant as landing a c.short meaty will give you c.shortx2, c.forward, HK Pinwheel into a knockdown. If you are in Feng Shui engine then you get a custom combo into a knockdown.

Ah I kinda see what you’re saying Doop. I seen it trade with Balrog’s s.lp once after a teleport and seen it beaten by Balrog’s EX rush punch. Aside from that for the rest of the 3 videos I didn’t see it get stuffed once.

I agree with Killey in that I’m seeing her losing some potential in her RTSD game and her counter (though honestly I wasn’t expecting this to be all that useful based on Gouken’s counter) but I think it just means we can’t be as reckless as we originally may have wanted and that overall we’ll just have to fall back on her solid game. She still has a lot of things going for her so it’s all good.

Seems like Fireball Kick is a good move to use for chip, appears safe and can charge your fireball off it to boot.

This may have been pointed out before but what’s the deal with EX Fireball? I’ve seen it go standard height and low, how does it decide which variant to use?

Also Juri has some crazy eyes in her rival cutscene, was Bison after all (wondering what that line about the “back for another beating officer” or whatever was about, possibly from her ending or movie?).

I think it’s safe to say that line is directed at Chun-Li so I wanna say it’s for her other rival battle, assuming every character has two. Also, lol’d at Juri around 42 seconds in. She’s so adorable.

I’m thinking it’s unlikely new characters will have two, seems to me the purpose of the second rival is to give old characters the rival they “should” have had before. Might just be one of those lines that doesn’t make it into the game, I know there was one for Sakura originally.

You could be right. It’d be a little weird though, considering those two have a rivalry not only in the fight but in the anime too. Perhaps Chun just got Juri as a rival rather than both of them having each other as rivals. Would be rather disappointing.

Apparently characters fall out of the air more quickly now. That’s probably the reason for the extra weighty feeling.