Juri Thread

doesnt her time bar seems to last far too long in the new vid?

but there weren’t any big damage combos off of it in the video :frowning:

It lasts 15 seconds unless it was changed recently.

Is the start up of Juri’s fireball safe on block? With all this talk of so much being unsafe it doesn’t sound like she will fare too well. I find it strange that none of her dive kicks are safe, considering they are not overheads, I doubt they will see much use. Is it possible one of her followup kicks makes it safe? Like if you did second impact, but not third strike?

Supposedly everyone is playing with second to final version of game. Final version i hope at least LK is safe as non-EX versions don’t wall bounce right? otherwise that’s stupid.

Yeah the fireball startup kick is completely safe, and pinwheels can be safe at max distance, I think. I do agree that it’s kinda sucks that pinwheel isn’t safe on block but eh we’ll see what we can do with it when the time comes.

Frankly it is impossible, you’re the guy who writes the SFIV Prima right? You ranked C. Viper as 21st best out of the 25 and you had Fei Long as the 4th best character. No offense intended and I appreciate your work and look forward to SSFIV Prima, but you missed the mark horribly on some characters.

c.LP not have enough hit stun? Have you tried c.LK > c.LP > c.MK xx Pinwheel or c.LK x2 > c.MK xx Pinwheel? Maybe even c.LK > s.LK > c.MK xx Pinwheel?

Yeah mid tiers sounds about right, her majority moves being generally unsafe unless spaced to perfection, even fei longs rekka’s seem easier to make safe on block, they seem easier to space.

Guess you’d have to FADC to make pinwheel safe (if you can FADC it that is), hopefully she’s at +frames when she cancels it to continue rushing.

I’m speculating that she might be in strife when she’s knockdown, lets theory fight for a bit, what can she do on wakeup? Would she have to pull a rose like wakeup how she does EX drill on wakeup and do EX pinwheel? The option is similar in the sense that they’re both unsafe on block.

Didn’t someone say EX Pinwheel is safe on block or am I hearing things? She also has those counters to get her out or there’s just blocking but doesn’t seem like a very nice situation for her :confused:

I was wondering if some one can test this out. who ever has acces to a ssf4 build. but i was wondering what sagat can do if you teleport up from fireball counter at max foward rh range. what options does he have to punish her.

I don’t remember the full content of the testing videos (all 3) , but I do remember seeing EX pinwheel being punished on block, it’s got invincibility frames though since it had priority over jabs after she did the overhead at one point. Either it was a meaty when he did that or the move does actually have invincibility frames.

Her forward dash option don’t seem safe after the counter, rog was able to mash jab her out when she finished the dash (to make it safe you have to counter from close so the jabs whiff but i have a feeling that she can still be tripped over when she finishes the forward dash, her backdash one would do ok but not in corner, her up dash is probably her best option but yeah to do a parry on wakeup? Don’t know, it doesn’t work that good for gouken, not sure if it’ll work any better with juri.

The feng shui engine looks to be a gimmick for me UNLESS you can cancel from the overhead at that state, then we get ourselves a low/mid mixup option. So far the combos from it look far from impressive, looks to deal close to the same amount of damage as your normal BnB combos. But if you can link from the overhead then it will be a good ultra - i’d happily use that over her ultra 2. I’m also going to assume from the videos I’ve seen so far that you cannot cancel say a s.MK to another s.MK or two FPs etc with the ultra on, that’s pretty retarded, that’s basically suggesting that all the ultra does is gives her the ability to target combo or chain combo like guy, ibuki and dudley for 15 seconds, that’s retarded if that’s the case.

Kara Knee / Kara Uppercut.

Also, no offense and nothing personal but:

This.

Yeah I do remember Balrog jabbing her out of the middle/end of the EX Pinwheel in the corner, might just be an odd situation to do with crouching characters in the corner shrug

In the corner counter upwards and do a nj.HK perhaps, otherwise use it backwards. I think they’ll be best used when expecting a heavy attack rather than a light one though. Used sparingly on wake-ups it could be useful, certainly not something to rely on though.

If by “link from overhead” you mean to start the combo with it then believe you can since I remember hearing people saying you can use it to reset the combo, to me it suggests it will start the combo up again.

Yeah i mean start combo with it - if i do the overhead and follow it up with a hit or more it will count as 2 or more type thing, that’s cool if that’s the case, I don’t like the fact however that you cannot input the same normal twice during feng shui engine or maybe no one tried it? I don’t know but its doubtful that you can say do two cr.MKs or something during the strings, or even alternate between like cr.HP to cr.MK to cr.HP and repeat etc etc, it seems to me like you can only chain ascending, low, med, high like a normal chain/target combo.

Does Juri have any meterless knockdown combos? If not then I’m guessing she’ll have to play post pinwheel mixup game similar to ken’s post tatsu mixup game, probably would be better than kens though since ken is only at +1 frame adv after an EX tatsu, hope juri is at least on 0 or +1 on hit or something, her footsies game seems pretty good, her cr.MK has crazy range.

c.shortx2, c.forward, HK Pinwheel/EX pinwheel will knockdown.

LK pinwheel looks like it has some frame advantage on hit but it’s comparable to say C.Viper’s thunder knuckles meaning mashed reversals could beat whatever follows up you attempt but it gives off the impression you could frame trap with EX Pinwheel.

Yeah mash reversal would possibly beat it but yeah I remember seeing the training vid with ryu and how even a reversal DP lost clean to a meaty on wakeup, maybe the frame adv will mean you can beat a reversal DP clean (for ryu anyway), obviously won’t work against ken because he seems to be getting more invincibility frames on f.SRK.

Mash reversals have always been a problem for ken though in his post tatsu mixup game (EX tatsu only gave +1, FK tatsu put you on -1), nothing much you can do about it but throw out your own DP or if expected dash back or block it, these problems aren’t anything new for a rushdown character - whether it was cammy, fei long, ken, whatever, there’s always a possibility of a random reversal SRK during your rushdown.

Geez, you guys focus too much on what she doesn’t have and not on what she does have. Alright so pinwheel’s spacing needs to be pretty specific for it to be safe on block, and dive kick isn’t safe on block. That’s fine.

She has good damage on her BnB, a blockstring that looks completely safe (c.lk, c.mk, fireball kick), two seemingly viable ultras, more health than we expected, a great fireball, a great anti-air, a good overhead, good normals, etc.

She has a lot of things going for her. She won’t be the best character, but it’s not like she lacks the tools to be a great one. She’s definitely not a gimped character like half the cast was in SF4.

Yes, but I wanted her to be broken tier. :frowning: I would only be fitting to use a broken glass cannon character after putting up with so much BS as Viper.

Her BnB’s don’t seem to do really good damage, iom and that c.lk, c.mk, fireball block string looks unsafe from c.short to c.forward but I need frame data on that. However, given how SF4 game mechanics are, true guard strings rarely occur and they usually stick to shorts and jabs. As soon as forwards and strongs are introduced they become unsafe.

I think it’s pretty good in the sense that she’s getting around 200 damage off a hit confirmable low which is more than most of the cast of SF4 could do. Anyway, c.lp x 2 -> c.mk -> hadouken is mashable? I wouldn’t know since my main doesn’t have anything worth mashing out, but I always thought that was an airtight blockstring.