Juri's final USF4 changes (Updated)

Get a phone and please show us how to use it correctly

final frame data app released for iphone (Brady games) but not android. anyone got an iphone and able to paste the juri frame data?

The issue with Juri’s counter is that unlike most other counter moves there is no actual guarantee that you’ll escape pressure or reset momentum after landing it. On reaction any up direction teleport can be dp’d and left/right teleports can be really awful because they auto correct, making it a doubly risky escape option in many situations.

its just a plain old unnecessary nerf to please the scrubby Capcom-Unity complainers of Juri.
it makes no sense whatsoever to nerf it.
its not a Dudley or Gouken counter that actually does damage.
its not game breaking to nerf it. But it also wasn’t game breaking to have left it alone either.
its a mistake move by Capcom, Combofiend, please fix with an update.
thanks.

I got Ultra this morning, I only had couple minutes to test some stuff before work.

Standing Jab vs crouchers: I tried this vs Ryu, Poison, Yang, Cammy and Decapre.

vs Ryu, Poison and Yang: You can link cr/st.lk into st.lp no problem, but you cant chain cancel.

vs Decapre: You can’t link or chain cr.lk, st.lk into st.lp. You CAN link st.lp into itself.

vs Cammy: You can’t link or chain cr.lk or st.lk into st.lp. You CANT link st.lp into itself. You CAN chain st.lp into itelf then link to mp or mk.

4 Frame Far LK vs Ryu:
cr.lk, cr.lk, st.lk, st.lk xx lk Pinwheel works. Ryu falls out if you use mk pinwheel.

Far MP:
cl.mp xx low release, far mp xx hk Pinwheel worked on Ryu mid-screen, but only while he’s standing.

cl.mp xx low release, far mp xx lk Pinwheel xx lvl 1 Red Focus, U2 did 421 damage for 3 bars.

vs Sagat in the corner: cr.hp xx low release, far mp xx store/pinwheel…etc works

No…you take 30 recoverable dmg…if they continue to mash jabs when I cancel into a backdash I could take another 30 dmg on top of that…thereby erasing my recoverable health…dumb nerf is dumb. Where before I counter a jab for just stun dmg and depending on the jab’s range I escape unscathed. Now…can’t do that.

Obviously I’m not the expert here. I’ll let you pros figure out how kasatushi works. Please…enlighten me. It will give me a good read.

All they had to do since there were so few counters in the game was make them all AB immune and start-up in 1 frame. Duds would still be waist high counters only and gouken would function similar to lili’s. Juri’s would be super awesome too since then you didn’t have to worry about AB and getting safe jumped on the normal versions. They could make the ex version be a dmg counter. But no…capcom went this route…

Kasatushi is more a of read based move since it’s fairly ease to get it activated however following up with something requires good reads seeing as how you don’t know 100% of the time what the next will come your way (if there is any).

Yunno what?
I wanna say something I mentioned before at the Juri Capcom-Unity boards.

Juri has very limited Special moves.
She only really has 2 special moves she can depend on to pressure her opponent.
Leg raise and divekick.

Now think of all the special moves other characters can utilize to apply pressure on the opponent.
Considering what the majority of the rest of the cast can do, Juri feels very limited.
Divekick is risky as hell. And easily punishable if blocked. Non-ex dive. Sure Ex dive is better but still costs meter and cant be fadc.
Leg raise, imo, is awesome but is more about punishing reversals and distanced frame traps…not so much about get in your opponent’s face. like dp.

non ex pinwheel is almost useless outside of combo and almost never used outside of a combo by anyone. with good reason -_-
ex pinwheel does tons of damage but trades or loses out a lot and costs meter
non ex counter is a bitch because of its slow start up which sometimes costs you more trying to use it than just resorting to blocking attacks.
ex counter is great but cost meter.

Juri wins games with her normal. not her special moves.
But her normal aren’t even that great coz she, for the most part, is too petite. Cammy petite. so she has no reach. And normal, having great normal due to great hitboxes is important…but so is reach. and Juri has no reach. Not compared to like the charged characters for example.
Vega and Bison’s far standing hk will win you matches just from poking your opponent to death.
that button alone is too damn good for V+B.
Chun has crouching HK which has ridiculous reach and a massive hitbox.
Adon’s f.st hk
anything Balrog does -_-
etc etc…

Juri’s best buttons…as we all know, are her middle buttons.
But you don’t win games with just jab, short, strong, and forward.
You need Fierce and Roundhouse.
She doesn’t have those meaty hard hitting high damage tools.
She cant really poke you to death with hp/hk.
lets be honest and real.
far standing hp is almost never used. neither is far standing hk.
My point is, her pokes really aren’t that great. Her footsies really aren’t that great.
Neither are her special moves.

Im not saying Juri is trash, shes mid tier. But if her footsies aren’t that great…then nerfing special moves that weren’t great to begin with, is a misjudgment imo.
if anything when SF5 drops…she should have 2 extra special moves adding to her present movelist.
Please don’t post shit about how “that’s crazy talk” or "shes buff as it is."
no. please don’t.
just consider how many tools Blanka has now compared to how he was in CE before you go off on me.
Blanka has…so so soooooooooooooo many more special moves and options he didn’t have before that its ridiculous.
yeah its true Guile and Bison are almost unchanged since CE…but then again they were such strong op characters since vanilla SF2…they didn’t need any additional special moves.

Juri, like Blanka, needs to be reformatted. changed a bit. Needs a few more tools.
either better far standing hk/hp normals that are nothing like the ones she has now…or a few new special moves to balance her out a bit.
I expect, hopefully, big changes for her in SF5.

i still don’t understand you
before:
a) counter works, take no recoverable damage, escape
b) counter activates but you get hit, take 1 jab worth of non recoverable damage

now:
a) counter works, take 1 jab of recoverable damage, escape
b) counter activates taking 1 jab of recoverable damage, get hit by another jab taking 2 jabs of nonrecoverable damage

there is 1 jab of difference dude, did the counter change to get hit easier or something? i have only seen that it takes recoverable damage instead of no damage.

anyway yes i think kasatushi is a terrible move with like 1 use, so it would be nice to see it be useful in some new sf but for now, i’m happy with what she got.

i’m stoked that s.lp won’t be worthless now, but all of this character-specific stuff is gonna suck. need to link into s.lp against most the cast, but must chain it against smaller characters (at least cammy) is annoying…but at least she has a solid 2f bnb!

And cr.lk cr.lp cr.hp xx hk pinwheel seems consistent. I’m loving this. I’m only messing around on Ryu right now but it works pretty much all the time except after crossup mk? It works after crossup lk and crossup hk works in the corner.

i believe you mean s LP or cl LP but that is pretty cool.

Jabs was an example. If I counter a jumping attack then get hit by whatever I could be taking double the dmg now…that’s just dumb. Juri built good meter before this. I’m not the kind of guy to sacrifice health for meter usually (there is a time and place but it rarely shows itself).

When you wanna get some breathing or set-up something with the counter now…you can’t really do that. Especially when you’re close to KO status…

What?? Yet you keep claiming/suggesting it can be used in some positive way outside of escaping certain situations, which is the best way to use her counter. Then there is the EX version that allows you to cancel into other moves (ex pinwheel, ex fireballs, super and ultras). I don’t get where you are trying to go by talking about her counter all the time. Practically all special counters (moves that have focus armor) in this game can be armor broken with a reversal or armor breaking special this has happened since vanilla SF.

So why do you insist on talking about it as though it can do a lot of special stuff. You do know or realize she is vulnerable after the initial teleport and in most cases if she is hit by any move that activates the teleport portion the opponent will have recovered before she has finished teleporting. So I don’t get this whole read-based moved. If you are using her forward moving counter, you are just setting yourself up to get hurt in most cases. Kasatushi is basically a “get me away” gamble that you are taking. If you know how to Kara cancel, the EX version can be a useful tool but still a gamble.

So I’m asking, if you have a phone that has a camera please show us these situations you keep bringing up and show us how to properly use this move because I’m apparently using it the wrong way in this game.

You can also cancel into dashes and normals…you provide me a full detail on the move and get back to me. I wanna see how everyone else uses this move. I’d really like to know. Because obviously I’m not using it right.

I’m not entirely sure if anyone actually confirmed this before, but this was something on my mind and worrying me since I heard about the EX Shikusen change.

Now that you follow up the EX Shikusen with inputs, the hits scale with each button press. By Third Strike, scaling is already in effect. What does this mean? It means a reduction in damage from EX Shikusen chain into wall bounce into Ultra 2.

The old damage in AE 2012 for EX Shikusen 3 hits > wall bounce > Ultra 2 was 520 damage.
The new damage in Ultra for EX Shikusen 3 hits > wall bounce > Ultra 2 is 418 damage.
A net loss of 102 damage.

EX Shikusen 1 hit into Ultra 2 is 410 damage.
Regular Shikusen 1 hit into Ultra 2 is 400 damage.

JF. Strong > Shikusen > Ultra 2 is 410 damage.
JF. Strong > EX Shikusen 1 hit > Ultra 2 is 420 damage.
JF. Strong > EX Shikusen 3 hit wall bounce > Ultra 2 is 412 damage.

^ I wanna INSIGHTFUL, LOL, and WTF your post all at the same time.
lol, Capcom be trollin.

Blanka’s “tools” in sf4 are less safe than you just doing raw pinwheels all day

what does safe haveta do with having more options?

also, about ex dive.
now I dare someone tell me its scaling added in isn’t a nerf,…cuz there’s no point doing wallbounce if its gonna scale. the point of giving us the option to manually do all 3 kicks was to end it dropping and making it consistent in achieving wall bounce.
So now its consistent…
but utterly pointless to do now.
well that’s just fuckin great.
thanks.
well done Capcom.
(x_x)
welp, at least we can still do ex dive wall bounce into U1
:stuck_out_tongue_winking_eye:

scaling was added to nerf it of course.

now it’s usually safe on block. although, i’m still unsure of the frame advantage.

Is parody a fucking Axl Master alt or what?