Juri's final USF4 changes (Updated)

Lewl, I think you’re going about this the wrong way. You assume SF4 wasn’t noob friendly to begin with; all of the games previous had WAYYYYY higher skill caps and ceilings.

SF4 is the most popular fighting game – why? Because it caters to noobs. If you wanted to play a good fighting game, you’d be playing Skull Girls with 90 entrants or KoF13 with 128 (lol @ EVO T-Shirts) at EVO. Local competition for those games? Non-existent outside of 3-4 people in your immediate area (if you live in the USA anyway).

The reason for the implementation of delayed wakeup was because they couldn’t figure out how to stop unblockables from occurring. The stupid 2.5D engine x proximity blocking x wakeup axis x shifting hitbox is unfixable. Could you really call the 2012 version “Street Fighter?” More like “Unblockable Fighter” -_-;

Also, lol @ -5f DP FADC – I’m going to be spamming the shit out of MP xx Fuhajin/Pinwheel \o/ :lol: \o/ She may or may not be the best next game, but she’ll definitely be A-Tier (if not already).

Delayed wakeup is there to tone down the vortex and to give shitty characters another wakeup option. As far as I know they also completely removed unblockables. I don’t exactly know how but people have been mentioning that they changed something about the hit and blockstun stuff which also causes the combos to have different timings.

Also, what’s the reason behind delayed wakeup (11 frames delay) if unblockables still work if we can use another setup.

fwd throw dash LK wheel > j.HK is unblockable on rose. Want to use DWU ? Well fuck that, fwd throw > dash LK wheel > s.LP j.HK is also unblockable.
You now have to guess if you want to quickrise or not which is another 50/50 in itself and depending on how late the “technical” shows up we might even be able to confirm.

Also I don’t believe that hitboxes shift in the corner but it’s just a bug from bad coding. SFxT runs on the same engine yet they don’t have unblockables.

I’ll take 50/50 over unblockables all day =P

Yea SF4 was indeed noob friendly. Jumps are laggy, walking speed is laggy…etc BUUTTT there was a certain threshold that was not crossed.They made it as noob friendly as was tolerable. It has now been crossed. THEY WENT FULL RETARD. Was it perfect. NO. But it had the basics style and mechanics of street fighter. I would play any fighter that has those same mechanics, from art of fighting to whatever.

I never trash talked SFxT before because, there is a game for everyone and it’s a crossover. It’s fine, its a whole other game that I can choose whether or not to play.

NOT this garbage. They’ve change an EXISTING GAME that was ACCEPTED for it’s faults and are adding mechanics that were rebuked in their other game.Just slapping the title of Street Fighter does not make it street fighter. But thats not what they are doing this time. They are taking an actual street fighter game and changing it to non street fighter and claiming it is “new features”.

And now to top it off, they are making characters worse. I’m sure that will make things MORE competitive right? RIGHT? lol. “Oh we aren’t looking to nerf anyone, we just want to bring up those that need to be brought up”. Right.

I’ll readily trash xTkn now, because it’s those same players who were okay with overly slow throws, dial-a-combo, even laggier walkspeeds, who are responsible and actually campaigned for this junk.And I see them in other threads saying “one frame links are too hard they should make it three”. “There is no point in hard to do combos”, “I dont want to practice, I just want to play”. It didn’t bother me before, they could play their game and I could play mine. Not anymore so FUCK 'EM. They shoulda live and let live.

From what I know of skullgirls, its not streetfighery at all and neither is Marvel, so Im sure you could guess my feelings on those type of games(not for me). KOF is it’s own brand that has alot of street fighter mechanics BUT has alot of non street fighter mechanics. It’s equally as good as street figher and unique. Thats all good, and I’ll bet the die hard KOF fan will be equally as pissed if they decided to “update” KOF with street fighter mechanics only and remove what makes KOF be KOF.

As of now, KOF IS the better game, thats where I’ll pass my time from now on. It does alot of things right, and If I’m willing to play with certain mechanics that is THE GAME to do it with. Not an already noob friendly game that just went full retard.

Now I’ll say this just to finish, since Im not looking to debate just ranting lol(and somewhat off topic). There were alot of people who trashed SF4 and they had legit complaints. I was one who eventually accepted it for what it is. So i guess now I’m on the other side, and y’all are still on the same side. Circle of life and all that jazz. You would think I would be happy with how actually GOOOD(GREAT!) Juri is gonna be, but I’m not that short sighted nor selfish.
I know it will be a shit game even if my specific preferred character is not, well at least for my standards. It might be okay for y’alls. Okay end of rant. No more salty off topic from me.

Capcom is just trying to balance the game and get people playing other characters. Although, I am going to miss backwards dive kick :frowning:

it’s a 50/50 into an unblockable :stuck_out_tongue:

I’ll be at NCR next weekend and try to test out a few things. Right now I know I’ll be looking at:

St.LP connecting on crouching chars
EX Divekick frame advantage

Any other requests??

Can you check if U2’s hitbox was changed vertically at all. I know it was mentioned before, but it only says horizontally in the new notes. I’d like to know more about the dive followup hitboxes as well.

Actually I want to know more about the new hit boxes in general. I’ve got a sinking feeling that FSE’s fs.HK is replacing normal fs.HK lol

The noob friendliness of SF4 is greatly overstated. MvC3 is significantly more noob friendly than SF4.

If you want to quit the game, quit because of the input leniency, plinking, retarded invincibility, auto-mash-correct, a comeback factor for GETTING HIT – don’t quit because your automatic if/then setup becomes a confirmable if/then setup.

Please test Dive Kick -> Ultra 2 on Balrog. There were some other characters that DK -> Ultra 2 was hard on regardless of which strength you used… I forgot who they were though -_-; It’s been so long since I made that stupid video…

The notes said specifically that FSE far.HK was being changed, not the normal one. I’ll try to test both but I honestly never use far.HK in FSE.

Midscreen or corner??

Midscreen please~

Hi,
Juri noob here, what those fse adjustements for normals consists of? Is it a buff or nerf?

Is this really the final changes?? Won’t there be another change before it hits console’s?? I know these are the changes for the arcade release

Most of them are startup frame changes. fs.HK misses on crouchers in FSE and is getting adjusted to hit like it does out of FSE. It doesn’t come up often, but I chain into fs.HK in FSE from max range fs.LK or fs.MK sometimes, so I like the change.

@Zanzy: The FSE adjustments are things that they already did to her normals OUTSIDE of FSE, but forgot to do to the FSE versions. So they’re either buffs or fixes, depending on how you look at it.

@J-Mar: They haven’t said that for sure yet. Let’s hope we can still convince them to get a couple more changes.

Ok i see, thanks guys.

Ahh ok I’ve been lurking around with Juri and I’m starting to fall in love lol. I’m complacent with her changes but I do hope her jump back dive kick makes a return

I really really don’t expect it. :C

I’ve been testing out juri with the usf4 mod and it seems that I’m only able to link st.lp after cr.lk on a crouching target and not chain it. does anyone know if this is how it’s suppose to work for ultra?