Juri's final USF4 changes (Updated)

Safe ex dive? Standing jab hitting people?(except Cammy. Probably Yang too from earlier reports) FOOTSIES?!?!!?

I’d like to hear more about why mid hitting ex fireball is so good over just low ex. Just harder to jump or better frame advantage? I’m confused.

I figured double ultra would be good. Seems like we’d be one of the better users of it.

I’ll just stick FSE for me. I don’t thin I’ll be using EX shikusen much. I’d rather burn my meter on FADC’s, and ex fuhajin’s instead.

I do believe it has a bit more frame advantage (about 2 extra frames) than EX L+M fireball. But the most important part is that it travels slower. Think pseudo 1 bar fireball fadc. Imagine it in the corner!

Thanks Voidstar!!

Ah. Hmmm. Wonder if we can set it up after a sweep in fse sakura otoshi style.

Imagine in the corner sweep xx lk store backdash. Ex mid-fireball. Dash up block string or f.mk (you’re at max distance) combo etc. hopefully cr.mk is also changed to 5f in fse.

The ex mid fireball is great for wakeup pressure to keep people stuck in place. It also pushes back pretty well since the two hits are spaced out a little. Has 1 or 2 more frames of blockstun than other fireballs. You can dash forward after it and go for an overhead, but you have to delay the overhead a little for it to hit. Do that once or twice and you can make it a high/low mixup. You can also dash forward and activate U1. Using it during fireball wars will now make the opponent block 1 hit (if you’re doing it right) whereas before they just ducked and didn’t take any chip or pushback.

Something to try: Ex dive kick 1-hit, activate U1, reset with MP. Wish I’d thought about this while I was there. The ex dive pops them up higher than normal dive so I bet it works.

Also, I caught Combofiend’s ear and mentioned that counter is now basically useless and we might as well focus+dash. He didn’t seem to disagree at all, even looked thoughtful about it. I didn’t mention backjump divekick because I had played a lot by then and honestly I now think that nerf does not matter at all. I’ve stopped using it in 2012 and not even noticed it.

I’ll miss it even so. I really liked that option. Just gotta remember not to bait with backjump without meter. Since it’s gone it may be easier to bait them actually.

Hmmm… If you’re trying to do Divekick -> U1 -> s.MP reset, I don’t think close s.MP resets in FSE =\ Considering FSE moves you forward a little, I don’t know how you would get far s.MP =(

it does. far mp and close mp, far mk, far hk and one of the hits of close hk all reset. also far hp resets too.

Ahh, good looks. It’s been a while T_T

Ex pinwheel cl.mp dash in the corner is one of my favorite mixups.

FSE activation to cs.mp is 9 frames if done perfectly, where u2 is 10 frames, I can definitely see this working. Doesn’t this mean it would work in 2012 too? For example, FSE, cs.mp off of an L divekick in the corner. I know cs.mp is slower in fse in 2012, but lk divekick into ultra isn’t a 1 frame link on most characters.

The trajectory of each characters falling animation after divekick is different, so it is most likely the same way for ex divekick. Which means this will be probably be character specific as well (either you get far.mp or they fall too fast, like Blanka).

Couldn’t you just do reg shikusen into FSE, then st.mp reset?

@ FengShuiEnergy,
yes, it does work. However, I was only able to do it by negative edge. Hope this helps :slight_smile:

Also, referring to my previous post, the shikusen I was using was LK(corner) and HK(anywhere on the screen).

I knew I would be rewarded for sticking with Juri! It’s like ret paladins all over again.

My Japanese is really weak – but did I hear correctly? EX Dive Kick… +1!!!

I think it depends on 3 factors

1- How familiar your opponent is with ultra 1 (Habits, defense, reactions, etc.)

2- how much meter you have

3- setups that you as a player actively use after landing or in the middle of an ultra.

example, if you are going against a defensively aware player that is somewhat used to FSE, then I would use U2. But if they’re a player that crumples under pressure and the situation can lead to death for U1 but not U2, then I’d go U1 since they ultimately have to fight a new character towards the end of the match. I always noticed how much ppl have problems blocking FSE when you hit someone.

She still needs more priority in a lot of her specials (dive kick, pinwheel etc.)

Those moves have fairly decent priority, or do you just mean their slow startup?