Juri's final USF4 changes (Updated)

is f.st mp > fireball store loop safe and perpetual?
or does pushback on block eventually win out and cause store whiff?

we need moar GDP!

i think the store whiffs at max range

ultra2 huh. interesting.

I really started to dig the idea of double Ultra with Juri. Kaizen gets a damage nerf but I really like having 2 options. In some matchups you can use U2 against moves that are otherwise not as easy to punish like balrogs EX dashpunches and still be able to sneak in a comeback with a good or maximized U1 punish (+ / - resets if you have bar).
Also the threat of instantoverheads into u2 will always be there. j.MP EX divekick into u2 should still do okish damage against most characters even with double ultra.

Also most of our U2 setups will also be gone. Something like…

Rufus: fwd throw > dash 4x > j.MP xx dive
Balrog: fwd throw > nj.HK > LK wheel j.MP xx dive
Balrog: sweep > LK wheel > j.MP xx dive
Seth: U2 > forwardjump > dash > j.MP xx dive
backthrow dash dash bj.MP xx dive

Having 2 options available is just too good. If the damage or time is a problem then we just need to figure out ways to deal more damage (punishing DP’s with j.MP into EX dive into U2) or how to use our time in the most efficient way.

I really agree about the double ultra situation, especially in Juri’s case since the ultras are completely different from each other. The fact that your opponent has to be wary of more setups when you have a double ultra stocked is such a plus. My view on this is that you’re giving up damage/time for mind games and opportunities. Aside from discovering these efficient/max damage setups in these new double ultra situations, its really up to the player if they feel these extra options for the reduced damage are worth it or if they really want that power in their ultras! Probably just regurgitating information here though. :stuck_out_tongue:

I’ve had my doubts about double ultras since I heard about them, but i’m gonna give it an honest shot and find out how often I actually find or create these opportunities for my play style. Its gonna be fun and interesting. I’m looking forward to it. So excited!

Can I just get sf5 already?

I really really really wish we could launch U2 while in FSE mode.
could you imagine FSE combo>1st hit off of cl. st. hk into U2?
or FSE combo, fireball release > U2?
That would be mindblowing.
And just plain old cool as fuck.
And scary.
I wouldn’t even care if it was necessary to have full 100% ultra meter for it to be the only way possible…as long as it was possible

well if cr. MK is back to 6 frames, give us back regular jump back dive kicks.so useful as a scrub buster.

I like your thinking. That can cause stun dmg and a follow-up combo after U2 is finished. So after breaking their neck in Kaisen she kicks them into the air for a follow-up…oh that sounds dirty…and badass.

You know, the more I think about it, Red Focus can help FSE a lot too. Having 3 frame close mp in U1 also makes Fireball FADC U1 easier. This means that we get more reliable ways to combo into U1, instead of the usual activation off knockdowns. Now we get some damage and a mix-up after. It makes U1 look more like Genei Jin. This also makes W Ultra even less appealing. If you’re going to spend such resources, you’ll want the hardest hitting U2 or longest lasting U1.

About the Juri EX pinwheel suck in, how does it affect airborne opponents? Is store into EX pinwheel reliable midscreen?

^wondering the same thing.

I would compare the EX pinwheel change to its SFxT counterpart in regards to the vacuum effect, but that game has a different juggling system. I’m not entirely sure if Capcom intends to rip that effect from SFxT and apply it to her directly in Ultra, but I could see that being the case. :stuck_out_tongue:

If I were to guess, its just going to hit airborne opponents the same way it does now. In SFxT, it only pulled in grounded opponents, but juggled the airborne ones. Currently in AE2012, it doesn’t pop them up with each hit like it does in its SFxT version where the vacuum effect originated from, but if you are expecting for it to pull the opponent inwards in those moments where EX pinwheel hits them once and flings them behind you or across screen, I sincerely doubt that’s going to be any different. Those other moments where you catch them and connect with them fully midair will most likely be intact, but I would imagine that it will not pull them down and cause the opponent to become grounded. That would be too silly. :stuck_out_tongue:

Again, this is just my best guess based on my experience of this mechanic in SFxT. I don’t have my hands on Ultra or anything. :stuck_out_tongue:

By vacuum effect, do you mean that ex pinwheel will vacuum them in from ranges where it previously couldn’t?
Or do you mean that after the first hit connects that the rest will connect.

Also I’ll be at UFGT, I wouldn’t be surprised if she was changed even more in this build.

If they are implementing the effect from SFxT, it would be that once a hit connects, it pulls the opponent in rather than push them out.

Think Gouken EX Tatsu or Seth’s Spin kick. The first hit lands, you get the rest of them for free.

I tried store > pinwheel a few times. Just as fickle as it always is.

I’m curious about some properties of it. Ex pinwheel beats out some anti cross ups and sends them flying. Now what?

Will it beat zonk knuckle?

How will this effect corner fse resets?

June 4th plz

https://www.youtube.com/watch?v=fb16Nzsd0sk

2:08

If they don’t change the timing for the “technical” to show up then all our setups will be still viable. Especially the corner 50/50’s.

The Final Changes List

http://www.capcom-unity.com/street_fighter/blog/2014/05/22/usfiv-final-character-change-list

sigh…c.mk still 6f startup.

and ex divekick:
“advantage on guard reduced by 3 frames”

what was it before? +3? and if it hit where?

and ex pinwheel:
" pulls opponent in closer when blocked"

great, so it still has the potential to push people out after the 1st hit. if they’re going to add a vacuum effect, make it do it on hit too. wtf.

tbh, this really killed my excitement about ultra coming out.