It pulls in on block only, huh? I guess some people couldn’t punish it easily enough already. rolleyes
Kinda bummed they took away her cr. MK. And the vacuum effect makes no sense to me.
Changes from AE2012 to Ultra
Buffs:
Far Standing MP now Special-cancellable
Close Standing LP hitbox expanded downward
Far Standing LK start-up reduced by 1 frame (5F → 4F)
Second Impact and Third Strike hitbox expanded, less likely to miss
EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory; advantage on guard reduced by 3 frames
EX Fuhajin (M+H) now hits grounded opponents
EX Fuhajin (L+H) damage increased 20 (5050 → 6060)
EX Senpusha invincibility time increased by 1 frame (6F → 7F)
Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally
Fixes:
Close Standing MP start-up speed during Feng Shui Engine now the same as normal version
Close Standing MK start-up speed during Feng Shui Engine now the same as normal version;
Far Standing HK hitbox size during Feng Shui Engine now the same as normal version
Nerfs:
Close Standing MK … considered airborne from the 2nd frame; unthrowable from the first frame
Kasatushi now takes recoverable damage when absorbing attacks
L, M and H Shikusen no longer can be done from back jump
EX Senpusha … disadvantage on block increased by 1 frames (-14F → -15F); pulls opponent in closer when blocked
Feng Shui Engine (UC1) invincibility time reduced by 2 frames (4F → 2F)
Reverted Changes since Capcom Cup Ultra to Console Ultra
Far.HK airborne on frame 3 instead of frame 6
Sekku (F.MK) airborne on frame 1
Crouching MK start-up reduced from 6F to 5F; recovery reduced from 17F to 16F
Feng Shui Engine (UC1) max length reduced from 900f to 700f
New Changes since Capcom Cup Ultra build
EX Shikusen … advantage on guard reduced by 3 frames
Close Standing MK … considered airborne from the 2nd frame; unthrowable from the first frame
EX Senpusha … pulls opponent in closer when blocked
Rather interesting that they’ve done nothing but nerf since the early builds. The close MK nerf is stupid, EX divekick was only +2 or +3 before while Cammy still has +9 on EX canon strike even after nerf, the EX pinwheel vacuum only on block is a slap to the face (largely irrelevant, but stings more for that reason), and the crouch MK buff was something Juri really needed. Not to mention regular Kasatushi is almost totally useless and EX feels like a waste of meter.
It seems like they’re afraid of making a character capable of being both strong, and annoying to casuals.
Ah, so the change to cs.mk is indeed a nerf. I wasn’t sure because I never knew the exact frame data of it. At least she’s still unthrowable from frame 1. But the fact that she is no longer airborne from the start means we can get combo’d instead of just hit out of the air.
Alioune did some tests a while back and it seemed over +3 on block from full screen:
https://www.youtube.com/watch?v=QMrgBEPMpEE
To be fair that looks pretty dumb and I’m glad it’s not that ridiculous anymore. It was basically a very high reward no risk free way in that put you at +4 or +5 on block at fs.mp/sekku range with no draw backs whatsoever.
From looking at this video I think she will still be +1 or +0 at worst if spaced right so it’s cool. As long as she’s safe I’m fine. I don’t really intend to waste my meter that way anyway.
Maybe I just left my rose tinted glasses in my other shirt, but I REALLY feel like Juri didnt even get buffed anymore. At first it was gonna be “AWWWW yeah time to run with the top tiers”, and now it’s just “Combofiend is a bitch”
We had all these buffs to help out and they all just got slapped out of our hands. Like when you walk out of an ice cream place and some douchebag shoulder checks you and doesnt pay for a replacement. Fuck that guy
Guess I’ll just go play xTekken where Juri is really awesome. Oh wait It’s xTekken and it’s 80% pure unfiltered garbage. Time to go work on my Gouken or something i guess. Fuck
I dunno. All I ever really wanted was her to be more solid and I feel we got that. I would have preferred them to go more towards zoning but she sounds good without being so good people rush to her.
fs.mp being special cancellable is a big deal. It allows her to stay in store range and apply even stronger pressure in the corner or even midscreen.
Other than that and EX Senpusha, though, the system changes are Juri’s real buffs.
Juri is definitely stronger than before. No longer top 5 I’m afraid. But it’s hard to know without playing. Though I’m 90% sure she will 7-3/8-2 Hugo and 6-4 Poison, Elena and Rolento. Decapre I don’t know.
welp. still looking alright. as long as we have that good ex mid fireball it’ll be fine i think.
I’ll explain this from my perspective. Anything with a strike through is either a nerf, redundant/irrelevant/pointless, or something that doesnt apply to me such as FSE related anything. Explanations will be given on some
Close Standing LP hitbox expanded downward
Close Standing MP start-up speed during Feng Shui Engine now the same as normal version
Close Standing MK start-up speed during Feng Shui Engine now the same as normal version; considered airborne from the 2nd frame; unthrowable from the first frame
Far Standing MP now Special-cancellable
Far Standing LK start-up reduced by 1 frame (5F → 4F)
Far Standing HK hitbox size during Feng Shui Engine now the same as normal version
Kasatushi now takes recoverable damage when absorbing attacks This is stupid and we all know it. I’ve explained it before
L, M and H Shikusen no longer can be done from back jump Because casual scrub tears have gone down in value and are no longer required.
Second Impact and Third Strike hitbox expanded, less likely to miss
EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory; advantage on guard reduced by 3 frames Cool now it’s even MORE negative on block
EX Fuhajin (M+H) now hits grounded opponents
EX Fuhajin (L+H) damage increased 20 (5050 → 6060) When was the last time you burned a whole bar on this expecting it not to miss?
EX Senpusha invincibility time increased by 1 frame (6F → 7F); disadvantage on block increased by 1 frames (-14F → -15F); pulls opponent in closer when blocked It’s only fair you start a full combo punish with close moves
Feng Shui Engine (UC1) invincibility time reduced by 2 frames (4F → 2F) I dont use FSE in the first place but, why?
Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally
Which leaves
Close Standing LP hitbox expanded downward
Far Standing MP now Special-cancellable
Far Standing LK start-up reduced by 1 frame (5F → 4F)
Second Impact and Third Strike hitbox expanded, less likely to miss
EX Shikusen now has input follow-ups like the normal version, activates with any single K button; trajectory changes with button combination: L+M is L Shikusen, M+H is M Shikusen, L+H is H Shikusen trajectory;
EX Fuhajin (M+H) now hits grounded opponents
EX Senpusha invincibility time increased by 1 frame (6F → 7F); disadvantage on block increased by 1 frames (-14F → -15F);
Kaisen Dankairaku (UC2) hitbox slightly expanded horizontally
Yeah with all these buffs we’re really gonna be taking Cammy to the cleaners now. Also isnt any of that FSE stuff nerfs anyway? Didnt she do all that stuff faster before?
She is pretty solid right now and got improved in the areas where she lacked something. EX wheel and delayed wakeup will really make things a lot easier. Improved footsies with far.MP are a godsend and we even got a decent confirm off cr.LK with far.LK since it is 4 frames now (used to be a 1 frame link). The EX dive is also still + on block if it is a TK one or if you really hit them low which you should always do with any dive. I swear she was like +7 before or something. Her bugs also got fixed and the ex dive is now safe to use after fuzzyguards.
The nerfs are minor things imo. Kasatushi is still amazing to escape some shitty situations. It’s like a focus backdash that you can’t optionselect properly.
I don’t really mind the recoverable damage with kastatushi either. I use it so often in fireball wars and barely get hit afterwards. It’s an improved focus backdash that builds super and ultra meter.
I don’t get the problem. cr.MK was just way too good I guess. I wished they decreased the recovery though.
You all got way too greedy lol.
Do you not remember that initial change list? Shit had me hype.
Juri is still going to be Top 5.
You guys
.
.
.
Are nuts.
I don’t think her spot on tier lists is gonna change. When you look at all the “made safer on block” or “startup reduced” changes that the rest of the cast got, our changes aren’t going to do much. Sure we’ll have easier combos on most characters, but I don’t see anything that’s gonna help deal with pressure, which is my personal weak area with Juri. I guess DWU helps, but other characters can read the technical and adjust just like we can.
I feel a LOT better reading this lol. Most everyone here is really focused on the negatives. We are forgetting that her wakeup got decent buffs with DWU and her ex pinwheel. Her footsies game (in capable hands) is really tough to deal when you don’t knock her down and now she’ll have a TON more options with mixups and punishes. That ex mid fireball game is gonna be crazy.
wow, you guys really think she’s not going up in the lists? wtf
That is why companies usually don’t mention ANY of this. They prefer people only see the final result to avoid backlash when stuff gets taken out for whatever reason. personally I’m glad they took us along on their change approach to see the things that were considerd but eventually deemed too strong.
Personally though I would love to have seen most of the cast receive all the mentioned buffs and have some of the others receive maybe a little more to bring them in line rather than removing the toys though :3
The FSE changes are really good. cl.MP has 5 frames of startup right now and cl.MK is I think 8 or 7 frames.
Now they fixed cl.MP to have 3 frames of startup and cl.MK to have 6 frames. I like it.
far.HK hitting on crouchers during FSE is also really good. If you chan into it from lets say cr.MK or far.MK it’s a frametrap and if you cancel the far.HK (on block) into LK release it’s another frametrap that will hit people if they try to jump out of you strings. At least I will make use of it.
You guys are overrating the normal kasatushi. We actually do benefit a lot more with it taking gray damage than no damage. Fireball war against Guile moving around and building meter. What is so bad about it ?
EX counter is kinda okish and should only be used to get out of the shittiest situations.
Also EX shikusen on block at knee height has to be AT LEAST +6 frames. I did EX dive into cr.HP on block in the training room and I couldn’t hit Juri out of it at all with a 3 frame jab. If we space it correctly we can still go on offense.
No matter where she ends up in the tierlist she is going to be tournament viable against the whole cast imo.
Whats wrong with you people

I’m only really bitter about two changes, not even revisions or reversions of stuff that got our mouths drooling a bit. Those two being the removal of jump back normal divekick, and the whole senpusha block vacuum thing. And the reason i’m a bit bitter about them is because…I don’t really understand why they are even a thing. From what I had heard that Combofiend was telling people at location tests was that jump back divekick needed to be removed because it was too good offensively. If i’m jumping back, i’m not on the offense. I’m on the defense. But that’s just me.
Either way, it doesn’t bother me so much. I’m ready to adjust to the nerfs and adapt with the buffs. I’m still excited.
And if its any consolation on Kasatushi taking recoverable damage, at least you build ultra meter with it now. Might even be the safer option in specific situations compared to an FADC absorb.
I’m not gonna bend.
I liked the original build. not just for Juri but the whole cast.
Ultra looks too damn much like AE2012.
They should just call the game AE2014…cuz that’s all it looks like now.
Its not really worth paying for again, tbh.
Maybe if it was 5-10 bucks yeah.
But for 20+…nah. Its sort of a rip off imo.
The tiers aren’t really gonna change with these final changes to the cast.
The “rebalance” has ended up to be a complete farce.
There’s nothing “Ultra” about Ultra.
its just…meh.
Meh Street Fighter IV imo.
I’m not hyped about playing it. Not hyped at all.
Yeah, I think counter taking gray life is great… It will definitely help the Guile MU. I’m more worried about her match ups. A lot of the characters that are 5/5 with her and close to her tier are getting tons of buffs. I seems like her peers are getting tools designed to push them up the tier ranks, while she gets very little in terms of neutral game. I mean, I’m stoked, but I don’t see how she’s gonna be as good as say Ken or E. Ryu (not that I don’t love beating shotos down).
edit: I just saw over at eventhubs that Japan won’t be getting the console update until August. Does this mean there might a more adjustments being made? They pointed out that this means no training mode in Japan before Evo. It seems weird for Capcom to hinder Japanese players like that.