Most well thought-out character?

Honda by far.

Because she does have some glaring flaws if you actually pay attention. Unreliable wake-ups (don’t you dare fucking say EX pinwheel), a parry/teleport that is punishable when executed successfully, an ultra with an illogical hitbox(she spins in a 360 but only hits on one side), a super that misses the last hits in the corner or on certain characters mid-screen, and has rather low health. One gripe i’ve heard from certain Juri players is that if you fuck up even once in a round it can be incredibly easy to to lose. She is almost like Gen in that she is good, but it is such a pain in the ass to use her full potential that it could be considered not worth the effort. If it wasn’t for that fact that I love how she was designed looks wise, even I wouldn’t play her.

As I said, this is just in relation to other characters. Her base tools are fine.

God forbid one has to block on wakeup
This is perfectly fine, it’s just that some chars don’t really have to - but that doesn’t mean that Juri has a glaring flaw, just that other guys are derp.
Ex Parry is only punisheable if you do the gimmicky crossover I think? At least I haven’t ever gotten/seen it get punished when used proper.

I think Juri’s wakeup is pretty much perfect -

  • It costs meter
  • It beats all options your opponent has if you choose the right one*
  • It can be made safe, but at a hefty price (3 bars total), and only one of her two reversals has the FADC option
  • Mashing it during opponents blockstring doesn’t give you 239345345 damage

Problems with it are:

  • The presence of trade combos: That it trades with moves is fine (imo), that it does pitiful damage then is, too (imo). That the opponent get’s a 500dmg combo after isn’t.
  • And *: Gouki DFlip Palm fucks this up. Since he can OS after, it actually beats everything she can do other than block. Fuck dat.

This is one of the gripes I’ll never get. It has 32423f startup, so you’ll never use it as an AA anyways. Sooo… when exactly in a combo are you facing away from your opponent, making this an issue? I heard it would enable some OSes, but… owell. For ExWheel at least I can get the complaint a bit, it’s pretty dumb to see her spin in a fullcircle and someone jumps straight through it and lands behind you, but U2 doesn’t really care about any of that.
The only real use I’d see for it would be hypergimmicky 50/50 crass gambles where you do an air reset, dash directly under your opponent and hailmary in a way that he doesn’t know which way to block - but that’s not exactly something I’d even want as a tool.

That’s what you have differing versions for
Other than for some very specific cases (eg punishing Honda Headbutt) one can pretty much always get the full Super to hit when one chooses the right Super
At least even if you choose the wrong one (and not blatantly so, so no MP Super right in the corner) you’re usually still unpunisheable for it and just lose some damage - every char has to know at which range and against which character which combo to use to get optimal damage, I don’t think choosing the correct Super is too much to ask for.

The reason I say it is illogical is purely because of what the move looks like. Wouldn’t it be retarded if a shoryuken had the hitbox at ryu’s feet instead of his fist? Or his hadouken had a hitbox behind the fireball instead of inside and around it? I currently never ever use it as an AA but when I was a scrub and I tried it frequently, the fact the people could jump over me and stand inside of the exact same move and not be hit only because the actual hit box is infront of me never made any sense. And I’ve never had a reason to let go of that opinion. Though I will say it was stupid of me to call if a GLARING flaw. It’s better classified as an oversight. But it was given a revised hitbox in SFxTK so it might carry to to future games if she is in them.

The thing with super is somewhat my fault in the corner, since my combo of stupid fingers and muscle memory prevent me from using the heavy variant instead of the others, but regardless I’ve never seen the last 2 hits land on cody.

Light kasatushi is punishable by those with far reaching normals, and heavy is punishable by those with mashable AA’s or AA’s with good startup. The thing with heavy can transfer to the crossover > roundhouse XX Ultra 2 gimmick with the EX kasatushi.

ANd my definition of a “good” wakeup is something that will hurt someone pretty good for trying to attack me on wakeup, instead of giving a glancing blow on wake up because we traded. IMO EX pinwheel has never been “good” but it is useable in certain cases.

Damn, if only E.Ryu had an instant dive kick that breaks armor and knocks down, an anti-air projectile and instant overhead combo into U2.

She’s really not a bad character compared to most of the cast.

Coulda swore there was a tier thread somewhere in the stickies…