SSF4 AE devs on Ken, Vega, Rufus, F. Long, Juri & Dhalsim : News : EventHubs.com
Few notes on Juri.
I ask Ono on twitter to give Juri some better tools every once in a while, but he never replies.
SSF4 AE devs on Ken, Vega, Rufus, F. Long, Juri & Dhalsim : News : EventHubs.com
Few notes on Juri.
I ask Ono on twitter to give Juri some better tools every once in a while, but he never replies.
i called st.lp being there, hopefully itll be able to hit all characters on crouch, i was expecting more but w/e, better than nothing.
*edit: why the hell did they buff sims anti-air??? Gotdamn…
That’s really the most interesting information they could give us? It seems like Juri is almost exactly the same aside from some minor tweaks.
Juri is completely different. Better walk, hit confirm after kick, more use for lps.
I bet her standing lp hits more people standing. I bet more combos are available now. Mix that with her good tools as is… She’s great. Just… Defense still sucks.
What did they mean about her counter? Is it not one frame anymore?
It has a 3-frame startup. Apparently, they made the first two frames have a smaller vulnerable hitbox, so it’s less likely to get stuffed.
Wasn’t her ex counter 1 frame?
Yes.
Then how is this a good thing? 2 more frames of start up. How is this less likely to get stuffed. Am I missing something?
Juri is pretty similar to how to she is in Super in my opinion. Her small walkspeed buff doesnt change a ton reagarding her footsies. Before everyone starts going crazy and saying im stupid, why dont you go play AE yourself extensively, and tell me if the walkspeed buff makes you play much different. For me, it doesnt all that much. Her Fuhajin juggles / resets in the corner are nice, but dont change her game a huge amount. Her biggest buff is the fact that everyone else got nerfed. In my opinion at least. Her second biggest buff is her fuhajin junk.
Just my opinions.
from the dev blog:
“Also, the hittable box on her Counter move was reduced from startup until 3 frames in to the move. After that point, it the hit box is the same as it was in chocolate SSF4.”
they make no mention of nerfing, or any mention of EX counter. this is regarding her normal counter movement only. from what i gather from that statement, she will either be strike invincible until the third frame (which is when her counter movement activates) or her hitbox will be reduced so it will be more difficult to stuff the counter movement before it starts. In super, if you meaty Juri on wakeup, she is not able to activate counter. Assuming im correct in my theory, this would mean that if the opponent meaties us on wakeup, their attack will either simply whiff, or it will stay active until our counter movement activates (3rd frame). This would mean people cant stuff our regular counter movement on wakeup. If this is true, i can forsee characters with 3 frame normals to meaty us on wakeup to bait a counter though. Their normal would whiff, and so will our counter due to their 3 frame normal not activating our counter movement. I see this as an overall buff. Also, her st.lp hitbox was not lowered, meaning the “easy” BnB still wont work very well.
all assumptions, and strictly what i have gathered from the dev blog statement.
-K1
Nah they said the 1st two startup frames are smaller for regular counter so its harder to stuff.
The counter buff is pretty cool, imagine if we could do regular counter on wakeup to avoid meaties, that would be insane.
The st.lp buff probably hits a couple of more crouching hitboxes now, not that many but this would explain what was said before about it hitting a crouching guile.
I cant see that much use about the cr.lp but whatever.
Note they said we got alot of hitbox changes, so maybe theres more they havnt put in.
That counter buff sounds really sweet. We still can’t get predictable with it, but at least it’s an improvement to Juri’s defense.
And does that c.LP buff even make a difference? Because if frame data for it stayed the same, I find it to be completely useless, unless they made it a 3-framer. A 3f low combo starter would make my day (and one extra frame of advantage on normal sekku couldn’t hurt either).
And yeah, there are more hitbox changes, according to the translation. Here’s hoping they buffed more “useful-looking” things.
If they buffed it to a 3 framer it would be amazing and actually useful, as it stands its just that move you resort to if youre holding down a lk fireball. Or filler in a FSE combo to mixup the overhead etc… I do actually rarely use it come to think of it.
My guess is that the majority of the changes they did was minor tweaks like with st.LP, mostly reducing the hittable boxes so that we get less trades and counterhits. I don’t know how useful the cr.LP is, because only use I have for it is as a fast starter for low fuhajin release, and thats always from frame advantage or as wakeup meaty, so the hittable box doesn’t matter much.
The st.LP might make it hit a few characters crouching while point blank since it has more reach, but like mike said, its not gonna be a big thing, maybe a easier character specific BnB with the fuhajin store.
IPW actually had a pretty good translation for the whole changes:
About the counter move change:
??? ?3F???
Kasatushi’s vulnerable hitbox until the third frame when the armor hitbox comes out is reduced.
That’s my best attempt at translating it. It makes sense, the second frame has a huge vulnerable hit box, this should make the normal counter a bit easier to use (I sometimes get hit during the startup by for example a fireball, since the vulnerable hitbox moves forward).
I don’t think I’ve ever used c.LP at all. Hell, I never use the LP button.
how have u been teching grabs son?
Grab button!
I kid, I kid. But still, aside from grabs and the really rare LP Kasatsuchi, I never use her LP.
I should be using it against characters that LP hits on crouchers though, guess that’s something I should learn.
Odd. I rarely use hp kasatushi.
I see. For some reason I assumed they meant ex kasatushi. That was stupid of me. Apparently that’s the only one for me.
What this means for me is easier fireball absorbing of kasatushi. I eat so many projectiles with miss timed kasatushi.
Dang you really like to exaggerate about Juri dont you? :wonder:
The adjusted hurtboxes on Juri’s Lp means more priority so now it should beat out some attacks that it couldnt before and the ones she would trade with. Should be helpful in the FSE cr.LK, st.LP (whiff), to cr.LP trick, assuming its still possibe. Maybe with red hit box adjustment the LP wont whiff anymore, but I remember seeing a video where Juri’s st.LP only was able to hit a crouching Vega from point blank. For example, st.LPx2, the 1st hit was blocked by Vega but the second one whiffed.
Im a little confused about the counter adjustment but I think its a buff. In super, you can normal counter a meaty as long as its a normal attack, despite it having a 3 frame start up. You cant reg. counter a meaty fireball, you have to use ex counter. I think in AE, they adjusted the hurtbox on Reg. counter so that you have more time for it activate. For example, even though it has a 3 frame start up, you have to counter a FB ahead of time because when you activate it, Juri’s hurtboxes move forward before the “counter frames” go active. That moving forward part causes Juri to be hit even though the FB is more than " 3 frames worth of distance" away.
In other words, they probably adjusted it so she can counter at the last second. This should make it easier to Counter cancel as well. Of course this is pure speculation.