The counter is one of those moves I use here and there. On more advanced players they always snuff it out because they’re expecting that or pinwheel. I could see the 3 frame on the normal counter being useful for lp hadokens and lp sonic booms as you should be able to still counter from it, because nothing annoys me more than getting hit by it after activating her counter. Other then that, i do like the lp frame buff. Lp imo is a underrated move. I mean i use all of her kicks, but i might work on using more lp combos to help with the stock lk fuhajins. I mean to each their own, but the Juri changes are sorta meh. For the most part she’s staying the same, which isn’t too bad if you ask me. I was hoping more buffs to her wake-up game, hate getting grabbed outta ex pinwheel.
Everything changes with juri rush down. I base my game around quick flurries of rushdown, and keeping you in play. I only really j strong > schp xx ex pin when far from the corner. I started even using ex fuhajin to corner them faster.
So when I go to j strong them back in the corner I fireball kick them. It resets them and they usually get hit low. With this change the fireball kick juggles them or knockdowns. This I really dislike.
I liked doing quick store combos to keep the pressure going quick and heavy. The setup was the kick and then move in for the pinwheel combo. Now you can have both.
I question if it’s a true block string to store release?
I have to get in the habit of being able to confirm the kick to get extra damage. Also. If I want kick > lk pinwheel I have to use mk kick. If this is blocked I’m still holding mk which if released makes me vulnerable.
I also wonder if I have time to confirm the kick to a release.
This changes a lot of her rushdown. It’s not so simple anymore. If I ignore her changes I still have to worry about changes about her kick and the timing as they’re in the air longer. If I embrace it I have to rework my rushdown.
It’s a big change for me
By definition, its not a meaty if you can normal counter it. A meaty attack is one where you hit with the second or later active frame. I actually use normal counter to test how close my wakeup meaty timing is, if I hit reversal normal counter’s startup, its close enough. Many people either mistime their wakeup meaties, and advanced players may intentionally delay their attack so they can both block reversals, maintain pressure and tech trap you. This late timing is vulnerable to wakeup normal counter, fast normal or wakeup throw though.
Yeah I know what meaty is. I tested reg. counter vs a handful of moves, one of which was Mak’s st.MP. Her st.MP has alot of active frames so its very easy to meaty with. So I recorded cr.HP, meaty st.MP to st.HP. Only way the HP will link is if the MP hits meaty. I was able to reg. counter everytime.
Maybe I remember wrong, but Im pretty sure reg. counter works vs meaty normal attacks. Im also pretty sure you can reg counter a meaty safe jump attempt, one that you wake up into a normal that is already active. Im like 99% positive.
@ Kail, from one of your previous posts, you spoke about how they changed FB store kick. Were you speaking from playing the game or from watching a vid?. Do you know if the FB store will juggle an airborne opponent if used as an anti-air or is it like in super, it only juggles a grounded opponent?.
edit: I just tested reg. counter vs meaty cr.MK w/ Ryu and I cant counter it. So I guess it only works vs non ground attack meaties:confused: Maybe thats the reason I never posted it…
Yeah, I remember I was using normal counter to check my meaty timing when I was testing doing (wakeup meaty) cr.MP, cr.MP xx stuff with Juri, and it couldn’t be normal countered. Interesting that it works for some things, hard to imagine how when looking at the hitbox data for normal counter. Maybe it moves in such a way as to make the meaty whiff?
Sorry, I don’t know. My experience was fighting for my life while playing The players at ctf are really strong. My experiences were out of surprise when things didn’t work. A setup I use is a reset off the j strong with fuhajin kick, c mk when they land. I was really upset I missed it as it would have won me the match.
I don’t know if anti air kick juggles. I would think not.
I can’t wait to get this for console. So much awesome setups to learn for juri.
^^ AA Fuhajin store puts them in the same state as a grounded fuhajin store. you can followup with the same specials you normally can, providing the spacing is right.
1 thing that i havent been able to test extensively yet is if Fuhajin store on CH has any special properties or not. Im assuming it doesnt, buts its worth looking into.
Can juri do her Fuhajin store into U2 if you buffer the inputs for U2 and get rid of the fireball and if a fuhajin store can put them into a juggle position for an AA, can you go into Ultra 2 from that as well?
Good to know FB store puts them into juggle state when they are airborne. I didnt mean specifically off of AA, but thats what came to mind on how to describe what I wanted to know at the time. I coulda asked, does the FB store juggle if you punish a whiffed DP while they are still in the air for example. Now Im wondering does a FB store on an airborne opponent juggles them higher, since a grounded FB store juggles higher in AE. Could be potential for more follow ups, maybe juggle them even higher w/ a HK FB.
After QCF+LK, press and hold the other two kicks as well.
Then do QCFx2 and release all 3 kicks. Ultra input overrides Special Move input.
Pretty sure it won’t actually combo, but I’ll be honest I haven’t tried it yet.
Honestly she plays exactly the same in AE, maybe st.LP and cr.LP are better counterpokes now but why bother. I counterpoke with cr.MP/MK xx LK pinwheel. Also I can’t comprehend why anyone would combo into fuhajin store… just go into HK pinwheel then store afterwards; almost no one can punish that.
The juggle high with HK fireball might be possible im not too sure, although i dont see a use for this seeing as its possible to get U2 out in the corner, other than that just go for expinwheel, if you dont have meter you could just do another FB store, then do a switch back to the Lk fireball on their knockdown or hold both.
Outside of the corner the only thing the juggle is good for is like the keep away game, you could push some opponents you dont want in on you by instant releasing the lk fireball.
Doing expinwheel as a followup is good damage under situations where you might hit confirm the fireball store because you thtought they were going to block but didnt.
Under the same situation its a good hit confirm for mk super (hk in the corner).
From a while back:
[quote=“I_R_Ge_Off, post:132, topic:116231”]
After reading a couple of things on the thread I decided to test them out, and I bring joyous news to all who plays Juri
-Fuhajin kick -> Ultra 2 WORKS!
- This only works in the CORNER
- At first I tried to input the combo using negative edge = success
-The setups I tried several times and worked:
1.jump in :hk:(hold down:hk:) -> cr.:mk:(hold down:mk:) xx :qcf::lk: for Fuhajin kick then 2x:qcf: + release :lk::mk::hk:
2.:lk:/:mk:/:hk: Fuhajin kick and just release the kick button but input ultra 2 before the fireball comes out (first attempt it was borderline mashing XD)
[/Quote]
Does anyone know if we can FADC EX Senpusha on the 2nd/3rd wheel like MK/HK Senpusha?
You combo into fuhajin store for the mix up. At least in vanilla after a fuhajin store you can safe jump immediately after I’d they quick rise at the earliest moment they can. In a corner that’s time for 2 fireball stores for heavy corner pressure. It sets up meaty releases to keep them in block stun.
And it’s easy for most to go for that safely rather than possibly not being able to hit confirm the pinwheel.
But I suspect that’s why capcom gave her the juggle so you can add on more damage after a safe move like store and get a reward for doing it. Now it’s no damage.
Juri I suspect is a character that’s heavy on the setup. Fuhajin store is her setup.
I can give it a go this weekend i guess. Finally get to try out AE.
Gonna try some basic links to check to see if they improved any of our normals:
cr.lk to crouch mk/mp
st.lk to cr.hp
far.lk to far.mk
those three should pretty much check to see either added + frames on the moves or less startup on the other move, id be content with that.
Ill try get footage of negative edge corner ultra.
Ill also try get footage of the fireball kick xx expinwheel midscreen.
i can try what youre saying too aswell while im at it.
If you can mike see if her slk slp cmp link works on more crouching.
I’m curious to see if I still can’t input during teleport. :(. I was so pissed when I found that out.
If you could see if you can meaty jump on someone after fuhajin store if they quick rise.
>.>. Would be cool of you. Heh
The jumpins after a fireball store wont work, i can tell you that for free, juggle states vary per character so its not going to be standard bare safe jumpin anymore.
the lp ill try when i can fit it in, no promises.
I called and confirmed that 8 on the Break in Dunellen NJ does in fact have AE right now being assembled by someone as we speak. I don’t know if it’s going to be playable today, but I’m gonna be there for the tourney (weather permitting). I work like 10 minutes from there so I expect to spend every lunch break there from now till rapture. If anyone wants me to try to test anything on juri in specific let me know.
see above, whatever they have said.
What Mago, Daigo, and Tokido think of Juri in AE -_-