For one thing, it’s just hard for him to get in. Juri can counter-poke dash punches rather easily, so his only real option is walking forward. If he’s not charging, you can harrass him with things like focus attacks and Fuhajins. If he gets hit by any of this, you could get a knockdown, after which you can easily do a safe jump or safe meaty, effectively giving you a free blockstring (or combo if they try something stupid), which has a high chance of leading into a throw or counterhit, which pushes him towards the corner. Once he’s in the corner, Juri basically wins the round.
Eat ex dash punch all day and he’s safe on ex dash, right?
You can just throw those, or poke into EX Senpusha. I think you can also usually block in time even if you used c.MK and didn’t cancel it.
meaty cr.mk xx fireball release beats dash punch on wakeup. I do this shit all the time to FightProvoker. Once i get him on knockdown, he seems to have a really difficult time getting out. Or if youre feeling ballsy you can do cr.mk xx counter / AC EX pin. This of course would have to be psychic and is extremely punishable, but on the plus side, itll beat a mashed crouch tech as well as dash straight / dash upper (no one in their right mind is going to wakeup Overhead smash / wakeup diagonal punch (forgot the name)) I do this on occasion when i can tell hes getting frustrated lol
I really dont think rog is a huge problem for Juri though
What are you guys doing that I’m not? I cant cancel the c.mk into another move. he just blows right past and beats me outright. no specials even come out.
and you it hits you even when your in c.mk.
as soon as i can ill see if i can get some vids up
I played some AE myself. Gonna upload a video showcasing some of her new shit but aside from that all i can say is she plays exactly the same. The fireball juggle seems so character specific its almost impractical outside of the corner, it seems to only just push them further forward, thats the only use i see for it. So with that in mind heres what i observed:
-Fireball juggles differ in height and distance thrown per character.
-Expinwheel after a fireball kick midscreen is ass, for real its hard to do and character specific and even then the characters it does hit sometimes wont get all the hits in.
-Expinwheel has a bigger FADC window, Ex fireballs mk and hk remain as they are.
-St.lp does indeed hit a couple of more crouchers, though i didnt test this extensivly.
-No extra frame advantage on any of her normals, they all remain the same, i tried alot of links, nothing new.
-Corner negative edge ultra off a fireball kick is character specific.
-Hitting a fireball after a fireball kick takes them out of juggle state, nothing will juggle them after it, this applies to all fireballs even Hk fireball.
-Because the juggle properties of fireball kick are different you can now do st.hp xx fireball kick and it will juggle them, but you wont be able to do so any further, at least i think.
This is stuff i can confirm for sure, its not speculation.
That being said i have footage of some of the new stuff to demonstrate, ill edit it all tomorrow and do an upload.
That’s actually godlike if I can do j strong > schp > fuhajin store > ex sempusha.
I’d be happier if I could do schp > fuhajin store > fuhajin store.
Id be ecstatic if I could sc hp > fuhajin store > ultra 2.
Dependent on if the store put them in the juggle status after sc hp.
I saw I couldn’t do fuhajin store > release > lk pin/ex pin. Disappointing. I’m wondering I can super after that.
I can’t wait til training room for ae.
I’ve been wondering how the setup for corner fuhajin store/release > store > c mp will be. I’d be fine with this.
Wonder if I can j strong > mk store/release > low store.
Mmmmm. No holds barred.
Guys, the juggle system in this game is already well-understood and documented in the [thread=250054]Juggle Mechanics Guide[/thread]. Please read that before theorizing combos or drawing any conclusions. As far as I know, the only change to Juri from what’s written there is that Fuhajin release is changed from JP0 to JP1.
EDIT: Whoops, misread something. I guess Fuhajin store was changed to JP1 and causes SKD on airborne opponents.
no sorry i meant that you cant juggle anything after the fireball kick, sorry if you misunderstood. As in you can do st.hp to fireball kick but thats as far as it goes.
but on the ground you can juggle. You can do like c.mk xx fuhajin kick > ex sempusha/release/lk sempusha/ultra/Fuhajin kick
Got it. Its like the fuhajin kick > Fuhajin Kick. After the second you cant do anything
I’m really interested on the effects of this with FSE on honestly. I bet you can fuhajin kick > sc.mp, or fuhajin kick, or fuhajin kick > sc.hp xx ex fuhajin
Yeah, that’ll probably work in the corner at least.
[media=youtube]dAdVliSVszk[/media]
I havent finished watching yet, but here you can see Juri going crazy w/ her new FB kick juggle. Later on, she answers my question of anti-air’ing w/ FB kick to FB. It doesnt look like you can follow up w/ anything, it doesnt juggle them any higher but maybe there is still potential if she juggles with an ex-FB instead of a regular one.
Lol. The juri didn’t know how to hold fireballs.
I think everyone can juggled by fireball somehow some matches will be a bit more specific.
That anti air Fuha store looks sexy. I wonder how reliable is it?
From that video, I think it should be possible to juggle with U2, but it must be character/spacing specific.
EDIT - Wait what? Did her low releases beat Hori balls in Super? Also, it must be the video, but her backwards walk speed looks fucking fast.
Just the video. Lol. Everything looks fast.
[media=youtube]B1X7cNkQGFU[/media]
Theres a walk speed comparison in there, since its been on everyones mind for awhile, it is prevailent thats for sure.
Good shit man. I likes it
Wow, that new speed looks a lot faster.
Love the Megaman track
Gonna update the combo thread today/tomorrow. Aside from fireball kick into x move and fireball kick into ultra 2, does she have anything new?