Official AE Juri Changes Thread

Just played about 50 rounds in local arcade. My impressions:

  1. cr.HP’s hurt box is difinitely extended. I have never been traded or beaten by Ryu’s j.mk and j.lk so many times before.
  2. all pinwheels are still grabable, bad trade, whiff, one side, etc etc.
  3. her dash is faster and a little bit shorter
  4. non-ex counter: either its hurtbox is smaller or the startup is faster, it’s way easier to counter fireballs on reaction
  5. I didn’t notice anything changed in dive kick. The followups still whiff on a fair amount of situations. And the juggle height remains the same.
  6. the timing of cr.lk -> st.lk -> cr.lk is changed. Maybe it’s because the st.lk does more stun now, you have to wait a bit to link into cr.lk. I’m not sure about st.lk -> cr.mp though.

Her lk is the same I’m sure

st.lk is the same as it was…i tried a bunch of links off of cl.st.lk.

Also I feel like her divekick followup whiffs LESS. Just my opinion / what ive experienced.

It’s a hitbox issue. You hit a certain way it whiffs a hit. I don’t know how they could fix this.

If they did… We gotta rework our dive kicks. Something was changed. This could be really good or really bad

If these two are true then thats pretty awesome. The faster dash would allow her to pressure safely with a cr.LK after a blocked lvl2 Focus. If they try to backdash they’ll be hit because it’ll be a true blockstring. If you follow w/ st.LK, you’ll be even safer since as it is now in super, you have 1 frame to make it safe.

Also, this will allow her to dash forward after a lvl1 focus and be safe from a DP, and also means fadc into ultra/PW fadc into lk are easier to link. Sounds to good to be true, I hope it is though.

It’s probably true, since the dev blog in November said something along these lines, even though they didn’t explicitly say her dash was faster.

I just got back from UFO (I went there specifically for this -_- ) and im almost certain they changed her divekick followup hitbox or something. They dont fall out nearly as often as they used to…i tried delaying the followups as well…it seems like first hit of her followup is either able to catch them lower, or it pops them up higher so they dont fall out or something. Her divekick is a series of 4 hits total. Every single time i landed my divekick it would be one of these two outcomes:

Hit #:

1-2-3-4
or
1-2-4

the third hit would whiff sometimes, but i would ALWAYS get hits 2 and 4.

I dont think they changed the actual divekick’s hitbox though.

  • K1

The divekicks are defo different. I remember when I was playing there was a number of times I though “fuck I spaced that bad not gnu get the followups” but I did somehow. The fact that u guys noticed this too pretty much nails it on the head, I’m sure of this.

Edit:

@xekrn

I didnt notice a change in cr.hp, there is a sweet spot just behind it that you get tagged by jumpins, id need video footage to make the conclusion of a bigger hurtbox.

About the counter, yes it is easier to use in fireball wars because it doesnt do the retarded thing of making your hitbox 10 times biger on startup, hence making you use it way before the fireball hits you essentially telling your opponent “THROW ANOTHER ILL BE RIGHT THERE TO GET IT BY IT!”.

Pinwheels are still unsafe but like Rufus and his Ex Messiah if you have 3 bars you at least now have the option to FADC a expinwheel to make it safe. Its just a little extra option that makes all the difference sometimes.

Her frame data is the same, no new links.

As for her dash people have indeed being saying stuff about how its changed abit, some say it doesnt dash as close to the ground anymore, others say its faster and others say its shorter. Due to frequency of mention there probably is a change, though im not particularly good at landing fireball FADC U2, on an arcade cab where i was forced to use standard button layout (which i dont use) i managed to do it the one time i tried it.

So yeah considering how handicaped i was i really dont think i shouldve been able to pull it off, either im godlike or yes they mustve changed the dash properties…for the better hopefully, i still like dashing under stuff so that better stick.

The jumpins I ate were not those kind of crossups. They were just standard forward jumpins from 1 ~ 1.5 blocks away. Almost all of Ryu’s j.lk traded my cr.hp and his j.mk beat me twice. It seems the hurtbox of that move was extended along her leg a little bit and you have to press the button earlier than before.

I havent noticed a change in her cr.hp at all…but being fair i use cr.mp far more often. It trades less lol

I can only hope c.hp got better. Will just make our anti air EVEN BETTER. I mean…didnt sakura get a buff in her already good anti air?

Which hit can you FADC on EX Senpusha? I only tried once and it didn’t work. If it can be hit confirmable with FADC on the last few hits it’d be awesome since dirty EX Senpusha frametraps (after cl.HP or a safe divekick for example) tend to always work but are unsafe.

I don’t know if dash was changed, I can confirm dashing under fireballs still works as well as dashing under not meaty jump-ins, I also pulled FADC U2 1/1 although I don’t usually use it in matches.

I also think Divekick was changed. When I first played AE the HK button was broken so when I did an instant lk Divekick an EX Divekick came out instead, and all hits connected which wouldn’t have happened in Console.

My j.lk > cr.lk timing is messed up in AE (cr.lk doesn’t come out), the feeling I had was that the hitlag on j.lk is a bit longer, but it could be my timings who were off. I don’t fail any other timings but fail this one often in AE for some reason. Could be why you felt the cr.lk>lk>cr.lk BNB is changed?

Regarding midscreen Store>Senpusha, I think it’s dependant on the distance at which you did Store. After a cl.MP/cr.MP/cr.HK when you cancel into Store it leaves Juri closer to her oponent, while if you did cr.lk xx Store it’d doesn’t bring Juri any closer. With this in mind it should be possible to Store>Senpusha midscreen more consistantly.
The reason why I think it’s a distance issue is because EX Senpusha sometimes connect only a few hits, and the juggle is easy in the corner but not midscreen.

it is spacing. Depending on what normal you use, it could push her back more and leaves the person out of range. Furthermore, some normals work with some store/release combinations. Like for an example guile sc.mp lk store/release works. sc.mk lk store/release does not.

Adon some lk releases dont work but some hk store/releases work o.O.

Its…weird.

Suppose it wouldnt be too unorthadox to try Ex mid fireball or negative edge Ex high and low fireballs after lk store juggles to get the extra damage if a ex senpusha cant make the connection.

It depends on the characters you play aswell, some just natrually launch higher than others.

I think ex sempusha should work on everyone. I have a feeling scmp xx store > ex pinwheel should be universal. Or schk. Basically any move with very little push back. Cmp, cmk, cho and scmk won’t work for everyone IMO

I doubt it, some characters are very low to the ground and are pushed very far back, like Yang and Ken.

Gosh I hope not. She had one of the best dashes in the game along with Adon. Don’t mess with her dash damn it. Just make her walkspeed faster, improve hitbox on cr.hp, ultra 2 and ex senpusha, increase throw range by .1, oh and also make it easier to cross-up with j.hp and dive kick and reduce the start up frames of sekku.

Ok I might be asking for a little too much there. But that’s basically what I was hoping for. :slight_smile: One can always dream!

Lol, you might as well play as fei long, heh

Could be just me but I felt like i had all day to hit cr.mk during cr.lk st.lp cr.mk pinwheel BNB

Because 2 frames it’s always been “all the time in the world”.