lk fuhajin FADC = +13 (10+23-4-16)
(+10 normal advantage +23 cancelled recovery frames -4 before can dash -16 for dash)
To open that up:
-Fireball gives you +10
-There’s 23 recovery frames. I assume you can cancel all of them.
-That makes it +33
-You can’t dash cancel the FA until at least 4 frames of focus, so deduct 4 for the focus
-Juri’s dash takes 17 frames, but from FA its 1 frame faster, hence deduct 16
-Hence +33-4-16 = +13
Hmm, maybe they changed some timing on Ultra 2 if people are whiffing it. I remember they’ve mentioned fixing juggle hitboxes also, maybe that changed some timing?
I did some testing with Fuhajin kick > juggle. It looks to me like vanilla SSF4’s CH AA Fuhajin kick juggles to a pretty similar height as the AE Fuhajin kick does from ground. It has different juggle properties though so not everything thats possible in AE is possible with this. Stuff I tried that worked with the vanilla SSF4 fuhajin:
So, given these, and the fact we saw fuhajin kick > release > fuhajin kick does not connect (Yossan vs Zangitan vid), I’m hoping they gave Fuhajin Kick the Float property, but kept its other properties as is.
That would mean these would work:
[LIST=1]
[]All the vanilla combos I listed
[]Fuhajin Kick > Fuhajin Kick
[]Fuhajin Kick > sc.HP
[]Fuhajin Kick > TK Dive Kick (this might be tight / impossible)
[]Fuhajin Kick > j.MP (???, might be impossible to connect)
[]Basically anything you can combo off of j.MP
[/LIST]
The other alternative I see is that they made Fuhajin Kick SKD, but changed Fuhajin projectile to JP1. This would in practice mean only the juggles from the vanilla CH setup + projectile would work, but we would have new juggle combos with fuhajin projectile (dive kick into fuhajin release?). I think this is unlikely.
Im sorry guys but i wont be able to test out Juri at Arcade UFO tomorrow, their shipment was delayed by customs in Japan and they will be receiving the cabs on monday, december 20th. Unfortunately im leaving texas to go to california to spend time with the family, and im leaving on the 20th. Sorry again. I hope someone else will be able to test out Juri thoroughly. I like the sound of the changes so far though
i was wondering though, does anyone know how much blockstun cr.hp and cr.hk put the opponent in ?
just wondering how many frames would be between cr.hp/cr.hk > sekku (while in FSE of course)
can i even cancel from cr.hp/cr.hk to sekku ? idk ive never tried. i dont really mess around with FSE a lot but ive been coming up with some new things with it and im using it for about 1/3rd of the cast right now
This is how I broke it down
-FB- 11 frames. I assumed you cant cancel it until the FB is out so the cancel will have to happen on frame 12. A cancel into super has to be on frame 13-15 so I dunno.
-FADC- 4 frames + 17 which will leave @ 32 frames. The 1 frame faster on dash is only when the you dash cancel a FA hit.
I tried it in training and the only way I can land it was off a whiff punish or a bare FB fadc outside of cr.MK range. Both starting from the same distance. You can land it from point blank? Can you land a close Roundhouse after the fadc? I cant land it on Akuma but I did land it on Sagat prob. cuz of his height… The timing was tuff only managed to land it twice but Im starting to think I imagined it cuz I cant land it for shit now.This leads me to believe fb fadc to close Roundhouse is a 1 framer (assuming a perfect fadc)and RH start up is 11 frames. I wish it was +13 tho.
I did some further testing: I think you’re right that it is +11. 9f moves are easy to land after the fadc (like fuha store or lk/mk super). Ultra2 is 10f, thats already tight, as is FSE+sc.LK. I couldn’t even land the sc.RH, I think it might be hit box wierdness (maybe it didn’t hit on first active frame). I tried it with FSE and got FSE+s.LP in, thats 7+4=11 frames. Nothing slower landed, QED.
I am a little torn. I want these new changes for Juri, but seeing some of the impressions so far on the game I wonder if people will stick with SSFIV instead. If AE doesn’t resonate with people we will be remain with our regular Juri.
*Cr HP will whiff in longer FSE strings and no her overhead doesn’t cancel from RH/HP. As for how many frames would be in between strings ending with HK/HP it would be something like 20+ frames since you’re not canceling the recovery of the move. Not to mention in longer strings that end with cr RH the distance that leaves you in if you wanted to f. fwrd you would have to link it with cr. fwrd. However that would be a good thing to test in AE if you can cancel any normal straight into her overhead. *
thanks for the response. I was planning on just doing a short string of cr.lk > cr.mk > cr.hp > sekku anyways, but since that wont work ill just replace the cr.hp with Sekku.
*FSE strings is something you got to mess around with in training mode because some strings work different on certain characters. If my memory serves me right a string like you mentioned above ended with fireball store leaves you at a decent range midscreen as an alternative. It’s a lot of little things you can do with FSE strings and mixups, I think you should definitely test them out yourself. *