dive kick seems about the same but idk, I rarely used it and only bombed rh dive.
st.lp didn’t whiff people it looked like it should, there was a good gap between her hand and their head and it still hit. On yun it hit once, second one whiffed(possibly a range deal, or maybe his blockstun animation)
u2 is the same it seems, there was no reason to change it anyway
to me, at least cr.lk and far rh feel faster. Maybe far mp but probably not.
It would be nice that when you hit someone with an EX dive kick it will bounce off wall no matter what. On some characters, depending on angle, you will do the first hit, but wiff the rest and no bounce off wall
obviously this is a hit box problem with the character not the move. Unless they want to make ex dive kick like the rest of dive kicks…press buttons to continue the hits.
st.LP is nice, although now my hard work into the BnB is less useful. Not complaining though
The LK pinwheel hitting only once is kind of sad. That means store is just SKD, so basically we only get the combos I showed in the video (provided they’ll actually land with the juggle height). I guess that means they changed fuhajin projectile to JP1 then. Additional things to verify would be if:
[LIST=1]
[]sc.HP > Fuhajin projectile - I assume this should hit
[]Dive Kick > Fuhajin projectile - Might be hard to do, but should also hit
[*]Fuhajin Kick > sc.HP hits (corner) - The japanese BBS mentioned this, would be interesting to know if it hits. If they didn’t change sc.HP’s properties, it shouldn’t hit.
[/LIST]
Ok Just got back from playing AE, I played a handful of games. I didn’t experiment alot of the new stuff cause I’m broke and I wanna make my dollar last longer. However things that I have tried and seen.
(Corner) Fire ball kick (Hit) then instant J. MP does not work.
Ultra 2 is unchanged as far as I know. It still doesnt work as a good anti air and it still does not hit both ways.
I don’t really use st. lp on my BnBs so I can’t confirm if it hits on all crouching characters now.
Basically nothing new on my end, terribly sorry I havn’t experimented much however i will play everyday. It was launch date so I didnt really wana choose “beginner mode” but maybe tomorow morning ill try.
Tomorrow what ill be testing is:
FADC low fireball into ultra 2. I want to know if low fireball got 1 more frame stun or if its the same or if her Dash forward got 1 or 2 frames less on recovery or in animation. Cause Im still borderline with landing this specially on the p1 side. So if i can execute it with ease that means we got a frame of two more leniency on ultra input after FADC.
Ill be testing ex dive kicks if it can connect the full 4 hits. Basically Ill be testing instant ex dive kick first because I know you can never get the full 4 hits if its instant and the opponent is right next to you on most of the cast.
I saw that match, I dont see anyting special about it. its basically the same thing the Juri was using it on gief because he knows that the gief liked to just walk forward without blocking.
i played AE at FFA and she is pretty much the same all around.
given her fuhajin kick => release combo, she gets a better way to push the opponent into the corner as she follows them closely, as opposed to after landing a mk/hk pinwheel combo where the jump timing is up in the air somewhat.
walk speed isn’t all that noticeable, i doubt she can walk away from most crouch/stand techs to punish them.
relatively though, everyone else is weaker. super nerf fighter =_= featuring yun/yang as unnerfed fresh broken characters!
i figured as much that she played more or less the same, dont think we got given alot this time around. Even the walk speed, from the videos, doesnt seem all that noticeable, makes you wonder if it really has changed or if we are just fooling ourselves into thinking it has just because we have been told so at one point in time.
I think everyone plays mostly the same, although some characters need to rework their approach, like Cammy. The biggest buff to Juri were probably the nerfs that were dealt all around.
That aside, I wonder how Juri’s bnb combos might change, some theorizing:
Assumptions:
[LIST]
[]Fuhajin Kick > EX Pin works reliably
[]st.LP no longer whiffs crouching
[]Fuhajin Kick does 40 damage
[]EX Pin whiffs first hit after Fuhajin Kick, doing only 150 damage
[/LIST]
For comparison, current BnBs:
[LIST]
[]cr.LK, cr.LK (, cr.LK) xx EX Pin - 184 dmg (182 dmg)
[]cr.LK, sc.LK, cr.MP xx EX Pin - 232 dmg
[/LIST]
Now what would be some new combos? I guess you would always go for store and confirm EX Pin to add damage:
[LIST]
[]cr.LK (, cr.LK) xx Fuha kick, Ex Pin - 180 dmg (177 dmg)
[]cr.LK, st.LP/sc.LK, cr.MP xx Fuha kick, Ex Pin - 224 dmg
[]cr.MP xx Fuha kick, Ex Pin - 230 dmg
[]st.LP/sc.LK, cr.MP xx Fuha kick, Ex Pin - 237 dmg
[/LIST]
As you can see, confirming with Fuhajin store will only reduce damage by a few points, and always gives you 1 fireball stock. Its easy to hit confirm and you can also choose to use the untechable knockdown from Fuhajin store to continue attack.
You would still want to use the current combos for meterless damage, since doing LK Pinwheel after fuhajin kick will only do 40 damage, while MK/HK pinwheel would do a lot more.
Yeah id say so too, though id reccomend picking up one of the twins as an alt, rumors right now being that Yun is a tad on the OP side, still not much on Yang yet but he cant be too far off. In terms of the high tiers;
They say Gief is a problem but not so much for us especially now that ex green doesnt do a kd.
We generally do pretty well vs Viper, but yeah shes pretty up there now, we should still hold our own.
Fei…oh God Fei…well we shall see.
Then theres ofc the standard Shoto game, that hasnt changed.
You would think that now the fireball kick has a more strategical play to it but to be honest…nothings changed. Because if you want damage you will go for pinwheel, not fireball kick, that scales too much. And if you store a fireball you will want the lk because it starts a mixup on the untech knockdown, if you waste it they get back up and you have nothing. The only thing i would imagine it would be useful for is juggling into expinwheel for scaled damage, or juggling into Ultra 2…both setups which should work in theory but ive yet to actually see in Video. Literally…i havnt seen a single fireball kick into juggle into fireball that started from the ground.
Yeah, I would very much like to see confirmation of those combos. I know from the juggle properties that they should work, but that doesn’t account for hitboxes, spacing and timing. BeaM verified LK pinwheel though, so EX is pretty much guaranteed to work, but there might be spacing problems so that combo into store into ex pin won’t work (but kara-EX Pin might fix it if it doesn’t).
Like my example EX pinwheel combos showed, the damage doesn’t scale too bad. I think you’ll bridge that small difference just with the fireball stores you get from every combo.
I’m loving the idea of frametrapping with sc.LK > sc.MP xx Fuhajin store, Ex Pin for around 230 damage. And possibly an easy super as well (and hopefully Ultra 2 in the corner).
I can’t wait to get my hands on AE, its gonna be a looooong wait :amazed:
Watch out. Some characters or space dependent you will whiff fuhastore. Also you gotta be close to hit clk; slk, cmp xx store. This might be a place for Kara store.
Wait… Your cancelling cmp with a special… Can’t Kara it. Sadness. As a frame trap then.
Blocking is really your best option. And Juri builds meter probably the fastest in the game. In my opinion at least, I could be wrong.
If you have someone throw happy an EX legs can work. Also using back to back EX legs can catch someone who always pokes after you do an EX legs
because they don’t expect you will use up 2 meters that quick; kinda like in chess when you throw away 2-3 pawns in the opening just to get them to put themselves in a bad position
Better space it well. Gief can spd you free on block.
When it comes to her fuha kick changes… As I think about it… It’s a huge change that makes her mix up much better after a kick she has options. On hit she can reset or store for a jump in. She can toss it for guaranteed damage. In corner she can toss, and rekick. Still having one stored and reset.
On block she can toss for more block stun. She can remain safe. So Now if she hits the fuha kick she can get damage. Think about it. Her damage was really poor for using fuha as a bnb. Pin is unsafe off a 1f link. This makes her offense much safer with reward for breaking defense.
I think this alone is enough for me. Walk speed is a nice buff, but the kick changes are what I wanted.
Edit: I’m just concerned with confirming the fireball release. Is it too tight to visually confirm it?
god has anyone god any new info on juri, its been awhile and youd think we would be getting more exposure and such but juri AE videos are a rare find, and an even rarer find (and i dont think one has been found yet) is one of them actually using the new fireball kick combos.
ex pinwheel followup is a bit hard to time, but i think this may depend on the character you’re doing it to. i had no problem doing this to cody but to ibuki it was very timing intensive.
st.lp still whiffs on crouching characters. close st.lp may not whiff on some, but only for maybe 1 hit, this is off of my own research in console ssf4.
fuhajin kick does 50 damage as usual. release does 50 as well.
ex pinwheel followup to fuhajin kick seems to connect partially but not quite sure when (beginning or end). either way it’s safe (since they fly away) and a good enough combo for the meter. somewhat input intensive though.
the biggest buff for juri imo is the untechable knockdown off of fuhajin kick. juri was not able to safe jump anyone mid-screen (outside of post-U2, her only safe jump setup is forward throw in corner) since her sweep is too slow to recover, forward throw takes the opponent full screen away, and backthrow has an odd timing and spacing to jump over the opponent after. juri can now safe jump with different option selects mid-screen to continue her pressure to the corner, not just pinwheel or throw them to the corner.
outside of this, she plays 120% same and you should all have no problems adjusting.
EDIT: i just watched the first few minutes of A-cho videos for AE, and juri does not deal untechable knockdown off of fuhajin kick. the yun player did a quick stand and it says “TECHNICAL” on yun’s side.