Official AE Juri Changes Thread

that sucks, if u cant nail a 7frame expinwheel chances of landing a 10 frame ultra in the corner are slim.

Try doing hk leg raise into hk fireball (might launch them higher) into U2 in the corner maybe that works, or rather just test it midscreen to just see if hk fireball combos after the kick, if it did maybe we can FADC the hk fireball to get the ultra in after.

This is good, they said they would tone it down to 40 glad to hear they havnt.

Didnt know this, isnt in the patch notes either, but if its true i like.

What I’ve found out so far

Hi I’ve been playing AE in Hong Kong for the past few days and found a few things out, most of these findings have proven to be relatively consistent but cannot say for DEFINITE, I will update as soon as i know more:

-walk speed improved slightly

-dash seems to not lower her hitbox as much as it did in super but still goes under stuff like sagat’s high tigershot

-the following links are easier than they were in super, seems like they might have changed some numbers around:

-close st.:lk: -> cr.:mp:
-close st.:lk: -> cr.:mk:
-st.:lp: -> cr.:hp:

-the Fuhajin kick - yes i does launch the opponent into the air slightly allowing you to juggle afterwards. Here’s a few things you can do after the kick:

1.release the Fuhajin:
-:lk: fireballs hits a lot of the cast in a lot of situations - not 100% as it has whiffed on guile, ken and yang if you do the kick at jab range i.e. not close
-:mk: fireballs only definitely hits if you’re up close against the opponent when you do the Fuhajin kick although it does hit some of the cast even if you do the kick at jab range for example guile, hawk, hakkan.
-:hk: fireballs has only hit in the corners so far and thats with some of the larger characters

2.:lk: Senpusha connects in the corner if you do the kick up close (not tested ex)

3.another Fuhajin kick - only in the corner though, however it’s absolutely amazing for keeping up fireball pressure in the corner

-st.:mk: seems to have faster start up

-far st.:hk: hitbox got buffed, can use as anti air if you can read the jump. the hitbox
seems to go all the across to the hip

-U2 set up with ex divekick has changed. I haven’t looked into it much but it seem as though the position at which you hit your opponent on the screen with the ex divekick determines if you’ll connect with the ultra. I mention this because out of the 4-6 times I tried it ALL attempts have failed. I reckon they’ve changed the distance traveled when the opponent bounces back off the wall because it does seem they fall short I’ll list a couple of the scenarios:

  1. Fuhajin release -> level 2 focus attack (then crumple) -> jump back (and neutral once) -> ex divekick -> wait a second -> ultra 2 -> WHIFFED

  2. Jump over fireball -> ex divekick -> ultra 2 -> WHIFFED

I suspect the ex dive kick ultra 2 set up will only work if you hit the opponent near the corner, it doesn’t concern me that much normally because I use ultra 1 but against characters like gouken and gief and hawk I kinda need to learn a new set up, or i could stick with the Fuhajin release -> FADC -> Ultra 2… anyway I digress…

-a combo I tried and has consistently worked out which does a fair bit of damage:

:lk: Fuhajin -> release xx :mk:super

-no noticeable changes to ultra 1 , still works wonders

-the match up against Yun and Yang does seem to be in their favor because Juri’s fireball zoning is too slow to deal with the dive kicks, and the rush punches, and the slashes… so ye Juri’s relatively helpless without meter (which by the way is used to exchange for the ex-counter-get-out-of-jail-cards, and even then they can just throw or command grab you for some ridiculous onslaught). You can’t realistically jump at the twins because they both have anti air specials, I saw someone yesterday using Yang’s ultra 1 as anti air. Reversal Ex pinwheel trades, A LOT, the strategies seem to involve a lot of jump/dive kick reads, and jumping back and do a late dive kick yourself to score knockdowns, and going nuts when I get ultra 1. In a couple matches the Yun/Yang player elected to play a footsies game then I thought it was relatively even but I think a lot of Yun players have been reading about Diago’s new play style and most of them have just been going nuts all out offense.

Hope this is useful and like I said nothing on this is a fact but after playing around 60 matches I am confident in what I’ve found out so far. Will update when I know more, peace.

good shit man thats what i wanted to see.

About ex dive to U2, its always kind of been dicks at times but either way i cant imagine it being changed to the point where U2 is harder to connect, it might just be your timing, but we shall have to see.

I was worried about the twins to begin with, the thing that stops rufus from rushing juri down is that he cant zone you quickly like Yun with lunge punch/shoulder or yang with command dash. So what you said i had expected, throw in the command grabs and they are like a Abel x Rufus offspring.

What u said that interested me aswell is corner 2x fuhajin kick. The kick is 9 frames so it wouldnt be too farfetched to belive U2 can connect in the corner?

I haven’t tried the ultra 2 set up with the Fuhajin kicks but will look into it, the only way i could see it happening is either:

-juggling after firebal/exfireball release, maybe FADC’ed

-would the fireball release be overridden by a negative edge ultra 2 input? because you definately can’t FADC the kick (I tried lolz)

The thing is with Yun he has 2 specials to finish off his combos, the shoulder and the lunge punch. The lunge isn’t really safe on block as far as I’ve seen but it does break armor where as the shoulder charge, if I remember correctly is safe on block but doesn’t break armour. So for Yun players who don’t hit confirm into their specials it’s a bit of a 50/50. Oh and Yun’s shoulder charge for some daft reason has like a 360 hitbox, so he can actually cross under your forward jump which is just fantastic. I’ve tried the crouch tech + :mp: option select that works on Rufus’s dive kicks but trades a lot on the twins’ dive kicks. Instant :mk: divekick has worked well as a footsies tool. But ye the leg raise from the Fuhajin is just simply too slow to use fireballs for zoning… Oh ye counter hits galore when they mix it up ending a combo with that push thing they do instead of lunge punch/slashes.

ye i thought because your holding down a button shit like that wouldnt work, which is why i suggested doing a hkfireball in the corner as a followup. However there is actually a way to go from kick straight to U2:

[media=youtube]4a9wj5zQt9U[/media]

Video supplied by Deice but the point is the input is QCF + one K + QCF + the other 2Ks. Id imaigne you need to do it fast but there is the option of being able to practise it at home before heading down to the arcade.

If Yun gets to home consoles the only advise id give to anyone is pick him up as an alt, hes too broken (right now from the looks of things) to pass up, in my mind im already seeing him as vanilla sagat.

sorry for my curt reply, reading new infos on mobile.

store, U2 needs to be negative edged, yeah. I have video, see my post in video thread. edit: mike posted the vid. but its negative edge, press lk and almost immetiatedly mk+hk too, then QCFQCF+release buttons.

interesting to know store, store works. I expected store, release, U2 to not work, but if super works, that might too. I wonder what the heck they did to the juggle properties. maybe it considers store+release as 1 move.

re: st.lp, the set of people it works on may have changed, i have the vanilla list and saw st.lp hit crouching on someone it didn’t used to work on. don’t have my notes, so cant remember specifics.

glad to hear fuha store damage nerf was withdrawn and that store to ex pin works. ex pin will whiff first hit because of juggle properties. this makes using fuhajin store, expin combos as hit confirms even better.

i am skeptical of hitbox and frame data changes, its easy to feel “placebo” changes. you should check frame changes by making a new combo that proves it. eg. if sc.lk, cr.mp is easier, then you should be able to link cr.lk, cr.mp or sc.lk, cr.hp. for st.lp, you could try st.lp,sweep.

edit2: re: fuhajin untechable KD, it was announced in QA dev blog. is it confirmed live then? i got worried because i saw an antiair store in a video and that was techable. you could safe jump store before, but need to guess whether theyll tech or not, which sucks.
thanks for everyyone posting changes, maybe we can figure out AE before we get our hands on it :slight_smile:

right then thats even smarter, id never have worked it out like that, good shit lol

[media=youtube]CBey_d-8Bwo&feature=player_embedded[/media]

get to exactly 10 mins in, theres a fuha kick, theres a tech from Yun. So yeah there is no untech knockdown from kick.

Please, somebody confirm this. I can’t believe they would take this setup away from Juri.

I always used fuhajin store to safe jump. I was worried that the adjustment would effect my timing. I’m curious if this still works.

Most characters could be aafe jumped with this. Although I think 4 frame and up could reversal.

guess I wasnt hallucinating then, if that confirms it. I wonder if store, sweep would connect for an untechable KD then?

What I’ve found out so far - part 2

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 :smiley:

-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)

-Note: I thought the timing of this was pretty lenient, my first attempts against another player (boxer) and at the time it had looked like I missed the chance because he looked pretty much hit the ground, the ultra came out dead glitchy like it did with a few corner set ups in super)

  • Regarding the ex dive kick -> Ultra 2 set up it has been altered IMO, the conditions are stricter:

    1. You have to hit deep with the dive kick so that the opponent bounces back far enough off the wall to connect with the ultra
    2. I’d say you can almost definitely connect if you’ve landed the ex dive kick near the corner

-Note: I dunno if this worked in super, but in this match I was conditioning my opponent to think I was crossing him up on his wake up and went for a :lk: divekick (1hit) -> Ultra 2 and it worked (wasn’t in corner). Apologies if this is old news because I’ve been thinking they’ve exaggerated the trajectory of the :lk: and :hk: dive kick, :lk: traveling more vertical and :hk: traveling more horizontal, it mights just be me looking too much into things but I think :hk: divekick is more UNsafe on block, be it instant or otherwise.

Possible combos:
-Fuhajin kick -> :lk: Senpusha (anywhere)
-Fuhajin kick -> EX Senpusha (anywhere)
-Fuhajin kick -> super (anywhere)(:mk: for maximum damage)

-Note: The time between the kick and the Senpushas was longer than I’d anticipated, I had to wait for the kick animation to be nearly over before inputting the Senpusha (for some reason I thought there was an element of cancelability or input leniency :S)

Corner juggle whiffs:
-Fuhajin kick (hit) -> Fuhajin kick (hit) -> :lk:/:mk: fireball release (whiff)
-Fuhajin kick (hit) -> :lk:/:mk: fireball release (hit) -> Fuhajin kick (whiff)
-Fuhajin kick (hit) -> :mk: fireball release (hit) -> :lk: fireball release (whiff)(only tried once so not definite)

misc: When focus cancelling :mk:/:hk: Senpusha, you don’t have to cancel on the first hit anymore They’ve added extra cancelable hits, exactly how many I don’t know but I’ll find out.

This Fuhajin kick juggle is seriously ridiculous, for a couple of times I could actually lock someone down in the corner for the entire duration of the ultra and the guy i was playing against was mashing 360/720s a good 80% of the time when he was in block stun. I’ll keep updating when i find more.

Season’s greetings. Peace.

ps.
far st.:hp: seems to come out a touch faster, will need to confirm with FSE combo

pps.

I tried cr.:lk: -> cr:mp: but it didn’t work, I’ll give the others a go and keep posting. Put it this way the reason why said they might have changed some numbers around is i use to rely heavily on plinking to connect st.:lk: with cr.:mp: and cr.:mk: but now i can do without.

YES OH GOD YES!!! Shoutouts to you for providing the testing, youre like the lone wolf of Juri AE tech right now, shoutouts to Deice for coming up with the negative edge U2 idea, and shoutouts to capcom for finally giving out a good reliable (hopefully universal) U2 setup.

thats clever because its also a blockstring anyway, so if it does tag, hooray easy ultra 2 input.

fuck u capcom…fuck you…

Im sure there will be uses or that, like giving up guarenteed dmg to try and sneak in a cr.lk xx fireball storexx juggle move or just generally going for a unexpected grab. If it leaves you at +frames, which i doubt, then it might mean you can combo into the fireball store, which is good shit. Otherwise you should look to be doing that to stay safe. I saw in a juri video of AE someone FADC expinwheel, it was early but i noticed it must be possible longer down the hits, you could try that, also try and confirm if its possible to throw juri out of expinwheel (somehow if you get the cabinet to yourself and someone else lol).

About the divekicks, yes lk divekick can be comboed into U2, check the thread Juri: What works on who, has a list of who you can juggle into U2 after a j.mp lk dive, which id imagine is the same as doing bare lk dive into U2. Super is easier to connect and expinwheel also works on tk lk dives on most of the cast (will probably test this and put it in the thread i just told you about when i get my xbox back in Jan).

Cheers for everything you have been doing for us and a Merry Christmas.

That was a nice christmas gift, thx dude.

Thanks for the testing and awesome finds. New juri technology is looking sweet. I like the accurate data, I think it might be possible to find how the store’s juggle properties work.

But for now Merry Christmas!

Maybe they changed something about Dive Kicks to warrant that possible EX Dive nerf? From the videos, Dive Kicks seems somewhat safer, even poorly placed ones, could someone try testing it?

PS: Merry Christmas Juri forums ^^

Interesting. I’m stoked for the pinwheel changes. If I can fadc any spin are there different hit/block stun? I can now confirm an unsafe pinwheel

lol listening to players complain on the team spooky stream about dropping their high tier charge characters, dieminion said hes even picking up deejay, juri and guy in AE. Basically im just saying, our bad matchups were the charge chars and maybe fei long, fei will stay bad for sure but the charge character nerfs are going to be a big boost to our play. With our changes and the other characters nerfs i think we are going to have 5-5s at the least across the board, with hard matchups maybe vs Fei, the twins maybe some of the Super chars like Guy and at maybe honda/rog.

edit: Theres a good juri blowing it up on the Arcade Ufo stream, good shit to whoever that is, and if its you post here and let us know. Basically im hype, juri looks really solid in AE, divekicks look like they recover faster so expect easier expinwheel and U2 off of dives, im pretty sure they are safer, pretty damn sure, i may be wrong but damn that looked convincing. Other than that i think st far mk gets out a frame faster and the dude nailed his BnBs into cr.mk/mp so those defo might be easier, everything I R Ge Off is saying is pretty much what im noticing in this stream, such good shit there.

No problems with the updates, my first contributions to the forums/community and I’m just trying to figure some changes out before I return to UK in Janurary. And since I’m not aware of any arcades scene over there I might as well make the most of it whilst I still have access to it :smiley: and at $6HKD a pop it is a dam sight cheaper then arcades in the UK where it’s £1GBP and I believe $1USD in the states? It’s gonna be crap going back and playing super on my 360 O_o

unfortunately it is still possible to be thrown out of ex pinwheel, I tried counter poking with it against a Cody and he just walked up and threw me, saw the ex flash then grabbed… gutted.

I think I’ll look into fireball kick -> release/ex fireball/senpusha FADC combos to see if anything lands ultra 2.I suspect near/corner situations will be very likely for any of these to happen. There was a post level 3 focus attack combo video and it showed a :lk: senpusha FADC into ultra 2, the clip is about 6 minutes in. Gona see if the :lk:/EX senpusha after fuhajin kick will allow me to cancel to do the same. In corner or normal situation (although it looks like the fireball juggle does knock th opponent quite far away so near/corner looks a lot more likely)

Shoryuken - Super SFIV Level 3 Focus Attack Juggle Combos Video

Oh and a minor concern I had was a possible damage nerf to ultra 2, I noticed during the ultra animation, the kick that sends the opponent down towards the ground (the one after the spirals going up) seems to do less damage, was very minor so could be wrong. Again apologies if it turns out to be bad intel but seems logical to me since there’s now more reliable set ups for ultra 2.

I played a few Yang players yesterday and figured out a simple but effective bait. Yang has that slide then uppercut like kick move which is great for catching neutral jump addicts as far as 3/4 screens. So simply neutral jump twice, he does the :lk: or :mk: version of that kick - :lk: whiffs -> punish and :mk: whiffs at 3/4 or if it hits they’re forced to spend 2 EX bars to FADC, if they don’t -> WAIL ON THEM :smiley: This bait has actually worked repeatedly on the same player in the round, and theses guys weren’t scrubs they were doing a lot of smart stuff, combos and strategy wise.

The match up with Yang I think isn’t as bad as with Yun, a lot of Yang players rely on the cr.:mk: xx slashes pressure where as Yun players abuse dive kicks since its safe on block unless they’re hitting you at head height. It’s really been about a good zoning game with your normals at less then 1/2 screen and fireballs at 3/4 screen. Chipping away at them with :lk: senpusha seems to fustrate a lot of yun/yang players and they start to do unsafe moves like the kick thing/lunge punches, and of course psychic :hk: fireballs makes them lose the plot XD

The following isn’t about Juri but I felt compelled to tell you about these changes (and 1 god buff) on other characters:

-Air tatsu escapes of Ryu and Akuma: HA! I didn’t envisage the nerf to be this bad, put it this way, out of the shotos, ken’s :lk: air tatsu escape is more effective then either Ryu’s or Akuma’s :hk: air tatsu escape.

-Walk speeds: Akuma, Fei long, Cammy, Boxer’s walking speed has ALL been nerfed

-Fei long’s normals are completely broken, you cannot allow him to walk into your space because he will destroy you. You have to dictate when your normals will reach him (know it’s a bit hard with Juri’s walk speed but since fei long’s been nerfed as well it’s less problematic). Some fei longs still like to abuse chicken wing, a good old fashion cr.:hp: on reaction beats it clean :smiley:

-Boxer’s cr:lp: range has been royally F’d in the A. The standard ex rush upper -> 2x cr.:lp: link doesn’t work on all the characters, he’s overall a slower character and was my secondary but I’m seriously thinking about replacing him with Gief. Up close boxer is still dangerous with the frame traps but the jab pressure that you see JSMasters abuse, won’t happen nearly to the same degree.

-Gief’s :lp: SPD range - Just outside of Juri’s st:lk:. Nuff said

good thing we do well at zoning out gief, otherwise wed be royally screwed, also high fireballs hitting him walking forward is a god send, just have to worry about his sweep moving him forward while crouched.

U2 is fine, i actually thought the opposite, as in damage BUFF, so taking both our observations one can say its probably the same.

does the UK have AE? i wasnt aware, then again im in the north east so it probably wont matter lol