Official AE Juri Changes Thread

All of juris specials have multiple hit but with different attributes.

If you can split her ex fireball and only hit one, you can ultra 2. Like… Dummy nj, you throw ex high but only first hits… U2. It’s because the first hit probably keeps you in a float stage so the last hit juggles and that doesn’t float.

Sempusha same deal. First hit puts you in a float so if you anti air with sempusha, fadc hit one and ultra it works.

With that being said. I’m curious if fuha store/release > lk sempusha hits twice. If it does our ultra should work.

I’ll take it as a hit confirmable 2 meter ultra setup that doesn’t change my game whatsoever.

I beg you all. Do as I’ve been trying. Store 2 fireballs and find strings with throwing low first. This way you can confirm the mid. The other way whiffs crouchers.

What do you mean by deep? Dive kick on the mid section or upper section?

Thanks for the info.

store, LK senpusha gets only 1-hit (reported by beam). so FADC ultra from tha wont work, since that’ll put opponent at JP2. ultra+2 needs JP1 (unless they changed it ). store, fireeball FADC U2 may work, since they’ve done something wierd with the fireball store,release combo.

of course, you can just confirm store, U2.

it might be like a j.mp to j.mp where doing it again doesnt change the juggle property, aka a fireball kick and fireball are the same move, so like you can do 2x j.mp you can do 2x fireball kick or 1x fireball kick + 1x fireball release.

What I want to know is if capcom gave back c.lk to ex lk+hk fuhajin to u2. it worked up until the fei-long patch then they took juggle properties off ex fuha.

Is that true?

Yeah early on when super came out me and truetech discovered this and were working on ways to land it on a variety of chars for some chars they would only get hit by one fireball but still be juggle-able for the ultra the bigger chars got hit by both hits and the ultra i dont know if true took the vids down but they were up there.

Ah…this goes with my findings of the fire fireball being full juggle and the second not. Yes, this is still valid in some ways. Scroll up to find what I discovered. Also my video [media=youtube]Mk0taROz6lQ[/media].

Ok just got home again playing AE. This is ViceAndre that account got banned (talking about PC port of AE).

What i found out.

-If you hit ur dive kick low, (like Dive kick > Ultra 2 kinda low) you can do fuhajin kick and release and whatever you can combo out of the fuhajin kick juggle. you can probably dow (low hitting) dive kick > fuha kick > ex pinwheel. just so you can hit confirm the pinwheel.

  • fuhajin kick to ex pinwheel is not cake. There is strict timing involved. you definitly cannot mash it.
    ,it maybe because i just suck but I was experemnting with it 4 games in beginner mode i had like a 20% sucess rate. Myabe if i get the timing down it will be easy.

  • Cr.LK > Cr. MP IS DEFINITLY easier to do. Juri has no more reason for Plinking. Its not cake easy but its 2x easier than before. I was using this as bread and butter for Fuhajin. I dont know if they changed frame data for these normals or they just made the link easy.

  • St. MK close or far seems to be bettter. I remember beating some moves or empty jump cross ups with it, im not entirely sure but it feels like a stronger move to use.

  • Cr. MP anti air against fei long is hard now if he do jump in normals (specificaly jump in hard kick i think). I was getting beat so hard by it . It feels like using Cr. MP on Makoto’s Jump in Hard Punch. Depending on when she uses it and when u do it you get beat. I didn’t really notice this myself until my good friend makoto player (who i play at least 20 games a day with) told me that
    "youre anti-airs were not working well" . Anti-air is my forte.

-Also her dash seems to go further or faster. I was playing this scrubby Ken who did a half screen ultra 1. I double dashed to get Ultra 2 punish but I ended up on the other side of him, not only that but there was quite a distance from him (I would say a bit out of st. lk range).

VERY IMPORTANT!!! Im pretty sure in regular super her Jumping HP was untechable. when i was playing before i’m 95% sure that some guy teched my Jumping HP. So be careful of this.

-To be honest guys Juri is alot stronger than super (in terms of feeling). I am beating players i was never beating before or I am giving them a good fight. It maybe psychological that I think she is stronger which makes me play better, but I think there is more to it than that.

If Juri was “GARBAGE” before, I think she is “Trash” in AE. But if someone can really exploit the new changes and get it into her play system she may go up to “rubbish”, And if sum1 can place an a major tournament with her she may just become “litter”.

Divekick to expinwheel is easy but character specific, its harder on some than others and you need to use lk dive alot of the time because it recovers quicker. Because fuha kick is 9 frame startup (in super at least) and ex pinwheel is 7 id just go for expinwheel and get the damage than scale it and go for your theorectical 20% success rate hit confirm, either way your still taking a risk on hitting the expinwheel juggle on both setups.

lk to mp thing, yeah its been reported multiple times, looks promising.

cr.mp AA, the hit box is good but deep jumpins have always been able to trade with it, either get it out sooner or use cr.hp which has a more vertical hitbox (more distance cleared from your hittable box).

the dash is indeed different in some way, though we dont seem to have enough data on it to say exactly whats going on, its either faster, dips down less, covers more distance or recovers faster.

Jumping Hp has always been techable, the window is small though because you instantly floor them.

Juri was never Garbage, she was under developed, but not garbage. I think shes now on par with everyone in AE, if you still cant keep up with juri in AE, then step your game up because your clearly at fault.

Yo even though I call her that doesnt mean I actually meant it? Its kind of a joke and I dont know why youre not getting it. Ill always play Juri forever and ever thats why I dont know any secondaries.
Even though I said she was grabage doesnt also mean I keep loosing with her. I actually place on tourneys (not saying im great or anyting) locally my kind sir.

My last comment was to be taken with humor I duno why you so defensive about it.
I may joke that she is Garbage but I have NEVER complained about her. (Maybe only that her damn ultra 2 doesnt hit both ways lol)

fair dos, theres no point in talking down about her now anyway, shes doing pretty well in japan now:

soramiso is in the top 20 and shes number 10 in the top 10 most played AE characters on the jap rankings.

So ima just say now, to everyone, work hard now, and your patience will pay off come AE on consoles, its not like shes been fundamentally changed so if you can make stuff happen now, things are only going to get better.

Why would it hit both sides?! Shes using one foot! It’s a large fuhajin, not pinwheel.

With that being said it should be better… Like roses u1 only jugglable.

No offense… But why does everyone who tells me about slight adjustments to her normals give me things like “it feels faster”. Or “it feels worse”.

Mp is better if you can link it off a c lp or clk. Can you? If not, then it’s the same.

Is mk faster? Test it! Then tell me if you can link off it.

Then they tell me things you can do already like it’s news. Heh. What’s next. “yo’ juri can control which ex fuhajin?!?!”

I’m joking of course. It stinks. Her normals don’t lend themselves to linking. They’re all - and barely + on hit. I suggest you all try and do new links to see if they work. Kthxbai.

I dont know if cr lk, cr mp will work but i will try it tomorow just for you Kail.
However i was able to do this in Regular SSF4, cr lk , cr lk, cr lk, cr mk, into pinwheel but I can’t remember how i done it. It could be counter hit or whatevre but i remember doing it and i saw 8 hit combo. and i was like… “FUCK HOW DID I DO THAT!!!” but yeah .
Where you from Kail how come you still don’t have AE? is it too far or something or not in youre country yet?
We have it in all our arcades in Australia out of all places.

For cr.lk x3, cr.mp you probably hit with the second active frame of the last cr.lk, so it was meaty and gave enough advantage for cr.mp to link. its pretty obscure, chun can do similar things with lp into far.mp. its usually very setup dependent and depends on opponents hitbox (and possibly even animation). best left for combo videos basically.

about testing links, here’s a few that could be tested to detect if they changed something:
cr.lk, cr.mp
sc.lk, cr.hp
sc.lp, sweep

if any of those works, they added some advantage.

solid list there, we would cover all ground with this extra one though:

Test to see if far st.mk is faster you can try link it off of far st.lk

startup time in super for far st.mk = 5
hit advantage in super for far st.lk = 4

therefore you cant link them in super, if you could do it in AE it would either means more frame advantage off of st.lk (unlikely) or a faster st.mk (likely from recent speculation).

Best Juri AE performance i’ve seen yet
[media=youtube]PnMotyf-QyQ[/media]

47 minute vid but, she’s most of it.

So, a-cho #6 [media=youtube]PnMotyf-QyQ#t=30m27s[/media]: j.MP, sc.HP xx low projectile.

This puts Fuhajin projectiles at JP1 (which explains how they hit after the kick).

Here’s what I think changed for juggle properties (see Juggle Mechanics Guide):

Fuhajin: Kick
JP1 - SKD - SKD

Fuhajin: Projectile
JP1 - Stun - SKD

So, Fuhajin kick is JP1 and gives SKD. Projectile is JP1.

I assume from this that store, release xx FADC, Ultra 2 will not work, since Ultra 2 only hits JP1, and the fireball would put opponent at JP2. If this does work, then they changed Ultra 2 somehow as well.

Given these, we have some new possibilities also, like Dive Kick, fuhajin release (which doesn’t sound too useful), the sc.HP xx fuhajin release we saw in the video. Haven’t thought of anything too useful (but those above should do 10 more damage than with LK Pinwheel, since it whiffs first hit. Maybe useful if you happen to have a spare fireball and no meter, I guess).

Also, eg. hk fireball juggle into mk fireball should work. But you can’t combo Ultra 2 after, so not very useful either. Not sure if we’ll get anything practical out of the new fireball juggles. Maybe with FSE,

You have to understand… A lot of the issue with ultra 2 is 2 fold. It’s timing and juggle ability.

First problem as you stated is the juggle points. However my belief with vanilla super is ultra 2 doesn’t juggle off low and mid not because of juggle points buy height restrictions.

You can pin off a mid fireball and a high fireball. You can’t a low. Why? Because you fall too fast.

You can ultra off a high in the corner but not low because of height restrictions. If you time it correct it works two ways. U2 has to hit really high or really low.

The key to this is not the juggle points in my view it’s keeping your opponent airborne enough to hit one of these two active states. The sweet spot also is at her foot, not ontop of her fuhajin created swirl.

You are right that it is also important to consider what can connect because of speed and hitboxes. The reason I’m mostly focusing on JP’s is that its hard to theorize about hitboxes on paper, so until I get the game they’re all I have to work with :slight_smile:

Although, in the case of juggle combos to ultra 2, there really isn’t much left to try. There are only so many options that are possible at all:
[LIST]
[]Any move causing SKD into Ultra2 (includes anti-air fireball juggle into U2)
[
]j.MP(x2) into Ultra2
[*]j.MP(x2) into juggle move into Ultra2
[/LIST]

Only change among those is that we got SKD from Fuhajin Store. Of course, its possible that some old juggle that wasn’t previously possible due to frame data becomes possible. I’m still looking at you, Ex pinwheel, Ultra 2.