Here’s what I said about two months ago:
Based on what we’ve seen now, I think this is pretty much correct. The only unexpected thing is that Fuhajin store has JP1, so it may be possible to juggle it from a few things now.
Here’s what I said about two months ago:
Based on what we’ve seen now, I think this is pretty much correct. The only unexpected thing is that Fuhajin store has JP1, so it may be possible to juggle it from a few things now.
i think the main problem here is that doing a fuhajin kick to release juggle means youre giving up your next mixup opportunity, you then have to spend their inactive time teching to store another fireball rather than start a fireball mixup. If you can do fireball kick to lk pinwheel thats also useless because you always want to store lk fireballs, means you need to store a mk one and then do lk pinwheel(which leaves you once again storing another fireball instead of pursuing your created momentum).
The only use i see it having right now (midscreen) is the expinwheel after the kick, because stuff like jumpin RH xx cr.mk xx fireball store is a block string, if they miss a block and you dont react immediatly with hk/ex pinwheel off the cr.mk you get a second chance off the fireball kick for the price of a meter. Granted it could make a good mk.super setup aswell.
If you could do fireball kick xx lk fuhajin xx FADC xx something else…then maybe it has its uses.
Well, you could do mk store > lk pinwheel > lk store > c.hp xx lk release to hit confirm the mk fireball. If it hits you can continue the combo. If it whiffs you can get rid of the fireball in a whiffe dmove or a normal that doesn’t cancel to release. If your c.hp hits then it forces a rise.
I’ve been working on a video on this idea since last night…its something us juri players should really examine, especially with AE changes.
lol my point was that by the time youve stored the lk fireball (in your sequence of events) they have already teched the knockdown and are moving around, your now storing two fireballs merely for zoning purposes and not mixup.
Also your point of cr.hp only really works on hit and it pushs the opponnent really far away, thats why the corner combo of cr.hp > mk fireball is actually practical, because you can still land a cr.mk afterwards. Midscreen though doing cr.hp to mk fireball, son you got alot of ground to cover afterwards, not to mention you give up hitting low with a 6 frame move with good range for a 7 frame startup move that hits both high and low.
Has anyone checked if FADC from MK / HK Fuhajin release is easier in AE?
I was just checking the bit about EX FA in Juri’s dev blog post with samjkim (who’s been doing very nice translations of AE related articles from japan). The dev blog post clearly mentioned changes to FADC cancel windows.
I think we’ve already heard that senpusha FADC might be changed (possible to cancel later), I’m curious if that’s all capcom was referring to or if the MK/HK fuhajin focus cancels have gotten easier too?
[media=youtube]G128ExF10_M#t=1m50s[/media]
DAT U2 HIT BOX
its not just me thats noticing this by anychance?
Trying really hard not to be placebo’d by the videos, although that does look weird, but maybe Fuerte has a weird juggle hitbox or something?
And I think my eyes are deceiving me big time, her dive kick seems a billion times faster.
Well, I was a bit skeptical about it. But people seem to be landing that j.MP > U2 all over the damn place. I don’t know though, anyone who has a gut instinct for when it would hit that could confirm that wouldn’t have in vanilla?
Best I can do is third rate photoshops, they seem to show that it hits further, but its pretty much no better than guesstimating.
(also, youtube videos have awful frame rates)
I also tried making a guess about any frame changes to Ultra2, but can’t really say in any direction. Measurements from video were within a reasonable margin of error though, so I’d call no changes to startup on Ultra2.
Active hitbox changes look very possible ^^ That or they made the juggle hitboxes (on Elf) freaking huge.
its just under those conditions id have had to walk forward abit and wait until a certain point in the fall state to do it, that guy just let it rip and it worked, god damn something has to be different.
im going to double post cz im a dick, i dont have access to an xbox but it wouldnt be that hard to replicate the scenario in training, record fuerte do a wall jump and try j.mp him around the same height and as soon as you land do U2. Then report back with results, would be better than those sketchy photoshops lol.
Awww, but making shoops is more fun But yeah, I got to my PS3 now and tried it and it seems it hits pretty well in vanilla SSF4 under the conditions in the video. So probably just placebo.
god damn placebo effect! im way too hype for AE its untrue, im still sticking to the extra damage on U2 theory though lol
I wouldn’t keep my hopes too high on that, I calculated the ultra damage based on the health bars, and consistently got less than what it should’ve done (calculating based on max hp, hp scaling, mitigation, dmg scaling etc.). I’m willing to chalk that small damage reduction to my measurement error, but it most likely isn’t doing more damage at the very least. I truly hope I’m just calculating bad and its not actually doing less damage
On a side note, Kudos for Deice for bringing the knowledge lately. I feel like he’s always offering notes on her hitbox data, her frame data, and such. Good shit man
I played her quite a bit yesterday morning and actually tried to mess around with her normals to see if there was anything different. I couldn’t get 2 of the 3 quoted links to connect. I actually extensively tried to see if st.lp > sweep or sc.lk > cr.hp would work but neither of them did (it would have been great if they did, especially the sweep combo). I’m also very confident in my ability to plink combos so I can say with certainty that neither st.lp or sc.lk have been buffed in frame advantage on hit. I forgot to try cr.lk > cr.mp. Will probably try it when I play tomorrow.
Her normals overall seem the same (I didn’t really notice anything different when playing her). There is a possibility that the frame advantage you get on hit from her overhead *might * have been decreased. I usually manage to tag people with a cr.lk after I successfully connect an overhead due to people always pressing buttons but I remember two instances when after I landed the overhead, the opponent hit me with a normal (eg. Ryu cr.lk) instead and caught a counter hit. Not exactly solid info; it could have been me that was off… but it was something that stood out when I was using her. Other than that, nothing really seemed different.
I didn’t like to combo her fireball release off of the fireball kick since it didn’t leave the opponent at a favorable position for Oki games. I would rather delay the release to have the fireball hit meaty if the opponent techs the knockdown and so I can continue the pressure. I pretty much used her in the same manner as I do in Super. However, the increased walk speed does accommodate her normals nicely, and really helps up her footsie game. I exclusively used U2 since I feel that U1 is trash (I doubt it’s any different in AE after seeing DJ Divines Juri).
Overall, I think that she is a better character [but not by much] thanks to her increased walk speed. A much more solid ground game.
exactly what i’d like to say =) i play exactly the same as before don’t i? lol.
you can pretty much play exactly the same as before but you can walk away faster this is important for laming it out in console sometimes the character that’s chasing you catches up to you just by walking. not fun. but i have managed to walk away from adon when i had a half life lead and that led to him making a bad decision.
the fireball store and release comboing one after another is not THAT useful if you like to release your fireball in the next oki as part of the blockstring. but i have more to explore in this sense, as doing such oki midscreen pushes the opponent away from juri and sometimes this is what you want, but sometimes not quite so much (there ARE characters she can bully to death). sadly though, i do more pinwheel combos anyway, so i don’t really get to try this as much as i’d like to. =/
I wouldnt use the fireball release after store either, nto willing to sacrifice Oki game unless its a grappler who i want far away from me, i think the fireball kick is still good for expinwheel though.
I was wondering, not sure if anyone tried it yet, but is it possible to connect a TK Dive Kick off a Fuhajin Store in AE?
I can imagine some interesting combos if this is possible.
it wont be, too many frames spent jumping, starting up and travelling and the juggle properties probably wouldnt allow it.
Got to play AE, I’m almost sure that Divekick 1hit launches higher (maybe closer too).
Very easy to hitconfirm with EX Senpusha for example.
Also back then when you did Divekick to punish Ken’s Hadoken it was hard to get the 2nd hit to connect, now he’s in range.
Another Juri player did Instant EX Divekick by mistake and all hits connected.
Frame advantage on block seems to be the same, hitboxes seem changed.
You can easily setup meaty Fuhajins midscreen now:
-with no EX: … xx Store mid > lk Senpusha juggle > meaty mid release.
-1EX bar: … xx Store mid > EX Senpusha juggle > dash > meaty mid release.