The changes suggested by that video (and my opinions on them):
Make level 1 focus dash forward -2 instead of -3 (I don’t think this matters, just dash backwards)
Allow Juri to throw after successful forward counter (didn’t even realize she couldn’t, guess it would be good)
Improve fireball store hitbox for use as anti air (totally unnecessary with all her good anti-airs)
Let hk fireball combo on standing opponents (it does on some, it’s just not necessary)
Make ex fireballs go full screen (would be nice, not really needed though)
Stop ex divekick from dropping opponent (bugfix basically)
Make j.hp and/or 1st hit of divekick an untechable knockdown (j.hp would be nice, divekick might be too strong)
Give ex pinwheel a vacuum effect (ok, this would be nice, it does suck that all our ex moves can drop people)
Increase hitstun of ex pinwheel 1st hit to avoid being comboed on trade (yes please, this is ridiculous)
Make medium attacks combo after counterhit far lk (extra hitstun on far lk? might be too much)
Increase the reach of far lk (unnecessary due to far mk)
Increase the reach of cr lk (also unnecessary)
Increase the reach of the 2nd hit of lk pw (ok, I understand the intent, but you can stuff headbutts with far mk, plus mk fireball)
Having some character specific stuff is ok with me, I mostly just want obviously broken stuff to be fixed.
I think ex fireballs going full screen is needed for reasons stated below, though I’d also like regular fireballs to go fullscreen; juri is not some noob like sakura or dan:
And someone made some videos and posted them in the suggestion thread
some of the posts on juri’s capcom unity thread are pretty funny. someone mentions how juri has inspired them to flip tables over and throw their sticks.
Eh, for some reason I thought that everyone’s stun meter reset when they activated ultra and Juri was the only one that didnt… but thats not the case. So I don’t know if it would be a good suggestion. Still, I can see for an argument to be made for the change considering she still has to work for the damage unlike the other ultras.
Anyways, here’s a short clip if one of y’all feel like she needs it and want to post it over there. I didnt add any text and all it is showing is her getting dizzy, so who-ever posts it can add their reason why they think she needs the change
also, i was reading the sakura rebalance thread at capcom unity last night and its funny how sakura players were pleading that her tatsu blockstun hitstun shenanigans not get nerfed. which they need to be. like yesterday.
lmao, the audacity. i expect when its cammy’s turn every cammy user is gonna state that cammy doesn’t need nerfing. most especially her instant air ex dive.
so someone said “sakura users don’t realize how safe the tatsu combos are”, and posted this vid at the thread as evidence
first combo is 32 HITS FOR GOD’S SAKE!
shit is worse than marvel.
how…who…can possibly defend this as not needing nerfing???
What does jail even do? I thought he put that in his avy on purpose. Also Juri can do combos like that too. Didn’t Mike put a 700 damage combo up once?
yeah, i know its my own fault for forgetting that kaisen is a multi hit tatsu ultra akin to ken’s ultra 2.
but for a split second i thought if i caught a poking outstretched limb that the initial hit would instigate animations of him next to me. sorta like when you ex dive kick an outstretched dhalsim limb and the next frame you’re kicking his body for the remaining 3 hits of the divekick. or dp his limb and next frame his body isn’t far away but close.
sorta wish kaisen had that property.
i wonder if ken’s u2 hits behind him or not…not that it matters since he’s flying forward and you’d drop the opponent out in that tatsu ultra anyway.