SSFAE:2013?

I used to love watching you play Sakura T_T I think the reason why I dropped her though is 'cause 1.) I didn’t like unblockable setups (too autopilot), 2.) There was too much pressure to drop a game winning combo T_T

As for Chun, from what I’ve heard from people playing the WIP, they’re giving her back her df.LK anti-air, 150 stun on sweep, and the ex.Fireball thing I’m thinking is going to be huge for fireball wars (if 2nd hit floats, combo U1 free hit confirm) not to mention corner damage~ She’s definitely going to be fun to play for me anyway since I used to main her at one point~ Since they’re fixing Ultra non-animation, I’d wish they’d fix her’s as well – not working on the entire cast in the corner anyway~

The reason I stopped liking Sakura is because she went from being a character that relied on footsies and high damage output to win games, to just taking stupid risks to get in and start your vortex/unblockables.
I prefer playing characters that have to play the entire match, rather than playing for 20 seconds then going auto-pilot.
But yes, Chun has been getting nice changes, so definitely looking forward to playing her in usf4 :slight_smile:

Hey guys!!! sooooooo SDCC ended with many questions unanswered for USF4 in many ways besides the small tad of information combofiend dropped about zangief at the end of the panel. Luckily I had the chance to be at this years SDCC, as well as in the second row ( http://instagram.com/p/b95LGBr19z/ ) of the SF panel. After the panel ended, i went to the Udon panel (more Juri related annoucements ill post below), then I actually headed right toward the Capcom booth just to meet with my friends at the Monster Hunter 3 Ultimate Booth and lucky for me i actually ran into Combofiend at the booth who was just doing his job giving away MH3U fans and etc. I decided to have a small conversation(it ended up being over 30mins of talking about just about everything) with him about USF4 Juri and luckily and Kindly enough he told me some of the buffs most likely to be given to Juri. I was trying to post about this since i initially came from my trip but didnt have the time to actually post about it until now. Again it is up to you to believe the things i am going to post below, but this is everything combofiend actually told me at sdcc. So I am already 100% sure (okay maybe 90% Sure) that these are some of juri’s buffs.

-Juri’s S.LP now hits crouchers, opening up easier combo opportunities with juri on jump in.
-Juri’s S.LK and CR.LK was given 1 extra frame of hit stun for more combo opportunities as well.
-Juri’s EX.DiveKick is now controllable, meaning that if we decided to EX.DiveKick and it is blocked or whiffed the animation will not come out unless you mash buttons(just like her other divekicks). Combofiend also said because of EX.DiveKick being like this, more juggle chances are now opened as well.
-Juri’s Ultra 2(was not put into the direct detail and etc) was noted that it hard an extended hitbox now and that it is easier to combo into. This was apparently still being edited on the current Alpha versions of USF4.

That was all he told me when i had a talk to him about juri.

I am not really part of the other character communities, so basically im not gunna go to their forums and post this, but for those who care or wanna tell their friends.
Combofiend also noted that:

Zangief’s Green hand now faster in speed
Zangief’s EX.Green hand is now a Hardknockdown
Zangief’s Command Grab Range has been nerfed
Yun’s S.MP and CR.MP had a Damage Buff
Fei Long’s CR.LK had a frame nerf making it harder to combo with but still possible to do the same combos fei had.
Fei Long’s L.Rekka frames are now more negative and more punishable.

Lets talk about how we feel about this? I am actually quite happy with the buffs that he told me about for Juri. Another thing i noticed was that the buffs are kinda like what juri in SFxT has. Maybe S.MP is special move cancelable? Any questions feel free to ask :smiley:

ALSO for those who are die hard fan of Juri like i am, Udon Entertainment (for those who dont know is the group who does the SF comics as well as designed the new costumes for the 5 DLC characters in USF4) had announced a new comic book relating to juri.

http://instagram.com/p/b-AIxkr15R/#

SF4 - Wages of SIN (HardCover) comic con was announced which goes into more detail about what happened between the moments SF4 Ended to the beginning of the SSF4 Juri OVA movie (maybe a little after im unsure). I am hyped about this comic for sure!!! Ill also be posting this in the Juri Art Area as well! so if you all wanna talk about the comic lets talk bout it on the other forum post!

If the st.lp buff goes through her dmg output from jumpins is going to jump up by a lot.
The c.lk buff is going through then she can suddenly do c.lk, c.mk which is going to be an awesome buff, it’s going to give her opportunities to combo from c.lk from further range, and higher damage output too.
If I remember they also said that her far lk would have 1f faster startup.

I hope her extended U2 hitbox makes it possible to go into it consistently from tk dive, though.

if that’s all she’s going to get, it’s not enough and bye bye juri for me at least.

I agree it’s not enoug, she needs either improved walkspeed/dashes or improved frame advantage on her normals. To really climb the tier-ladder I would say she needs a bit of both.

correct. that or they give her the correct tools to be a zoning machine ala: better recovery AND faster startup on store and release - damage buff from 50 to 80 on both too, more health and still buffing her reversal.

capcom never decided if she was zoning or footsie based, so they gave her sub par tools to do both. after singapore and evo i’ve just settled on the fact that if they don’t give her enough to compete consistently, i’ll change permanently.

I agree completely, I gave her an honest chance about a little more than a year ago.
But just like you I felt that she got abused heavily from both characters with a strong footsie game, and characters with good tools to get in (cammy/twins etc.)
You know a character needs buffs in the footsies department when you have to rely heavily on tk dive to make people even remotely scared of just walking in on you pressing c.mk over and over.

That’s why I keep her as a sub, because she’s still fun to play, she’s just not viable for anything other than as a counter pick in her current state.

Makes me think of the Akuma stuff in the general discussion. “Akuma has a bit of everything but its all mediocre so he’s fine.”

Also I wonder how Poison is going to work cause I can see her being a better Juri than Juri.

I’m still going to rep Juri in USF2013.

well like t.hawk, im pretty sure the contents of juri’s buffs for USF4 arent all out there yet. i wouldnt have expect combofiend to give me like a full list of things. Lets just hope that it gets better in the upcoming months

my obvious choice would be viper because i second her already, though she’s getting nerfed too. poison, if they just c+v her moveset from xt, has all the tools to be super strong (fireball, rekka, jaguar kick and a dp? lol…) but it would all be dependent on her frame data (just like juri…).

pretty much - and then you have to think about the fact that only lk tkdk is safe if it hits the toes. the others are -3 at best so all the characters that already do well in tournaments can punish with something.

fucking ridiculous.

@LazyOne: We should’ve setup a means of contact before EVO, it would’ve been good to meet/get some games. Unfortunately I didn’t do very well - was way hungover and had about 2 hours sleep + the fact that they messed with my pool about 5 minutes before it started. Did very well in MM’s etc but yeah… Juri - I don’t know if I can keep overworking for nothing really.

I might have an ear of a tester. And if that’s the case, then screw you guys, I’m asking for more invincibility on ex.Pinwheel.

How is that screw us? I’d love that. 7 frame move that costs meter it should be invincible. It’s one of the few changes I feel she really NEEDS.

Either they improve her movespeed/dashes or they change her normals so that she can zone better with them.
For example making her st.hk more adon/sakura’esque, that is a bigger hitbox and better frame advantage on hit/block, imagine if you could do something like ch st.hk, st.lk x mk pw as a combo? It would help a lot against characters that can just walk her down.

For me I guess I would prefer that kind of Juri instead of one with faster walkspeed.
Perhaps make her st.mp cancel’able, or even st.mk, that would also make it scary to just press buttons against her.

If she just had a more solid ground game then ex pinwheel being the way it is wouldn’t be as much of a problem as it is now, because the situation where you had to rely on it wouldn’t happen as often.
Instead of thinking “Wow ex pinwheel sucks” you should think “Wow, why do I end up in this situation to begin with”.

agree and far mp being special cancellable was something i ‘asked’ for as it also solves the issue on store whiffing (eg: 3 shorts, far strong - store: would actually connect cause she moves forward, like in xt as much as i hate that game). i still think that adding those 2f of invincibility to ex pw (as it currently is during FSE) would help a lot too, though.

St.Mp should definitely be cancelable so one can continue pressure with it by storing or releasing a fuhajin possible LK senpusha if you aren’t too far out of reach for MK and HK to combo
I’d like less push back on Fuhajins making Cr. Mp xx Release, Cr.mk xx Senpusha more accessible.
And St. Lp to not whiff on crouching opponents

I think FSE needs a damage boost, I know it grants you access to resets and such but the damage isn’t too grand for the risk of using it only to have your game plan blocked.
Maybe make FSE more jugglable say for example Senpusha knocks opponent in air activate FSE, and gain access to new move properties like SF x Tk Cr. hp Jump cancels, corner juggles, juggles off dive kick etc.,
It really isn’t too far out of an idea to ask for considering Yun’s Super; maybe even decrease FSE life span to compensate it for possible being too strong with these additions.

Shotos doing cr.mk>fireball pokes can have their cr.mk stuffed with her f.st.mk which stuffs and punishes it.
But beware of good shotos that know this and know that their crouching mp punishes Juri’s f.st.mk.

The risk reward is heavily in their favour if you are answering with st.mk, I mean they can do c.mk x ex hado (confirmed) or c.mk x hado x fadc > combo.
When you stuff them successfully your payoff is 60dmg and you’re -1 on hit, YAY!
That’s why you have to use tk dive since it’s safer on block, won’t get hit out of startup, as a bonus it beats focus, leads into kd AND more damage (especially if you spend the ex bar).

so you’re coming to visit us for SS eh? we shall party like it’s '99 and go 0-2 in tournament because of hangovers and shit ^^;;