i want her standing jab to hit mid instead of high during fse.
btw, standing jab is godlike against balrog. stops his pokes frame trap nonsense.
oh wooow, i didn’t know standing jab had invincible frames so it beats frametraps. i am gonna abuse that 4 frame normal like hell now against boxer
well…mr sarcasm. use it against balrog…see how well it works against him when he tries to toss out those normals to frame trap you.
jeez,…your surlier than genki.
he-here! here’s my lunch money! just don’t hit me! i bruise easy!
I, too, wish Juri had some better normals, for some reason I always think U1 gets in the way of that. I also think her fireballs shouldn’t be so feeble, I’d like to see longer range or faster speed. Anyway:
Yoshinori Ono gauging interest for an update to Super Street Fighter 4 Arcade Edition v2012 on Twitter
Yoshinori Ono seems to be gauging interest for an update to Super Street Fighter 4 Arcade Edition v2012.
To show Ono there is interest in a new revision, respond to him on Twitter or leave a comment a below.
Faster speed for fireballs is a NERF. Longer range isn’t necessary, there isn’t a single character in the game that can stay at fullscreen against her anyhow because storeswaps build meter faster than Axl writes dumb shit.
dang that fast huh?
No more changes ffs. I don’t want another damn patch. Unless you’re going to slightly nerf the top 5 to balance an already pretty balanced game at this point, just leave it alone.
Gonna fix wonky hit box and hurt boxes? Fine. Those are glitches.
I don’t even want the top 5 nerfed. The game is fine.
Oh you!
Oh well I actually only want 8 Invincible frames for EX Pinwheel and make cr.mp a 5 Frame normal. thats it.
That’d be worth more if she didn’t have the only EX fireball in the game that doesn’t go full screen.
But as a keepaway character her ex fireball goes where the other person wants to be. The fact that it travels under other projectiles and recovers fast means the other person isn’t getting around it easily.
3 frame st jab. And if someone can think of a change to a normal that leads to safe counterhit hit confirm. That would be SPLENDID. Ono.
Edit; Extra hitstun on her far st strong so I can link another strong/forward on counterhit
Store range buff? Upper body invincibility on Ex pinwheel and more invincibility in general?
It doesn’t go where Guile or Honda or anyone with a life lead wants to be. Her keep-away is good for keeping away, but she can’t win by doing that the whole game; if your opponent is content to down-back the whole game she has to go in at some point to get damage. And all that meter you’ve been building doesn’t help overly much to get in.
Did they ever fix this?
oblig
[media=youtube]jDLzdeAvoAM[/media]
-faster walk speed
-better overall backdash
-make s.lp hit crouchers
- less push back on her fireballs
-more invincibility on EX pinwheel and make it faster than 7f common!! I get thrown some times on wakeup when I just want to cancel it… >_<
-slightly better angle for hk.fuhajin so than no one can jump over it
-buff normal counter hitbox
and it would be nice if they nurfed cammy ex cannon spike, seth’s spd, removed or somehow nurfed autocorrect from shotos at least…
mmm might be greedy on this one but i’ll say change the motion for U1 from 2qc to the right to 2qc to the left so that it’s easier to armor cancel to u1
ok how can you get thrown out of ex pinwheel ?
Was wondering the same thing.
My guess is bad reversal timing. I don’t think anything has changed (outside FSE) since these images were leaked.

Blue-outlined boxes are throwable, so it becomes throwable the same frame it becomes active, and is grouded that one frame but airborn afterwards (I think). Could get grabbed by non-meaty EX command throws, but those all look like they have 2 active frames so timing’s tough. Otherwise Siberian Blizzard will grab the hell out of it.
^Is there a site with images of the animations for each move?
I don’t think there’s a site as such (webweaver was unable to find them online recently). But when Super first came out someone leaked 60 fps video with all of the hitboxes visible. See Juri Hitbox Data
The frame-by-frame JPGs version of Juri’s moves can be gotten from http://rapidshare.com/files/3879742638/Juri%20Hitbox%20Data.rar
But say, it’s from original Super, so it won’t reflect AE and 2012 changes.
I really wish you could access this stuff in-game. Can you imagine watching analysis of a match with frame-by-frame replay with hitboxes showing? It could make streams a thousand times better.
Maybe it’s just me, but ever since 2012, I’ve yet to be thrown out of an ex.Pinwheel.