SSFAE:2013?

I know I’ve been Siberian Blizzarded, but I don’t think that’s what we’re really talking about. I can’t think of an instance I’ve been regular-thrown, but I don’t know how much stock to put in that. (I gave it a brief shot in training mode and couldn’t throw; that would be with 2012 changes.) The definitive thing to do is probably to pull the up-to-date frame information out of the PC version, but I don’t have that (and it’s a lot harder to interpret).

Before he stopped posting here, MetallicMike made a post about how in AE Ex pinwheel was stealth buffed and was no longer throw vulnerable.

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This is great, thanks!

edit: watching these in CDisplayEX, kinda slow mo, pretty cool. Are there versions without the colored boxes on her?

Not that I’m aware of. If you know someone with the PC version though they can modify the resource files to change the background to black and you’d be able to record that.

For 2013, I’d like to be able to walk backward while my opponent is charging a focus attack. I mean, I can understand the proximity blocking thing if they let the FA rip and the attack is on its way, but if they’re just charging it, let me walk backward. Juri has long legs which are great for poking. I’d like to use them here.

If they’re proximity focusing without trying to absorb anything do an tk.dive kick. If they continue charging they will eat an armor break, if they back or forward dash they will still get hit as the hit box stays out for quite long. If they let it rip, it MAY trade but it won’t be a huge loss if at all, and they won’t be able to follow up. On some of the cast you can straight up U2 straight after too.

Give her some better wakeup options. For example, make her EX.Pinwheel more invincible.
And i would also like her U2 have a larger hitbox, like in SFxT.

Well, Ono said today on twitter that he feels like doing something this year for SSFIV.

Ono says a lot of things . . . .

Since Juri is Capcom’s first Tae Kwon Do fighter, she has to have at least one special move or hyper that parodies SNK’s Kim Kap Hwan, given Capcom and SNK’s rivalry.

It needs to be done, especially since she already has two of his moves in her moveset: Pinwheel (Hangetsuzan) and Dive Kicks (Hishokyaku).

  • damage overall
  • standing jab hitting crouchers
  • st.mk more active frames for the first hit
  • cr.hp 2 frames faster (startup)

standing jab hitting crouchers isnt actually that much of a problem. I think all we want is a hitconfirm on crouching opponents into a midattack which isn’t a 1 frame link. They should maybe just give cl.s.lk 1 more frame on hit and everything would be fine. Also, cr.HP is good as it is. It shouldnt be any faster

-Invincibility of ex pinwheel to overlap her active frames to the second hit. So no damn trade combos and maybe people can still find a way to trade with it. (Had it happen to me recently on purpose -.-)

-increase the range of her store or a way to make cr.mk xx store a true block string not whiff on characters!

Thats all every juri player needs imo.

-If we could get a little more. Fix FSE hitboxes on far hk and i’m pretty sure its close mp that has weird hitbox as well (been asking for this forever now)

-if juri players are still crying over her U2 and its dumb hitbox. At least make the one leg that starts up at least make it hit on the otherside. Maybe not go for full damage and be used as another AA idk. Seems fair to me.

Juri’s biggest weaknesses are command grabs and dive kicks (cammy and rufus being the biggest threat). Oh and characters with faster midrange normals (Rose, Ken, Sakura). She should stay true to her archetype and still be weak to those things. She still has options against those (both ex pinwheel and ex counter can handle them or just a simple jump back mp). Juri gets slightly above average damage for simple hit confirms like cr.mk fireball fadc cr.hp hk pinwheel. So she doesnt really need more damage imo. She also forces a lot of characters to play her game (like guile and sagat) so players have to play differently just to get to her.
Even Honda and Sakura have to play differently just to get to her.

She’s pretty much a complete package to me. She wakes up like most of the cast besides ex pinwheel being 7f start up. 2 wake up options not counting backdash and wake up focus attack~backdash. Hell her forward dash gets her out of some dumb situations. So basically 5 options on wake up if you count blocking and not counting forward dash. Not every character has unblockables on Juri and the more I search other character forums the more I notice Juri doesnt have too many unblockable/fake cross ups that work on her (Cody, Gen, and akuma are all I really know of). So her wake up basically boils down to whether you can see where you have to block and can react to it. Nothing to serious. She doesnt need much besides some minor fixes in her game.

/rant sorry guys

They should maybe fix the EX Kasatushi too. If we hold right she should always go right no matter where her opponent is. If people go for a fakecrossup for example and I don’t know the setup I usually end up in the corner again which is…bad ?
And maybe add some range to EX Pinwheel to make it more viable as an optionselect after meatys

Agreed with ex kasatushi. I would love for that to happen.

If it were faster we could use it on bnbs (it’s 1 frame now after standing jab). with standing jab hitting crouchers we would have more frames to combo medium since standing jab gives more advantage on hit.

Yes but design wise it would look ridiculous if standing lp would hit crouching blanka or vega.

But pays for it (heavily) by having to store and hold that fireball.

It looks ridiculous for dragon punches to hit crouching characters but they love that. It looks ridiculous for Juri’s feet to pass harmlessly through characters during pinwheels and U2, but Capcom doesn’t care.

Also EX divekick drops all the damned time. So all of her EX moves have some kind of crippling flaw, or two.

I dont even see holding an lk store as a big flaw anymore. I let go of that button right when I have to block. I have more trouble teching holding an mk fireball than an lk one :rofl: but thats a personal issue (hell as soon as I see them try to throw maybe if I release it I’ll get an oppurtunity with the few frames shes in the air).

I dont see the issue with ex dive kick unless you are using fuzzy guard j.mp which is character specific and it doesn’t hurt to learn those character specifics. All characters in the game have some character specifics. Raw ex dive kick should hit every character with all follow ups. Go air to air j.mp then go for ex dive kick it should hit all characters as well.

I just dont see that big of an issue with a lot of things that are easily worked around.

/shrugs

Combofiend over on Capcom-Unity posted a Street Fighter character poll to determine which characters over the past 20 years have stood out the most to you as a player.

He also notes that the opinions are important to Capcom as the information here will help futurne games, marketing and licensing.

Below are links to the English and Japanese surveys.

https://www.surveymonkey.com/s/StreetFighter

pick your 5 favorite SF characters, make sure to pick Juri and pas it on to your friends.