legit, who has more combo freedom than juri aside from your seths, gens, maybe cammy etc? half the reason i find the majority of the cast so boring bar juri is specifically for this reason…
People are speculating it might be new characters. Anybody want shin/evil Juri?
http://fav.me/d5qcsg4
- A slightly faster walk speed to help with her footsie game
- Stand Jab not whiffing on crouching opponents. Would give her a real BnB on the whole cast.
For me, I think anything that might help me deal with Vega, Guile, and Bison a bit easier would be pretty nice, but that’s just me. Aside from that, I haven’t spent too much time in AE to really have a legitimate opinion. Though from what I’ve played, she probably doesn’t need anything insane.
However, on the pretty slim chance that characters get some big changes like a new move, what would you guys like to see Juri get? I think some kind of command dash move similar to the special steps in xTekken could be interesting. I don’t know though. Again, I don’t really know better.
Well I said it often enough but:
- Fix the counter so she goes always in the direction which I am holding, no matter where my opponent is
- She doesn’t really need a more invincible reversal. Armor canceling is a good tool imo since it prevents people from mashing out reversals so the player actually has to make a read instead of throwing it out (I know I changed my mind about it only recently :P)
- I really wish they would make far mp more useful or add another + frame on her s.cl.lk so the bnb is a 2 framer.
- Increase the range of the store and really make U2 more viable. Decreasing startup so it’s not a 1 frame link from ex wheel and maybe let her combo into it from cl.hp > lk wheel > fadc
I would like for dive kick to not drop people.
lk pinwheel hitbox adjustment so you get proper frame advantage on crouchers
Invincibility buff on pinwheel or whatever else would stop that trade to getting full combo’d/ultra’d nonsense. That or a 1 frame teleport for meaties. Still a huge risk and let’s you counter if you read the opponent rather than getting horribly punished. It’s in Cross Tekken and it’s not exactly broken and that game doesn’t even have armor breakers. Plus it’d help with vortexes which I feel they probably want to tone down on.
Fireball to push back less so her fireball bread and butter hits on everyone.
If lowering the knockback on j.mp would ensure that j.mp to u2 would land properly but not mess with j.mp to divekick that’d be great. A buff on the U2 range might be too good.
I can see cs.lk getting an extra frame to make the bnbs easier but that’s really gratuitous.
Moving her cr.mp hitbox forward or just clipping the back so it doesn’t anti-crossup quite so easily, maybe bring the active frames down to 4, and make the hitbox on cr.hp slightly higher so that it can stop people like Sakura just jumping in for free and this would make it so you have plan your anti-airs better.
Lastly I’d like divekick to have projectile invincibility on her lower body during divekick. That way we can kick Guile if we predict booms without being smacked by them and be able to use the move to it’s purpose without it really affecting anyone else. It’d still probably be 6-4 Guile but we’d at least be able to open him up. I was racking my brain trying to think of a way to let her get in without breaking her or nerfing Guile since honestly he’s pretty much fine as is if not needing a slight buff. Juri/Guile is just a stupid matchup.
I think that’s it. I think of most of those as bug fixes anyway. I doubt we’d get the projectile invincibility but I don’t see why not unless there’s ramifications I’m not thinking of.
she has a 1f teleport.
you can alter your fireball combos to hit everyone.
they’re going to make close short the fastest normal in the game at 2f?
juri can out lame guile, you’re obviously just impatient.
all these requests are, basically, “i don’t win with juri and i’m too lazy to improve, so buff my character so i can auto pilot”.
learn the character or don’t play her, simples.
I said it’d be neat to have that as normal teleport. I’m fine with just making it so pinwheel trades don’t get us ultra’d.
Advantage. Not startup. That’d be retarded lol its all over the thread. And I said its gratuitous anyway.
Her cr.mp xx l.fuhajin release cr.mk pinwheel doesn’t work on everyone midscreen. It’d be nice for the damage we’re supposed to get for losing our short to be consistent is all.
Juri/Guile sucks. My friend beat the number 2 juri on xbl repeatedly with his 2 week old Guile. It was online admittedly but it still sucks.
And my antiair suggestion was make antiair LESS autopilot.
number 2 juri on xbl, must mean he’s good…
Can’t be that bad or he’d hemorrhage points. shrug
Although some of those were idea shooting for the sake of conversation. I MOSTLY think she’s fine but she should get the pinwheel changes(frame on block right AND some sort of fix for the trade thing), the divekick not dropping, the j.mp thing. Consistency fixes. Those are what I’m going to post for sure and I don’t think I’ll be dissuaded.
I’m gonna maintain the fireball thing. There’s no reason for it not to hit everyone properly that I can think of.
The +7 on hit for cs.lk can go easily. Not even that important. We’d get a 1 frame link to cr.hp and make hitting cr.mp/mk after it easier. I just said it cause plenty of people were saying it and I thought it’d be neat. “We don’t need that link and up your execution” is fine enough to me.
The divekick projectile thing I just thought would be nice. Plus I anticipate Guile’s Autocorrect Flash kick problem being fixed. It’s gonna REALLY suck when he’s not able to be crossed up. It’s just cause of an animation thing. It may have been intentional but I kinda doubt it.
Opinion on the AA stuff? Yay? Nay? Only if she gets a faster walk speed to place them better?
One more thing. Guess I took it out of the first post before posting. E.Honda is supposed to be 3.5/6.5 in his favor(I’ve never played one that made me feel that way so obviously I don’t know why it’s so bad. Just a battle of attrition?) Any changes you think we should get to make that better? I’d just prefer to not have anything worse than 4/6 if possible. Juri isn’t a character of extremes that I feel should have matches that go past 4/6 to 6/4. Dan is over that in our favor but that’s a problem that they should buff him to fix.
This would be my wishlist, I’ll try to give my reasons for them and hopefully they’ll listen to them this time
[list]
[*]I would ask for extended range on her lk pinwheel. This would help her against Honda, and I dont see how that change would effect any other match up so there really isnt any reason not to give it too her.
[*]Either a faster forward dash by one frame or added blockstun by one frame on her focus attack. Juri has to give up alot of space so she could store her fireball, this helps her fight back for that space. Currently she is -3 after a focus attack into dash fwd, which means the whole cast can simply throw her afterwards. Her only other option is to give up space by backdashing, which IMO she already has to do a whole lot of. Alternatively, you could speed up her lvl2 focus.
[*]Fix her far lk on counter hit. Currently I dont believe she gets any extra frame advantage for a counterhit. Reason, because she should.
[]During Fse, she should not be able to get dizzied (I think it happens?). Either reset her stun gauge or put it on hold until after fse runs out.
[] Increase the hitstun on the first hit of ex pinwheel. Just enough to prevent a combo from both Juri and her opponent after a trade
[/list]
Now for the stuff I dont think she needs but sounds like a good idea:
[list]
[]Improve her hitbox on her fireball store at the top, so it can be a more effective anti-air.
[]Fix the extra hits of ex divekick so they dont whiff on certain characters when done low to the ground
[]I like the idea of ex pinwheel sucking them in, it stops her from dropping hits on the ground and probably adds a bit more damage as anti-air instead of them launching away after a couple of hits
[]Allow her to throw during her counter dash animation, currently she can only use ground attacks, specials, and her dash(I think)
[/list]
I cant think of anything else. Maybe make her ex pinwheel hit from the back as well as the front or make it travel forward
See I’m not sure about a hitstun increase on ex pinwheel cause it could lead to too much frame advantage. They definitely should do something though.
See I’m not sure about a hitstun increase on ex pinwheel cause it could lead to too much frame advantage. They definitely should do something though.
For me:
- Increased walk speed; somewhere between Fei Long’s and Ken’s - This is probably what I’d want the most. Even if it’s the only buff she get’s, I’d be happy.
- FSE exclusive buffs to EX Senpusha and EX Shikusen made available to her by default - It gives her the reliable reversal almost everybody wants. EX Shikusen, well, I just feel like it’s wasted in FSE. It may also remove the need to fix current EX Shikusen’s whiffing with the addition of the two other versions.
Would be nice:
- LK Senpusha’s second hit hits crouching opponents (same frame advantage as hitting standing opponents)
For my greedy self:
- 5 frame cr.MK - I think I still haven’t gotten over losing a throw and fast lows when LK Fuhajin is stored. It also has the side effect of giving her easier links with cr.MK that I’ve never really considered. Probably too much, huh?
Silliness:
- Her back dash is aesthetically displeasing to me. It feels like she’s putting so much effort into it without making any distance. Make it travel farther or make the animation smoother. At least make it happen in future games. :3
I like the idea of some projectile invincibility on her dive kick. A slightly weaker variation would be to make the EX version projectile-invincible (a la Jaguar Tooth) AND allow different button combinations for the three distances (as can only currently be done in FSE).
I hope they increase her walk speed give her better frame advantage on fst MK on hit or crmk on hit faster startup on fireball store or less recovery on fireball release and faster startup on sekku and maybe +3 on hit
And maybe faster startup on U1 to combo into off of fireball fadc u can do it now but it’s like 2 1 frame links I think
And fix the hitboxes take out unblockables and nerf Ex tiger knee and all of adons moves and some of the top tier and I think she will be fine while still having bad MU’s
Umm bro.
Ultra Combo 1 - - - - - 0+1 900 Total 6 - - 1~4f Invincible, (gives pursuit properties?), lasts 900f(15s)
It’s one frame already.
Also there’s time to u2 after a fireball fadc. I don’t know the exact advantage but it’s definitely not a one frame link to U1 and get a short or even a strong/forward out.
I’ll have to check that I don’t think MK is possible but the window feels small but ill try it