There is much speculation as to the quality of this game and what not so I’ll be perfectly clear on this I’m only buying it for juri period.
Now as far as how she plays the ssf4 playstyle obviously might go out the window as some may have said but I don’t think so really. One major buff if you would like to look at it that way is the fact that she has feng shui engine active at all times sort of because of the chaining system as such just about any of her combos should work.
Also Seth kellian said on stream that her cr.fp had to be nerfed and even went as far as to say that she is a beast which she is. So with this being said hoping that the final build does not turn this game into a ryu in ssf4 festival we can expect to see her at higher levels. In closing I’ll be there I hope to see you all there as well till then who knows.
Random things I’ve seen on the Cross Assault stream:
Juri can follow up a dive kick with a normal.
Cl.HP combos into super.
Her damage output looks really good.
Fireball kick to fireball release still works and may even allow more follow ups.
I know this isn’t really anything new but still good for extra confirmation. I wonder if she can loop EX Pinwheel, normal, EX Pinwheel, normal, etc?
I’m thinking of some very dirty instant overhead setups on Hugo for that. Jump cancel into a j.MP and cancel that into a dive kick, and combo into a normal from there, etc. Good find.
Thank the Lord, HER SUPER HITS BEHIND HER NOW!!
Edit: Too bad these videos don’t go too much in depth. But I’m happy with what I’ve seen. I wonder if she can do FB Kick into a normal and cancel the normal into her fireball release…
Ill break down some of the improvements to her game transitioning into this one from what ive been able to tell:
-Expinwheel hits behind her
-Kaisen hits behind her
-Counter is better because theres no armour break mechanic in this game
-Better walk speed? (seems like it)
-Really fast overhead (sickest improvment that i can tell, gives her something cheap to use) that still goes over low attacks, can probably blockstring into it.
-Grab range nerf (holding L fireball and not being able to tech wont be as much of an issue as in SF with dumb kara throw ranges)
-Hit confirmable Far.Hk that can hit a Ryu crouching medium kick (no issues with crouching hitboxes)
-Godlike Anti airs now lead to juggle combos
-No ultra mechanic means you wont lose the round for whiffing expinwheel late in a match
Overall solid fundamentals, she has a cheap and abusable move in this game at the looks of it in her overhead, which is good because she didnt have anything cheap and abusable in SF4.
I personally still think the majority of top tiers will emerge from the tekken side, but it gives me some motivation to play Juri even if its just for fun.
I think she loses a lot of fun factor in not having FSE, particularly compared to ver. 2012, although I suppose some system mechanics do help make up for it. Dash canceling should be nice, mixed up with cancels into fuhajin release.
A character like her with short combos benefits a lot from this game’s combo extender mechanics – getting to the later stages of scaling where she couldn’t reach before. Looks like if she does normal -> pinwheel -> normal -> pinwheel she’ll only get 1 hit from the 2nd pinwheel, but I remember Desk said when you tag cancel a move, you reset the juggle counter not only for the new character but also the original one. So maybe if you tag cancel the first hit of the 2nd pinwheel you’ll get the full 2nd pinwheel and whatever your partner’s combo is.
Not so sure you’ll be able to jump cancel anything on block, but it would be interesting if you can combo into EX dive kick somehow. That thing does a whole lot of damage in this game.
The reason as to why they may not have fse is because if you noticed they turned it into a universal system that all the characters can use they just call it the chain combo system now. So on a side not I bet no other character has an engine that inspired a system. Now this has never been said verbally and some may argue that it’s just the marvel system but in umvc you can special cancel after a chain sfxt you can only ex cancel.
Also in closing shout to metallic mike for naming some of juri’s finer points in this game as far as later in the life of it I can see her being top tier mid high or high outright.
I was saying this to my friends since super she is great but is not intended for a game as slow as 2012 this hopefully supports my point.
I imagine moves that launch your opponent may allow her to combo into it. I know moves like Ken’s tatsu, when Tag Cancelled, surely allow her to combo into it. But a solo combo, I can’t think of one unless my theory of cr.HP, jump cancel to j.MP works (and even then, I suspect that would be hitbox dependent).
Being able to chain far pokes is still nice, but I can’t chain mid to mid or crouch fierce to roundhouse and such, plus I liked the bonuses to other properties like dash speed and overhead combos, and just the general idea of activating a powerup mode.
Also the chain combos are a little less rewarding in this game because the chain versions of normals have worse damage and frame data. Tekken characters probably have it better in that area with their strings.
Still, as I said there seems to be other fun stuff you can do with her now.
The video points out that choice of partner is important for Juri and when I think about it it seems reasonable. Pinwheel is probably one of the safest moves to tag out with, so besides the need for someone who can combo well from it, it would be a big help to a character who otherwise needs to work to get in. However I’m not sure how well Juri would do when someone else tags her in during a combo if pinwheel doesn’t work well against already-juggled opponents. Maybe she has some crazy jump-cancel combos, but it seems like she’d either want to land her super, or have enough time to set up for fireball/dive kick combos.
So for example, I was thinking about an Asuka/Juri day 1 team. Asuka seems like she has no problem squeezing hits out of a combo by herself, so she shouldn’t need or gain much from later-combo tag cancels, which is good for Juri. But sometimes Asuka might want to tag Juri in early to combo from her overhead or maybe make her lift kick launcher safe. Both of those only scale by 1 hit, so Juri could add damage and use meter without it feeling like a waste. Asuka could also benefit from a safe pinwheel tag-in and might be able to combo well from pinwheel with her forward-moving attacks.
Juri’s super does a little more damage than most, so she’d probably also fit well with those characters that can give you a free charged super.
If all else fails, you always have the option of just going into EX pinwheel, which we know juggles properly, then into c.mk lk pinwheel, which should juggle properly.
Going into a lot of theory fighting, you might be able to do EX pinwheel -> cr.mp and since it moves you slightly forward, you might be able to then chain into cr.HP, jump cancel that into, j.MP xx dive kick, then finish with another c.mk xx lk pinwheel. That would be lovely and certainly should be possible in the corner, but I guess we’ll see when the game is in our hands.
Yeah, but then you’ve spent 1 or 2 bars, hence saying I’d want it to really be worth it to tag Juri in, which means not having the other character scale the combo too much beforehand. For example, cross rush does a bunch of hits and scales the combo before Juri comes in, so I might not want a partner who needs it for meterless juggles from jabs (Rufus, King.)
I suspect you won’t be able to jump cancel out of a chain, but it would be nice if a combo like that works in some form.
do we know if you can still combo after juri’s overhead(god damn it is fast though, so no surprise if it isnt) and if you can still chain into it
vampire savior doesnt let you special cancel chains either iirc. juri did not inspire the system, especially since for most you cant chain into command normals, so there’s not a lot that distinguishes it from most chain systems.
I don’t like this one as much as I liked the GamesRadar one, doesn’t say anything about being able to combo out of pinwheel, which was a great addition. Though I guess the GamesRadar one didn’t go into the cancellable cr.HP so ehh…
That fingercramp guide was as helpful as the gamesradar one (aka not very). But at least now it’s 100% confirmed she can jump cancel cr.HP and that she can follow up her fuhajin kick with a normal.