Ok, so i tested her out as much as i could in those shitty story mode missions.
I gotta say, she definettly has changed a lot , and i mean a lot. It really feels like you will have to put more effort for your win then most of the cast.She also seems kinda unsafe to play. Really not a fan of her fuhajin change, but the new abilities are cool.
I am also having troubles figuring out how usefull her vskill will be, the CPU grabbed me mid flight from my vskill charge several times ( intended or because beta Juri ? ), another issue for me are her anti airs. The hitbox for cr hk seems very bad ( in my opinion ).
So I know it’s day -30 or -60 and she’ll likely be different when completed, but right now she feels kind of…Not too good? I don’t understand her gameplan. Her pokes are only okay, St.MK is real nice but not cancelable, but Cr.MK is nowhere near as good as it used to be. That in addition to removing her MK and HK fireballs and taking away her counter lead most of us to think she’d be an offensive character.
This would be fine, but her offensive tools don’t seem so hot. None of her mediums link into her heavies and all of her specials that lead into combos only link off of heavies. So to get any damage you have to land something like raw jump-in/crush counter -> cr.HP -> MK Fuha -> cr.MP -> HK Fuha ender. Not only is that pretty situational, but you have to have two moves stored for the damage to be good. She does have the St.MP -> St.HP target combo but it whiffs on crouchers. Originally I assumed that her combo potential as low because she needed to have a fireball stored to get real damage like in SF4, but they seem to have made her fireball +2 on hit at best because I can’t even link a jab after it. Also worth noting that her shimmy potential is gonna be pretty limited. She’ll probably be heavily reliant on her V-Trigger since in FSE she does gets a little crazy since she doesn’t have to store her specials anymore, so her pressure is absolutely insane with LK and MK Fuha, but her mixups took a hit by not being able to combo off of the FSE overhead like in 4.
I know it’s still too early to tell much though, just putting my thoughts out there. It feels like they wanted to redesign her but then got cold feet so they toned some stuff down.
Hits crouchers (well Rashid at least)
Looks like a 3f jab.
Doesn’t seem to be a viable jab AA sadly. I was whiffing it a lot when trying to AA Rashid with it.[/details]
Her far s.MP is gone sadly, but this now has more reach than the old s.MP
Starts a target combo that pops the opponent high up in the air, and Juri yells at them to piss off lol[/details]
Covers a lot more horizontal space above her this time round. With a good chunk of active frames as well, this may be Juri’s best grouded AA normal.
Does not crush counter.[/details]
Hits twice as before.
Works as a far distance AA.
Feels stubbier than before. Juri will now remain stationary rather than moving forward slightly like before.[/details]
Reminds me a lot of Ryu’s axe kick now, seems to cover a lot of space. The first hit will catch people jumping directly above or in your face, the 2nd hit will slam jumpers back to the ground.[/details]
Her overhead, which looks a lot like her old FA for some reason.
I’ve tried a dozen times, and it seems you CANNOT combo into a s.LP from it while in v-trigger. Very sad times, takes away a lot of the scariness of FSE.[/details]
Feels a little sluggish than before.
You no longer hold down a button to keep the store. You simply have to repeat the same motion+button again to release e.g. do LK Store followed by LK store again to release her fireball.
The game will tell you what you are storing with her own resource meter.
Honestly I only see this as a nerf, as it completely removes her store mindgames and I hope they remove this…
EX Store will cause Juri to do a series of rush kicks that starts from a low. The sequence is the same no matter what you may have stored, or what button combination you used.
The LK fireball now moves very slowly and doesn’t cover a whole lot of distance. The distance you see the fireball travelling in the screenshot is basically its max range (note that the screen is not showing Juri kicking out the fireball, she’s doing another charge).
LK fireball seems to have changed from a zoning tool to a setup tool. I noted that forward throw basically puts the opponent within perfect setup range of the fireball, but quick rising completely defeats it so I’m not sure what’s their plan on this. Back and air throw also puts you within a good setup distance as well.
The hitstun on the fireball is now VERY low. You cannot use it to extend combos anymore, not even in the corner.
Juri can follow her fireball in Guile style.
Only the LK pinwheel looks similar to the old LK Pinwheel. MK and HK pinwheel will now rise up in the air acting as AA DPs.
I have no idea if they also function as reversal DPs, my gut feeling is that only EX pinwheel will if she even gets a legit reversal.
Surprisingly, neither the regular or the EX version is an overhead! I can only assume this move is not complete, as this move screams overhead and would be pretty pointless if it wasn’t.[/details]
Fireball travels full screen (will disappear if the opponent dash further than full screen though), and faster.
You no longer have to store while in FSE, instead you will do the respective attacks straight away.
Using your store attacks will consume about 1/6th of your v-trigger.
You can chain your normals as before.
As previously mentioned, you can no longer combo f.MK into s.LP :([/details]
This move can be charge up to 3 stages:
Tap: Juri will do a short dash behind the opponent and perform a crossup attack.
Partial charge: Juri will travel further and hit from the front before doing the crossup attack.
Max charge: Juri will travel full screen, will disappear (but you can still trace her from her speedlines), and hit from the front then back.
It doesn’t seem to have any armor/guardpoints at any point, so charging to max doesn’t seem to be practical.
Seems to go through fireballs (at least the max charge version did). So this is probably meant to replace her divekick.
Builds a good chunk of V-gauge on hit.[/details]
She really has changed. Not only is her fireball zoning gone, but also the pinwheel changes means she no longer has her incredible corner carry and has probably lost some of her corner pressure to boot as well.
I think the idea they have for Juri is that they want you to keep building up store resources in order to win. Before you would just settle with spamming LK fireball with the threat of the HK fireball to keep them guessing. Now to get to Juri’s biggest damage combos you will probably need to do: bnb x MK Release > bnb x HK Release. LK fireball will still be useful to help you open the opponent up for the big combos.
I’m going to convince myself her frame data is not complete and that her moves will be tweaked before I totally judge. At least one version of splitkick not being OH screams unfinished to me too as it looks just like Chunny’s in theory. she’s not Sf4 juri, but she still looks to have potential… a few more tools get a Lil bit more plus on hit and block and who knows…
I think i played the Juri vs Rashid story mode match like 1000 times. Getting the hang of some things,however it’s pretty clear she is indeed unfinished.
Does it work as well though? If you don’t actually gain any frame advantage it might not matter unless something is only vskill cancelable. I guess I don’t know how safe different moves are. It’d be nice if target combo hit crouchers then you’d be able to do target combo, confirm it and get out if it got blocked.
thats hard to say without taking SFV into online matches.
but i would say SFV is stronger and here is why.
SF4 Juri was a jack of all trades but a master of none.
50% of her game was zoning and another 50% was rushdown.
now its seems she is full fledged rushdown and i like it.
and worse for worse if you really need to pin someone down you still have lk fireball to keep people on their toes