One more thing: Hitting someone with her Store kick puts them into a juggle state, you can follow it up with HK release, EX or CA. The pushback after the 2nd hit in a combo pushes them too far back to be hit by it though, I’m hoping they will fix that and make this a viable combo ender.
twd.MK - 60/100
*Overhead
b.HK - 40+40/75+75
s.MP xx b.HP/twd.HP - 60+54/100+90
*Whiffs against crouching opponents
*Jump-cancelable while V-Trigger is active
j.MP xx j.HK - 60+63/100+90
Special Moves
“Fuhajin”
*All kicks in all versions are capable of consuming projectiles
*All regular versions of Fuhajin release cancel into each other (eg. far LK Fuhajin release, MK Fuhajin release xx HK Fuhajin release)
Store - qcf+K - 30/30
Release - qcf+LK - 50/80
*Projectile
*While V-Trigger is active, 2-hits - 30+30/50+50
*While V-Trigger is active, puts opponent in juggle state
qcf+MK - 60/80
*Not an overhead
qcf+HK - 50+40/70+50
EX - 35+35+35+35/40+40+40+30
"Pinwheel"
dp+LK - 40+40/75+75
dp+MK - 40+35+35/50+50+50
dp+HK - 30+30+30+30/30+30+30+60
EX - 10+10+10+30+90/20+20+20+30+110
*Strike and throw invincible (EX only, just to clarify)
*Not projectile invincible
“Hazanshu”
*All versions are able to easily hop over most projectiles
*No version is overhead
qcb+LK - 70/150
qcb+MK - 80+150
qcb+HK - 100/200
EX - 80/150
*Puts opponent in juggle state
V-Skill
*Chargeable
*Can be dash-canceled while charging
*Once charged, charge remains after dash-cancel until used
*Can cancel active V-Skill movement with another MP+MK input up until attack start-up
Uncharged - 80/150
*Hits back side (cross-up)
Charged - 20+80/50+150
*Hits front side first, but Juri still ends up on opposite side
*completely invincible once dash is fully active
V-Trigger
*Infinite Fuhajin releases without storing
*Feng Shui Engine chains enabled (also in air, but limited to one light, medium and heavy attack)
*s.MP xx b.HP/twd.HP becomes jump cancelable
*Chains into s.HP or cr.HP put opponent into juggle state
*LK Fuhajin release projectile is 2-hits and puts opponent into juggle state
*All regular versions of Fuhajin release cancel into each other with a post-activation limit of one of each per combo (eg. LK Fuhajin release xx HK Fuhajin release xx MK Fuhajin release, not to be confused with the example used for non-V-Trigger)
*s.HK and cr.HK can be canceled with any Fuhajin release
*Cannot chain into twd.MK, and cannot link or cancel after a successful twd.MK
Critical Art
qcbx2+K - 60+60+60+60+90/0
*Strike and throw invincible
*Projectiles close enough to Juri when she performs Critical Art will still hit her after she releases
Unsafe Stuff
s.mk (when close)
s.HP
s.HK (when close)
cr.HP
cr.HK
twd.MK
s.MP xx b.HP/twd.HP
Fuhajin MK release
Fuhajin HK release
Pinwheel (all versions)
Hazanshu (all versions except for EX)
Critical Art (when close)
Anti-Airs
s.HP
cr.HP
b+HK
EX Pinwheel
Cross-Ups
j.LK
j.MK
V-Skill (Uncharged)
Crush Counters
cr.HP
s.HK
cr.HK
Post-j.MP Juggles
LK Pinwheel
HK Fuhajin release
EX Pinwheel
EX Fuhajin release
Critical Art
Charged V-Skill
Overheads
ONLY twd.MK
Maybe something in here is useful to someone. Anyway, she really is a lot different, but I think she’ll turn out okay and she is a lot of fun to play in new ways.
Jessica straus has a good number of VA roles under her belt. She’ knows what’s up. Also I knew she was completely invincible during the “dash” part of her vskill. There was more then one reason why here vskill is punishable on block.
After all this studying and whatnot, I am curious how she’s going to feel when she’s finished.
The vibe I get so far is that from neutral game your objective is to safely store Fuhajins (whatever they’re actually called lol) because that seems to be where her meterless damage from ground confirms really comes from. My worry is that she has to “oil up” so to speak to be truly effective. The thankful difference is that you can easily put Fuhajin stores into combo ender spots or while opponent is zoning to meet that goal.
Juri may have issues with being rushed down though.
That’s fine. She had to do that in the past. Except now she doesn’t have to hold buttons. This won’t be a problem. Even easier against characters without fireballs. You should be able to store very easily (in the neutral) at mid range and long range quite easily.
The Juri combo videos are cool, but it seems that she has to spend vtrigger and ex to get the same damage some characters get with a much simple combo or are less dependant on a jump in attack.
I’m not too worried about that stuff. I expect damage, frame advantage and hitboxes will get adjusted on launch. Some of her stuff still feels unfinished, like j.HK having significantly less hitstun so I ended up doing jump in combos with j.HP.
Edit: personally I really hope she can combo 2 medium punches into itself.
2 Mediums into one another would be a good change, another change that i would like is that her EX fuhajin to actually be a fuhajin, a double hitting fireball that knocks down, and not a EX version of her new HK fuhajin ( kicks ).
Well she is one of the heavier hitters on ground combos with stores set up that’s without meter of any kind. I’d say that’s a good thing. Hell she does 342 for a jump-in meterless combo. I don’t know what character does more then that with basics.
Ex fireball would be really nice, but ex fuhajin as right now definitely has its uses. Done raw it’s a fast low that is safe on block. As a combo ender it will juggle opponents that are too far for EX pinwheel to reach and has one of the best corner carries.