@QuixoticNeutral A fair point. I suppose i still tend to want some of her old abilities back, however i have started to accept the new Juri more and more.
Btw are her specials unsafe ? I was hoping for at least her light senpusha and her new flip / axe kick would be safe.
Moves that are safe (but you are still at negative frame advantage):
Fireballs (both versions)
Fuhajin Store + EX version
EX Splitkick
V-Reversal - turns out this move is not as suicidal as I thought. Juri starts the v-reversal as a low poke and only does the mini U2 anim if it hits. On block she pushes them back to a safe distance.
Moves that are not safe:
All pinwheels. MK, HK & EX will make you susceptible to CC
MK and HK Fuhajin release
Regular splitkick
CA
Ah come on man,her light senpusha should be safe if not +1 / 2 on block,if they didnāt want her to be able to zone anymore then buff her specials a bit.
Wait so the kicks on Mk HK release go through or cancel fireballs? How big is the error window on that? Can you get caught between the first and second kicks if you do it wrong?
Also in the Vega/Juri scene near the end of the story mode, did you guys notice that Juri takes up her original idle stance?
Yes M/H release can go through one fireball and keep going like biridieās chain. You could probably go through two separate fireballs from nash or guileās sonic break VT attack maybe.
I checked in the Juri vs Rashid fight to make sure, and I was able to do the Store kick into EX Pinwheel outside of FSE. You might need to get really close.
yep it works, i just had the wrong timing, thanks!
this is also really great for her because she can easily confirm from Store (which is safe i think on block) after say a c.mk, into a high damage ex move. its a much easier confirm than something like kenās target combo
I was kinda losing hope in her until I started really messing around with her store specials. Being able to cancel any of her releases into one another means she can make MK and HK release safe with LK release. It also seems to be the cornerstone of most of her combos (and damage) since she doesnāt have many good links. Sheās gonna be heavily reliant on storing as usual, maybe even more this time around.
FSE is a little concerning with every release and normal chain eating a sizable chunk of VTrigger meter. Without her overhead shenanigans, it seems FSE is more of an combo extender and pressure tool with her release specials. Although, itās quite expensive compared to a very similar VTrigger (Chun-Liās)
With the removal of her mixup options in FSE, Iām surprised none of her overhead-looking specials arenāt overheads. On the plus side, her regular overhead has nice range for its speed.
I like her crush counters. Her jabs are godlike. Her jumping normals are diverse and effective, and I always appreciate having an air throw (especially a badass looking one like hers). Iām mad salty that her s.MP doesnāt move forward, but Iām just speechless at how bad her c.MK is.
I still need to play around with her VSkill, the fully charged version in particular. I like how itās another thing we can store.
Overall, I love her new design! Iāll miss her fireballs the most, but the storing gameplay is essentially intact so I still largely enjoy her. I think a lot of her moves (normals and specials) could use some improvement, but this could easily be because she still unfinished. I personally want one more overhead. Her VTrigger is my main concern. While itās fun as it is, itās a little expensive for it gives. Iād like to see it give her mixup tools or make it a bit more economical. Hopefully Iāll be proven wrong. Just gotta wait.
I really want to find a use for her MK release. I like how her releases can absorb fireballs , but the startup of the releases seem too long to challenge fireballs. I was trying to absorb Rashiāds tornado projectile in story mode and even on a startup reaction I wasnāt as successful as I felt the move could be.
It looks like what weāre seeing, as far as Juriās build in the story mode is what weāre getting, for the most part. For better or worse. I have no faith they are tweaking things or improving on ANYTHING that weāve seen from her so far. They might switch around inputs, thatās it.
That being said, Iām really liking her lk release into Vskill mind games from midscreen. Axe kicking into a release or store adds nice variation to her combos and blockstings. We might see some really cool things from people soon.
I really like her AA abilities. It will take some time to warm up to this variation of her pinwheel but I like the ex and MK version. What I absolutely DONāT LIKE is the fact they changed her pinwheel inputs to a DP. There are too many QC moves on K.
The punches are prime real estate to put some QC specials on. I Feel like they should change the pinwheel back to QCB and maybe have her hazashou kick inputs be on the punch buttons.
V-Skill has shades of focus dash cancel, but kinda slow. Wish theyād make the cancel in and out a bit faster. Feels clunky.
Again the fact that her AAs are so good and she has an air throw makes me not mind she has no counter or air fireball.
I am disappointed that her MK fireball is gone though. It was a good AA from mid range and a good frame trap for wakeup crouchers and corner pressure.
I still donāt know if this is the same character Juri weāve been playing in SxT and USFIV. Feels like they took away most of what made her the kind of character that she was. And I really liked what kind of character she was.
I think if this moveset was on a new unfamiliar character model we wouldnāt know it had anything to do with Juri. That makes me a little sad.