Juri doesn’t need a DP motion anything. That’s for sure.
Aside from the fact that I notoriously suck at characters with DP motions - example:
Dashing forward with Ryu and wanting to throw a fireball and I get DP or when I do want to do a jump in occasionally getting fireball.
They need to change some of her motions up a bit. I haven’t replayed her parts in story mode
QCF, QCB and HCB are fine
no need for DPs.
However I’m pretty sure the way she is story mode is how she is going to be.
OHH and they have to remove the Black and make it skin tone.
I mean just look at these mods and how much better the outfit looks!
Looking at the color options; some of them look cool with the black under suit. But others would look much better if it were just skin tone.
Take color 3 for example, looks great with black under suit.
Now look at color color 2 and 4 where the under suit is orange and red…needs to be skin tone!
I know she is unfinished and complaining at this point might be of useless but when she get released it will be to late. We should do something before its to late.
Imo this are the changes she really needs.
Curret Special moves.
Tensenrin (dp+k)
1.It should be moved into P specials to avoid overlap with Fuharenkyaku.
2.Make it a true reversal just like any other DP. Fuharenkyaku release (qcf+k) **
lk should travel at least 3/4 of the screen or should be blocked low
mk should be overhead Ryodansatsu (qcb+k)
EX should be overhead
**
Current Normals
cr.mk its really bad bring back her sf4 version
cr.hp needs more active frames
Target combo st.mp-f+hp/b+hp whiffs on crouched opponents fix it
**Command normals **
f.mk must be combo able in FSE
Old normals
cr.mk this should be back it was way better animated, had low profile and more range.
nj.hp SFxT version please
**V-System **
It needs more polish in general V-Trigger FSE
Should improve dash and back dash speed
Should allow to chain command normals V-Skill
Improve it by make it faster and safe on block CA
More animated on hit at close range
Orginally I meant as soon as you do the overhead or Qcf HK it releases a fireball automatically like she does an EX Fushin move in SFIV.
But in Vtrigger all the Fushin moves except Qcf Mk&Hk after the initial move (overhead-MK Two Kicks-HK) if you hold the button and release after x frames she releases the other two other fireballs the mk and hk versions from SFIV. Her eye or a giggle will signify when it’s ready.
still confused…lets see. Again, if Frame Data changes, and she is a beast, then good. Let’s roll with it. If she sucks, but looks cool, then goodbye Juri
what do you think should be nerfed?? nerf will come eventually if something is overpowered, but I dont see anything in her being too strong, currently compared to Balrog and Urien she is trash.
I don’t expect them to outright change moves like bringing back old c.MK at this stage. I think at best we can hope for them to adjust move properties and frame data, What I would like to see change from her story build:
Allow her to combo c.MP into s.MP
Make the s.CP > f.HP target combo hit crouchers
MK Fuhajin feels very limited at the moment. It’s only function right now is to extend combos, but because it can only combo off of a HP, you are only going to get any use out of this from landing a jump in or a crush counter, which isn’t a whole lot of opportunities in a high level match. To make MK Fuhajin storing more appealing, I would propose to either make the move an overhead so the player will want to use it outside of combos, or to make it comboable from a light or medium button.
HK Fuhajin feels the most underwhelming out of the stores. Juri already has good combo enders that do better damage or corner carry that doesn’t require a store resource. I would suggest increasing the damage so that it becomes Juri’s best meterless combo ender.
Increase the active frames of c.HP
Increase the plus frames of all her throws. She is in perfect place to start her fireball pressure but quickrising allows them to jump away before you even throw a fireball.
Make the FSE fireball the regular fireball with 1 hit, and make the regular fireball the FSE one and give it 2 hits. It makes more sense for the slower fireball to be in FSE mode as that’s when its party time and you want to set the opponent up for big damage. The faster fireball would fit non-FSE mode where the player wants to play keepaway so they can stock Fuhajin stores.
Extend the horizontal range of Fuhajin store kicks. At the moment they whiff when used in combos.
Make her splitkicks an overhead.
Remove the additional v-trigger consumption for chaining normals in FSE.
Honestly, all of this. The only thing I’d add is to make s.MP have forward movement. It seems like they realized during SFxT and then USFIV that giving her a forward moving normal to cancel into her short range store kicks was something that Juri needed. Not sure why they didn’t give her any this time around. It would help her FSE chains too cause right now, you get out of range really quickly.
While I love her release specials, they really need to make them worth a store. As in, the release moves need to be broken if they didn’t require a store like her fireballs in SFIV (godlike start up/recovery and hitstun for a fireball). None of her release specials exemplify that at all unless they get the changes you proposed. Being able to cancel into one another maybe the advantage that tries to compensate, but when you realize the resource cost of doing so, it’s not enough.
The more I mess around with her the more I’m inclined to ask that her qcb+K and qcf+MK specials be made into overheads. I didn’t realize how mad unsafe they were.
One important things to re-emphasize is that she lacks any worthwhile links. Any medium into special cancellable medium links would be appreciated. Considering her heavy reliance on hard attacks to make use of her MK release, she currently just doesn’t have access to decent damage from her faster buttons, with or without her release specials. Punishing slightly unsafe moves will be a nightmare.
Maybe her throw range? Actually, no. Let’s not give them any ideas.
I haven’t played a character that I liked with a good throw range since Rose, so no thanks.
Here’s Juri’s frame data. I’m interested in seeing how much of this changes by the time she releases.
Also, this may have been brought up early (I glanced through the posts from the last couple of pages and didn’t see it mentioned), there is at least one solid use for her V-skill; if you have the charged version stored, you can turn st.hp into a much more threatening poke than it already is. Well, technically any poke that’s special cancellable, but st.hp is unique in that it’s her one normal that you can delay cancel. This lets you one-hit confirm off of st.hp into charged V-skill, for a solid 170 damage and 330 stun, while building approximately 1/3rd of a bar of V-gauge. You can technically do something similar to this with other cancellable pokes by holding down MP + MK and dash cancelling backwards if you don’t hit, but you’re stuck for a minimum of 45 frames if you do it that way so that’s not exactly the safest option.
The downside is that you kinda lose pressure, a charged V-skill leaves you only at +16 vs a normal tech and +21 vs a back tech. You can catch buttons with st.hk in either case but that’s about it; dashing forward puts you at 0 vs a normal tech, but you’re still not in the opponent’s face so you can’t really threaten with anything.
…I really hope they don’t nerf her st.hp by the time she releases, I’m really liking that button.
Oh I forgot to say in my earlier post, but I totally agree with there being too many specials mapped to kick. Put pinwheel back as a qcb+K, and make the split kick qcb+P instead.