Anyone can make a breakdown of her new qcb+K? I see it extends combos and that the EX version is a launcher, but what’s its purpose aside from that?
Same for her stored MK button, I can’t see what’s the difference with the stored HK aside from being airborne. I guess it’s to beat throws?
stored mk extends combos and i think can hop over some fireballs? not sure since i dont own SFV yet.
i was waiting for Juri’s official release.
now, not so much. prob will still get it on her release date tho. assuming she gets fixed and her moveset still isnt a clusterfuck of nonsensical bullshit that doesnt really go together.
also,
can we all agree to call qcb+k her Hazanshu?
can we all agree to call stored mk her Jaquar kick?
Funny thing, i can’t seem to get the vskill dash cancel into the heavy punch like you did. It just doesn’t come out. Do you press it mid flight / travel or how ? @ 00:14 in that video.
EDIT : that’s just a normal dash ? mhh fail on my part,got me confused for a second
her hazanshu also is an easy confirm into her super, for what its worth. so she can hazanshu through a fireball from 3/4 screen and land super from it if so inclined. im guessing it used to be overhead but she was probably too strong with that so they just gave her a massive throw range instead. i think this version of juri is definitely strong enough to compete so i don’t really mind that hazanshu isn’t overhead
Another thing I discovered about her VS: if you dash cancel it the next time you tap MP+MK she will automatically do the 2 hit charged version. So basically you can store a 6f attack that will hit the opponent on both sides.
Funny how she’s turning out to be the opposite of Ibuki in terms of store mechanics - she starts with nothing and has to build her own moveset piece by piece until you enter VT where you can unleash everything freely.
And AFAIK to access the charged version you need to wait a bit before dash cancelling (there will be a small “shockwave” effect when it’s charged). You can’t charge and immediately dash cancel to get the charged version.
Yeah I was trying to find the visual cue that suggests it is charged. Did you manage to count how many frames you need before it charges up?
The MP+MK cancel seems to be doable at any moment though, although I don’t know how much recovery it has (doesn’t seem horrendous).
The charged version seems to me pretty good to quickly punish fireballs - it goes through projectiles - or random jumps thanks to what it seems a pretty big hitbox. It also gives a lot of meter even on block.
The shockwave effect appears on frame 41 so I’d assume about that amount.
You can cancel out of an uncharged V-skill on frame 16, and the cancel animation lasts for 25 frames; so you’d be stuck for 41 frames in that instance. I think you can cancel out of V-skill on release starting on frame 6 so it’s 31 frames in those cases.