The Spider's Lair - Juri

Hmm, just checked the post about Juri on eventhubs.

A large part of the people who posted are unhappy about the changes she received. Some quotes from eventhubs :

"Why bring a character back if their entire playstyle gets left behind?

Should have just made this a new character i think."

or

“This is not Juri, her trademark moves like the dive kick and fireballs are gone. Can you imagine that they removed guile mid or strong sonic booms? Or Ibuki kunai? Or Gen dive kicks? Well that’s what they did to Juri.”

While i learned her a bit via the mod ,i have to say she does not feel like Juri and that makes me salty. When i enjoy playing as Urien more then Juri, while i don’t play charge characters and Juri was my former main in 4, then you know something is wrong. She kinda feels like a gimped version of Karin.

A gimped version of Karin? Definitely not. As a Karin main I see all those strong AA options along with her solid footsie tools and I’m jelly. The only thing she lacks compared to Karin right now I think is her great medium > medium hit confirm and explosive damage outside FSE.

I totally understand the salt about Juri’s changes. It was the same thing I felt when after waiting over a decade to play Karin again only to get a completely different character using Karin’s model. I remember my complaints on this forums were dismissed since I should be glad that Karin is now a footsie goddess, but some people just don’t seem to understand that the character being top-tier doesn’t matter to some players when it’s not an playstyle that they feel expresses themselves.

Anyway, I guess I’m just too used to this just being another day in SFV, and have grown to accept these drastic changes to characters not called Ryu or Cammy.

I don’t see the point though.

Bring a character back just for the visuals and not the gameplay ? If that’s the case why bother ? Most people don’t want to play Juri just for the visuals alone ,they do so just because they enjoy the gameplay as well. If the theme is to almost fully revamp returning characters,why bring them back in the first place and don’t just add a totally new character to the roster ?

As for now, we have a Juri model with the soul of a newcomer to the roster. Kinda reminds me of the bug alien from MIB 1 that stole that dude’s skin ( lol ). Good job on managing to accept such big changes Quixotic , it’s not that easy for some of us though :confused:

PS : damn i’m salty … xD

We understand completely. We just think you’re a pussy because of it. This is SRK, not EventHubs. Play to win.

She has a pinwheel, a Fuhajin fireball, both her old crossups, her j.mp, she has many of her old normals, or normals that look like her old normals, she has FSE, and she actually has a good walk speed.

Ibuki plays nothing like New Generation, Second Impact, Third Strike or SF4, but you don’t see those players complaining. Where’s Yoroi Doushi? Where’s Tsumuji? Kasumi Suzaku? cancellable s.MK? Yami Shigure? A forward dash that goes through people?

You never saw Ken players complain about how his normals and super have changed, or how he plays more like Akuma now than he does his 3S or SF4 version.

Well if I may be cynical, it’s because Capcom doesn’t exactly have a good track record of making popular new characters post SF2.

SF3 was highly rejected at first. Eventually people warmed up to some of the cast though nostalgia probably plays a factor.

How many of the new characters introduced in SF4 did people actually like? There’s Juri, and maybe C Viper? People played Rufus and Abel, but more so strictly for their gameplay than personality.

Capcom probably think they can hedge there bets in doing a complete revamp like SF3 again, but this time using familiar and popular characters to draw people in.

@QuixoticNeutral well,even if that’s the case, then they screwed up badly. If their track record is bad, then why change a character that was newly implemented in the franchise and considered popular as well, Juri ?

She was one of the few that did not need the change lol.

Lol way to completely validate my earlier post. I guess you forgot to read the bit at the end where I said I’ve grown to accept new Karin & Juri for what they are. But hey, don’t let me stop you getting your forum cred.

Pipe dream changes before release:

Change storing back to directional fireballs, and button holds.
Make her new pinwheels a qcb+k motion.
Make the split kick a qcb+p motion, and give it overhead properties, even if it’s just the ex version.
Make her hard fuhajin release a standalone qcf+p motion.
Let her overhead link in FSE mode.
Better anti-air properties.

I like the rest of the new design, I’m just gonna miss the fireball zoning part of her game and holding those buttons, haha. And like I said, pipe dreams. I realize this stuff won’t happen.

Fully agree on the anti air department. For a character with 2 godlike normals, cr mp and cr hp to be reduced to average at best,it’s just underwhelming . People say the new cr hp is fast and a good anti air, i guess it’s decent but it feels that you have to do it quite late in order to hit.

You’d not buy the game based on Juri’s moveset? Her moveset may not be the same as SF4 and down back may be a powerful tool against her, but that doesn’t mean she can’t open people up. Plus her damage potential is HUGE right now. It looks like she’ll play as more of a rushdown character looking to get a stray hit to lead to big damage. Not having a great overhead isn’t the end of the world for a character…

I’m curious why they effectively replaced her divekick with hazanshu. They both serve the main primary function (gets around fireballs) and even their EXs also serve the same function of putting the opponent in in a juggle state.

I don’t think it’s because they’re afraid of giving Juri divekick pressure, as I would expect it to be mad punishable like Rashid’s. Maybe it is because Juri now has air combos and they don’t want you to be able to cancel them into her EX divekick.

I’m curious about everything they’ve done to her. Like some people here and on eventhubs I don’t see the point for doing such a drastic change to a fairly new character. I can see why they gave, say, Dictator some new stuff because his character/gameplay design is decades old. Juri is pretty new and had a very unique moveset so there was really no reason to rebuild her the way they did. I could live without the teleport because it’d probably be too good in this game (think Nash having constant access to his V-Reversal) but I don’t see why they took out the triple fireball & storage mechanic and the dive kick. The latter was totally unsafe anyway so it’s not like it was a braindead spammable Rufus-divekick which is something they wanted to get away from.

I like image B the best
I don’t mind the black on the legs because it flows with the outfit. I just want to see chest. I mean I play Chun and Laura so DUH!
plus I kinda dig the eye patch

As far as how Juri plays, I still haven’t replayed her sections as I’ve been working with Ibuki. But I watched a streamer yesterday show off Juri in online matches and he was showing some good stuff! I’ll wait till she’s full released to dive in hardcore with her.

She absolutely did need a change. I am not saying what they did with her is entirely correct but she needed changes. She is popular because of her design not her gameplay back when she was new in SSFIV Capcom kept boasting about how beginner friendly she is and everybody knows that turned out to not be true. Most people didn’t like her style and hated her special moves ironically only liking her divekick which has been removed in SFV. Nobody liked the old store mechanic nor did they like that Juri outside of FSE could not be played very aggressive despite her design and personality suggesting it.

I am willing to give new Juri a chance. My biggest compliant besides some of her normals not feeling as good as they look in her current unfinished state is the disconnect between her specials looking like overheads yet they aren’t overheads. She has an Hazanshu like move yet it’s not an overhead(?), and her medium release looks like it should be one too. It is extremely ugly game design let one of them be a damn overhead.

Also I don’t want them to make Pinwheel the old input now that she is using it for anti airs. Her super is QCBx2 no thank you to more input laps please let me be sloppy mashing out a reversal without getting accidental super. lol

I think it’s exciting. She is different but similar enough to the SF4 Juri that it’s fine. Plus the negative edge thing sucked. Keep that shit in GG. Losing a normal to store a special is about the most awful thing you could implement in this game that is so heavy on normal usage (especially since Juri’s horizontal fireball was her lk). She’d be a terrible character in this game just with having negative edging.

In that case you use your normals in the neutral and go for stored Fuhajins when the opponent is cornered or after a CC sweep. Heck, that’s probably even how most Juri players used her in SFIV as well with the occasional LK fireball stocked to fish for something with cr.MK into fireball.

Don’t see why that wouldn’t work here. Maybe I’m just a lone exception in that I like holding buttons to charge stuff (as mentioned some time ago, I come from SC Hilde) but I didn’t see any problem with the mechanic or to phrase it differently, I think the benefits outweighted the loss of a button for a short period of time. New Juri simply feels like a lazy and risk-free version of the character. Something I would have expected them to pull off in SFIV only to move onto something more unique instead of doing it the other way around.

And I totally disagree with people saying she couldn’t be played aggressively outside FSE. Unless you were playing against Hugo or Gief where spamming fireballs was a garantueed win of course.

I have to disagree with the nobody liking the old store mechanic part. The novelty of having to play the game while holdng down stores was part of the appeal that drew me to her in the first place, as I’m sure others here will also say.

That said I do think that removing it may have been a necessary evil. This game is too throw-heavy not to be able to tech throws.

Right now my main concern with her is how are they going to balance her damage output with and without stores. I’ve done a bit of labbing and it seems you you need to have at least 2 stores (MK + HK) to deal out more damage than just ending most combos with HK Pinwheel. From Capcom’s own internal play tests I wonder how often and easy is Juri expected to get 2+ stores? And is it really worth Juri players having to sink that time in to repeatedly get 2+ stores when compared with other characters who don’t have to setup? Not posting doom & gloom, but I’m really curious as to what’s their thoughts are on this since she reminds me a lot like Jam in GG or even drunken master archetypes in other games.

Also @Trife88 would you be able to confirm for me that Juri can combo all her stores outside of FSE? I was thinking she might be able to do her s.MP > back HP target combo X LP Fuhajin X HK Fuhajin X MK Fuhajin.

I think you are the lone exception. I haven’t seen many ex-Juri players in favor of keeping the store mechanic. I’m still not entirely clear why you’d want to hamper your moveset just to maintain consistency between SF4 Juri and SFV Juri. Sounds more like an aversion to change to me, rather than an argument of necessity.

Juri’s stores are still quite fast and are still safe on block, so I think it’s feasible for us to have stores available when we need them. Plus we have invincible DPs now (I believe HK Tesenrin is strike invincible when it goes airborne) so if someone tries to jump on us while we store, we can still kick them out of the air.

The one I’m personally worried about is charged V-skill, at minimum you’d be stuck for 57 frames (dash forward) or 65 frames (dash backward) if you want to charge up V-skill and retain the powered up version. Not “impossible,” but like Alex’s V-skill before it, not something I think we’ll be going for that often. We’ll see how it develops though since we can cancel it earlier as a bait/feint, though the charge won’t be maintained.

Also…I made my first combo video. Funny that my first combo video is on a still unfinished character :rofl:

https://youtu.be/Z2RAVn8x378

She just has a lot of variety in what she can do compared to everyone else, even if it’s not all optimal. Shades of SF x TK stuff.

Not all new stuff in there but I tried a few things that I didn’t see in the vids from the last few pages.

It’s not really a debate of how effective she is going to be in Street Fighter 5, it’s a debate about losing the identity of the character, about the little and big things that made Juri the character she is.