@TheKingOfParody yep i knew there were going to be changes to Juri, but what she got is close to a complete overhaul. Some of her normals look the same but function in a different way ( cr mp ).
I say it again, it’s not even a debate about how effective she will be, it’s the idea of changing a design that worked, was unique and that her fans actually enjoyed. Eventhubs and SRK is full of people that probably never played her, and are posting random bullshit of how everything is fine, only to play her for 1 week after release then return to Ken or whatever.
Your example of Vega is debatable , his inputs have changed but his gameplay is almost the same.That’s how you turn a unpopular character ( do to it’s input controls ) into a popular one. It seems that Juri lacks that luxury.
What about having better feedback over the status of store? When my thumb is holding down the button I know I’m having a fireball ready. If doing the same motion twice alternates between the kick and the stored special I have to either keep that info in mind or double check with the icons at the bottom, both of which is harder to keep track during a match than a button I’m consciously holding down.
What’s wrong with a rushdown character having a fireball or a fireball super? Laura has a fireball too. No one would confuse her for anything but a rushdown character. Also, the CA is clearly designed as a combo ender since it is so slow to come out anyways, and some people are theorizing that it is merely a placeholder anyways.
I’m sorry, but overhead doesn’t need to combo at all. There are only two characters in the game that can combo off of their overhead and that is Chun li (who needs VT to do it) and Ibuki (a brand new character in the game). So not being able to combo off of an overhead is really a moot point. Sure she could do it off of FSE in sf4, but if it doesn’t work like that now, oh well.
As for the lk fireball, I don’t care about the knockdown, but it really should hit low.
For someone who doesn’t even own the game, I’m not quite sure you would have a solid grasp of what would and wouldn’t work in this game. Writing off a character or forming negative judgments about a character before anyone has even played with the final build is a great example of what I’m talking about. Why don’t you give the character a chance first? I mean for instance, you seem FAR too worried about her overhead options when overheads really aren’t that big of a deal in this game.
@Skort I know we loved cr.mp as anti air but tbh it shouldnt be anti air in the first place, its animation didnt look like it and s.hp is better option now since is special cancelable, have more damage and stun and maybe CC properties.
Bro you should ask for buffs instead of nerfs leave that to other people.
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Ryodansatsu (qcb+k) is fine in K buttons but EX needs to be an overhead
Tensenrin (dp+k) is far better than the old pinwheel but it should be (dp+p) since is her reversal it can input lap with her Fuharenkyaku and if its (qcb+k) with her super, I know in SF4 was not an big issue but that was because you input was EX
Agree
Agree
Why should lk fireball knock down? I think it should be combo extender
They nailed her character model, it’s superb.
Voice actress = great
Animations = great
Gameplay = mixed bag of random ideas. I mean really, they got rid of her dive but gave her Chun’s hazanshu ? The hell ?
Modding Juri into training mode. Shouldnt be a problem that shoud get you banned.
Playing online is a different story, you are playing with content not yet approved for ranked/online play.
Its like a Car. We are all allowed to modify our cars with new technology.
Its you cant take your modded car to a stock parts car race and expect there not to be people upset and wanting you banned. Yes those parts are coming into future races but its not approved yet.
So be sensible, and not an asshole flaunting his new toy online.
@Garu
nooooooooo. you misunderstood. when i said “lk fireball ca not knock down exclamation point”…i wasnt saying it should…i was saying it does when it shouldnt.
I feel juri is has cammys footsies. Some great normals that don’t cancel into anything and normals you have to get in to make things happen. Unfortunately she lacks a dive kick to change her jump arc, but here is hoping your throws get buffed to allow airborne assaults.
Gotta be honest, I miss her fireball stores, and i miss holding the buttons, But i understand losing access to buttons so making rekka based is alright with me. I will main her regardless as i have been maining her in street fighter 4 ever since she hit in super.
But as someone who’s played Juri and is super used to how she played in 4 this is a hefty change, but she definitely feels unfinished. I’m hoping at the least they’ll like the mp/hk target combo hit crouchers. Wont even hit crouchers who are in hitstun.
gonna agree that giving her one of chun’s trademark moves seems kinda lazy, shoulda let her keep her divekick IMO
IMO they should also make her vtrigger just a timer like chun’s.
After messing around with her for a good while in training mode I think she’s pretty much complete. Theyll probably tweak frame data and hit/hurt boxes. Would hate a walk speed nerf because imho her glaring weakness is getting in. I personally would like a slight increase in her back walkspeed.
The two items that will almost certainly be changed are her v skill and CA. A part of me thinks her v skill should be safe on block (ala Cammy) and the startup charge time makes it impractical in the midrange game.
Her CA is useless… just my opinion.
If i could ask for one major buff it’s to make the lk fuhajin go farther…