At this point i would like if they add Urien next for 2 reasons :
1 - I actually do want to play this dude, he looks damn cool and is very fun
2 - gives Capcom more time to polish up Juri ( shine those feet Capcom, shine i say !! )
Her s.HP is actually really good anti-air now though. Honestly, it’s her best meterless one. It doesn’t cover right on top of her like cr.HP used to, but b.HK can, albeit with less damage. She still has good anti-air, but they’re requiring us to consider which ones to use for various positions now. s.HP is very good all around though.
I guess I’m one of the only ones who thought her SF4 playstyle really matched her personality. Kinda like a sadistic spider, that likes to toy with her prey before going in for the kill, with her different FB stores and her longer range pokes and teleport functioning as her “web”. Usually the goal of her zoning wasn’t to just play keep-away, it was to frustrate your opponent into making a mistake like over committing to something unsafe (fireball at EX divekick range while your in the air) or approaching right into an active hitbox of one of your normals and going into FB release combos. Also I think her rushdown was underrated in 4 because it was easy to catch people off-guard when you went in on them after zoning them out for most the match and weren’t in FSE. Her stores weren’t really an issue if you played her on stick, and mostly just came down to experience on when to release them or not, and could easily mindfuck your opponent when they think you have a light or med release stored(from conditioning) and grab or FA them. IMO, Juri’s game was all about mindgames, if you can outsmart the other player you’d win, if not or you made too many mistakes you’d lose. This was the reason I considered her my “main”, even tho I was better with other characters like Ryu, Rog, and Yang, when I won it felt like it was more from me outplaying my opponent then just abusing some gimmick, or match-up, and figured it was same with others that played her. This is also what makes me think that a lot of the people shitting on her old playstyle, or were really happy about her changes never played her. I was able to get one of my friends to reinstall 5 and get her training mode mod, and yeah I think she has the potential to be one of the more fun characters to play in 5, but lost a lot of what defined her as a character when they shoehorned her into a rushdown character.
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If we are to compare playstyle to the character’s personality then her gameplan fit her perfectly in 4. Because it was basically 2 things she actually did do in the OVA as well.
1 - toy around / bait / lure / taunt the enemy around ( fuhajin release made her laugh, zoning around to frustrate the enemy etc )
2 - when things got more serious, she activated FSE and kicked their butts ( like she did to Guile when he landed a sonic boom on her in the OVA )
So yeah, Juri’s gameplan was 100% in theme with her personality, meaning unpredictable. Two extremes,either zone the living hell out of them or end their life with 2 FSE resets.
Like its been said here a lot, I love everything else about her especially her prem costume, just her moveset doesn’t really make sense from a design standpoint and seems like it was done by someone who never played as her. Her qcb+k seems really redundant if they keep it as is with her Vskill aside from EX extending combos. Also with her new FB releases she has, she feels like a halfassed rekka character more than anything else. Might be blasphemy, but I think they should just remove the store, give her another option to deal with fireballs, and maybe fully commit to giving her rekka kicks (full qcf motions) that actually combo into in either a high, mid, or low hit depending on the kick used. Also when I got to play as her she seemed really easy to stall out without overhead cancels, and seems easier to rushdown in general. You have EX pinwheel, but at the same time she really needs the meter for damage and doesn’t seem suited for this “taking turns” style of play that SFV tends to devolve into. This could also be because I was trying to play her like in 4 or SFxT.
I agree as she is now it will be much better if they remove her storing mechanic, the store mechanic was needed in order to balance her fireball gaming wich could be overpowered if they wouldnt have restringed it somehow. But now its pointless she no longer have fireballs and her rekka moves are barely useful.
Nah, I agree with you on that one. I’m happy to get on board with the new Juri overall, but the original Juri’s playstyle suited personality/story just fine.
Part of the reason I’m ok with the changes, is because they’ve explained it in story. She lost her FSE. It’s gone. Taken/destroyed by Bison. She got a low end, experimental model. You don’t like her moveset as much? Don’t like the black & white energy? Well, it’s not Juri’s fault. It’s the new eye!
I wouldn’t say I hate her new moveset itself, It’s interesting for SF5 but still seems incomplete, and not in the “hurp derp shes not finished” way. I mean properties that will most likely stay or even get nerfed given Capcom’s track record for balancing and their vision of how SF5 should be played. Functionally the moveset doesn’t do anything new for 5 and aside from different animations seem like rehashes except for FSE and stores. qcb+k is Chun’s overhead except it doesn’t function like one but can juggle in EX, her releases seem to act like scythe kicks with beter properties, but locked behind stores. And her DP has a slightly beter hitbox, but is only invincible on EX. I like her Vskill but its still an upgraded dash, and FSE just seems like a toned down version of itself. As far as playstyle goes the only thing I could come up with was that she has more options on what she can cancel into, but still her only viable gameplan is to rushdown right outside of jab/throw range and rely on getting free CH against some of the cast with stubbier normals. Aside from this and relying on her mobility and abusing Vskill I don’t really see any other options for her, and think other members of the cast do these better. Overall if they had just made this a new character I would probably have been cool with it, but then again I would’ve probably dropped this game when the rest of my friends did.
I understand the changes to her fireball game due to her Eye being removed, but still doesn’t cover why she lost her divekick, and doesn’t explain why she still has FSE. Thats cool and all that they want to change her moveset due to the story, but give her something unique and make her personality reflect these changes. Like a lot the people in this thread before her reveal, I felt her old moveset would’ve adapted very well to 5 and added a lot of much needed depth. I’m really not trying to come off negative here, and if any one feels differently I’d like to know why. I’m mostly just here research and like a lot of the other change suggestions.
@"Half Breed"
I feel you bro, but I think the removal of her divekick is for the best its pourpose was to punish fireballs but that was rather useless and risky not to mention that it demanded high execution just like chun instant air legs, and to be honest you could punish very few characters with that move, I think they should replace that divekick with air pinwheel, it would open a lot of posibilities.
She lost her divekick because Capcom wants her fighting style to be more in your face. Really not that hard to understand.
Her dive was shit anyway. It wasn’t fucking iconic or signature, or any of that shit, it was a means of compensating for her otherwise shitty mobility in 4.
She has FSE because she still has her cybernetic eye. It’s literally her power source.
I’m falling in love with her new target combo (MP>f/b+HP) the more I play with her. It’s her most reliable combo starter that gets her a store since you don’t have to worry being out of range with the store kick. Good damage too. Keeping my fingers crossed for it to hit crouchers when she’s finished.
That’s probably my number one request right now alongside somehow making her VTrigger more economic and/or more mixup heavy (overhead shenanigans).
I was only talking about her keeping her divekick from a story perspective since it didn’t seem to be linked to FSE. Divekick was one of the last move of her’s I wanted or even expected to return. Still would’ve been fun comboing into off of jump-in, but would rather have a lot of her other tools like nj.HK. Just imagine air FSE combos into EX divekick, but Capcom would never let that happen. Air pinwheel would be just as orgasmic, but same applies, never going to happen in 5.
Should’ve been more clear, but the point was how inconsistent they’ve been with explaining how her FSE has changed her moveset. Her eye is damaged/replaced and that’s the premise I guess for her losing her fireballs and teleport, but her activating the engine itself still functions the same as before except for overheads. I just figured from a story standpoint, the later would be more dependent on her eye working properly, but then again, its the story in a fighting.
Nerf her walk speed (slightly), only so people don’t complain.
Her dive kick is impractical in this game since most specials and mid to heavy buttons propel you forward. She has V-skill (which will probably be adjusted for the better) and hazanshu variations can get over fireballs. It can juggle too. I’m okay with it.
Her HK release, EX release and ex hazasnshu are all good for pushing opponents into the corner
Her Lk fireball is sexy as hell for back recoveries and meaty setups. I would like them to make it + on block though. Please?
What I DO want to see is her MK release have a projectile. + on block, of course. This would bring back her fireball game. Again, her HK fireball would be superfluous as an AA. It was only amazing when it was in the corner. She’s much more rush down heavy this time to balance that missing piece.
Hmm would having st HP link on crouching opponents be overkill? I’m still on the fence about that.
The target combo? I don’t think so. If Ryu can link s.MP into c.HP that raises up crouching opponents, then why shouldn’t Juri’s hit crouchers? This will make it more viable as a means to counterhit crouch blockers rather than just a punish combo starter.
Her divekick was great for blowing up people that relied heavily on focus attacks to absorb hits. Jump in with j.mp to eat the hit, then cancel into divekick which would break armor if they somehow hit level 3