Idk guys, she seems pretty Damn solid on the ground vs many other characters. Itâs either that or I am just enjoying her, 1 day of using her I was able to give people trouble without even knowing any setups.
When u learn her setups u can still stun people in like 1 or 2 knockdowns as long as u get 1 CC.
I would love to get some matches with you to see what youâre talking about, because I definitely do not agree with your points. How does Ryu and Chun suck compared to their sfiv counterpart? They are absolutely ridiculous in this game. And setups are great, itâs getting to that setup thatâs the problem for Juri. You need good fundamental tools, many of which Juri doesnât have or has to a lesser extent than the rest of the cast.
If u put sf4 ryu in this game, u will get tagged all day with his long reaching 4 frame cr.mk for example. Also his f.hp solar plexus was 0 on block. Also easy as hell hit confirms Which every character had in sfiv. Focus attacks and making dp somewhat safe, more meter, revenge gauge. Anyways the most important feat about sfiv characters was the ability to hit confirm easily and most of the cast in sfv had great hitboxes on many attacks which is a fundamental thing in the footsy game which this game tries to focus on. It would be pretty OP if IV characters where put in here.
Also chun in usfiv was pretty Damn good with the fact that u can hazanshu red focus attack into ultra. And her super that had a startup of 2 frames? I would probably use chun in this game if she was like sfiv. I donât care much about her air legs in sfv because I like to focus on improving my ground game, Iâm not that good so I try not to choose to play a certain way yet.
Chuns IV st.mk was pretty Damn good for anti airs as well. Anyways u canât deny the fact that IV characters had way better footsie tools and more ways to counter your opponent on the ground.
1 tool that I really like in sfv that chun has is her b+HP
Alright Idk if this will explain anything because I just started using Juri. I donât really know any setups in this vid, I just wanted to see the potential of her ground game. Also in this vid I was trying to hit confirm cr.mk into super but it led to alot of negative edge mistakes or it ended up not coming out at all, same with cancelling it into fuhajins. The first 2 losses of this FT3 I lost because I tried to utilize st.lk to check him dashing or throwing lows, it worked for a bit then he started using st.hk that tagged me and hit pretty Damn hard so I had to resort to stayong a bit further and use cr.mk and such. I know I couldâve punished alot harder but I didnât, muscle memory hasnât settled in yet.
Iâm not sure if this ultra silver player was sandbagging by picking ryu based off of my rank or not but Iâll take any criticism.
Hopefully maybe this video can explain what i think of sfv Juri and offer some insight?
Lmao now u guys feel how yang was in sf4, hurtboxes extended further than his hitbox. The only moves that had good hitbox was St.lp, st.lk, cr.hp.and st.hp.
True, I just based it off the fact that a bunch of characters in my head at the time lost tools and definitely has weaker normals when comparing to sfiv.
Not only that chunli lightning legs were safe or neutral, hazanshu was safe,she had her df.Mk AA, st.mp, and she could lightning leg into ult without using meter
Sfv is just not that well of game, especially when it comes to the characters hurtboxes,hitboxes, and that 8 frame delay. The delay allows too much freedom for gimmicks such as forward dashes and with the delay you have to read jumps to AA with dp motion cuz it comes out too late and the hurtboxes and hitboxes make AAâs mediocre like chun b.HK.
SFV anti airs arenât gdlk even, just Ryus and Necallis. The other reason is hurt boxes on jump normals are really large. Either way jumps are still strong because delay and some characters having very specific anti air buttons/ranges.
To put SFV character strength in perspective for people. There was a time whenâŚ
Ryu had stubby buttons, he didnât do enough damage and his fireballs were too unsafe.
Chun Li didnât do much damage, had poor mix up game because her throw range was the shortest in the game and had the slowest overhead.
Necalli had stubby buttons, had a slow command grab and nobody knew what his V Trigger did.
Ken was unsafe on everything, had no 3 frame button, his V Trigger took a long time to build and he was stubby.
Nash was considered mediocre during most of the beta.
Now you have a character that is arguably more complicated than all of those characters with not anywhere near as much time spent on with SFV Juri. If Juri is solid, thereâs still a lot of work to be done. Juri to me just seems like another character that will pop out later because people didnât understand how she worked and just looked at things to point as faults rather than find strengths.
But she isnât complicated. She just has a execution and management and attention tax that you have to pay. And that has nothing to do with her obvious weaknesses compared to the reset of top tier. Getting over the hump with Juri is just paying the tax and being comfortable with the character. You donât get access to some strong new tactic. Itâs not like mastering Vipers SJC seizmos, or SJIA burn kicks. Once you learn those, you have something new and very strong. Juri isnât like that.
Her lights lp/lk are fine.
Her 5mp is only +4, so now you are taxed to pay attention and do counter hit confirms.
5hp doesnât CC. This is a huge weakness but I assume they donât allow it to prevent AA CC confirms that a character like vega has
5hk should airborne much faster. And she should be +5 instead of +4 after dash
Store and release should be separate commands and store should be generic.
Some special should be moved to punches.
Vtrigger shouldnât decrease for chains.
Her vskill is super unsafe and only matters in a couple matchups to take away 1 specific tactic. Birdie vskill, sim yoga fire, necalli vskill, nash far booms, for example. Otherwise its just not worth the bet to do often. Ill test it once or twice just to fuck with people. But being -13 is just too risky. I do really like it as an empty cancel in neutral off 2mp 2mk though. That is super good
hk tensenrin has low horizontal range and often whiffs at the end of a bnb.
All this is just to say that Juri isnât very strong.
There wonât be some amazing find to break her open. Thatâs not how the game works in the era of youtube and streamed tournaments. Someone will get very good with her in spite of her weaknesses, not because of some hidden strength she has.
The best things about Juri are her overhead, her safe chip, her mobility. Playing Juri correctly isnât going to be about âopening upâ your opponent, people need to get over that right now. She isnât going to get new overheads on mk release or ryo.