I stop playing Juri seriously and I’ve commited to play Karin as a main, unless s3 change something I dont think I’m playing Juri on ranked again the salty levels she caused me were not healthy for me.
This is a pretty big patch and a good opportunity for them to fix a lot of stuff when it comes to the game and certain characters.
I have high hopes for S3 patch when it comes to Juri however i should really set my expectations low ,it’s better for my own health.
Having that said, i do wonder what her new vtrigger could be and tbh i would love a new vskill as well.
On the main topic somebody suggested that she may get her old fuhajins back. I do wonder how will it work though, she gets to be a mad zoner for a limited time , would it be permament ? Or it might even be a bad choice since i doubt her fuhajins would be as annoying as…let’s say Guile’s booms.
Speaking of serious things: one of my main problems right now is that I don’t really combo from lights, I don’t have it in my muscle memory, to an example there are a good number of times where I hit the opponent with a standing short and I know I should go into a jab light tensenrin combo but instead I just press standing medium kick and get nothing out of it.
I know how to do the combo, I’ve got all the timings memorized, but I never do it instinctively.
So the question is: should I just sit in training mode and do the combo over and over again till is ingrained in my brain or would it be more beneficial to switch to a character who heavily involves comboing from lights (not sure but I suppose Mika and Chun are good examples) for some time and train my brain to go to my lights more often?
Would be cool if you got access to this new skill that you can combo in and frustrate the opponent,or make it be like a opener.She does a fast backdash and you can control if you want to attack from back or front in order to open them up and make them guess.Yes, Juri needs some dirty stuff.
Honestly, i still hope the issues her original VT have will be addressed at the end of the year with the coming of the balance changes. I like a new VT and all but her original VT still has so much potential…with a the right tweaks Hope they don’t just ignore the old VT’s.
The lack of options I feel playing Juri, especially when playing against high level opponents, really annoys me to the point that the character stopped being fun. I like her buttons, I like her combos but I hate how she’s forced to give up her turn to store, or that she’s forced to back up fullscreen just to avoid being punished for stores in neutral, I hate how her VT is short lived and doesn’t allow combos from OH and that fireball knocks down so her VT fireball set-ups suck. I think her fireball should be way more + on block after seeing characters like Menat and Ibuki have these outrageously strong store-esque moves. I dislike that her 4f punishes are bad, have low damage output even with stores and without stores/bar you can’t secure a knockdown. Juri isn’t worth it atm, if I’m against anybody who is on the same level as me - I do honestly feel handicapped by her. Her store design limits the player into very shortlived pressure due to the one-time nature of her release specials. I like the characters personality, design and gameplay but a lot of the issues within her design have put me off trying or just get me frustrated when I’m in matches.
“Oh shit, I’m out of resources. I can’t close the gap now, I either run or try to start some block pressure somehow to get a safe store.” or “I’m pressuring with a lack of stores, do I really need to spend a bar for a knockdown here or do I just LK.Pinwheel for a restand?”
All of this is annoying, and good players won’t let you store for free. No EX stores to get everything immediately and tons of consistency issues with counter-hit strings like cr.lp > st.mp > st.mk not combo’ing correctly due to counter-hit pushback ruin things for me. I can’t be bothered to invest time into Juri any more, I really can’t push the character far enough this season. I’m out until Season 3 because I’m not having fun against high level players. And that really makes me sad.
I’ve got a lot of hours on Juri, but couldn’t keep Diamond with her because of how poorly I personally performed with the character. But these are my suggestions for what I’d like to see in S3 for her, and it’ll probably be my last suggestion list, and is a changelist that I think would easily put her in top 5 territory - but every change stems from an issue I have with the design, looking to correct design issues as opposed to just buffing her senselessly.
LK.Pinwheel to knockdown.
Storeless combo enders need to be better and give knockdowns. MK.Ryo doesn’t cover backrise/quickrise effectively, LK.Pinwheel to give better oki but less corner carry than MK.Ryo. Also improves cr.mk confirms and jab confirms.
St.mp pushback on hit/block greatly reduced.
Block pressure needs to become stronger, and makes counter-hit combos less inconsistent. Potential tick throw game from st.mp.
Store hitbox greatly expanded forward.
More blockstring options for safe stores, with better spacing potential post-block. Also helps timing of fireball dissipation.
LK.release to be +1 on block, projectile speed increased 10%.
LK.release as a “one-off” special is not strong enough, increase projectile speed to balance out spaced fireball pressure and create tighter block pressure, also allows further combo potential via cancels.
HK.release damage nerf from season 1 reverted.
No need for damage decrease, unsure why this happened in the first place.
V-Trigger cancelled normals into normals cost less V-Meter, damage of store specials increased whilst in VT, fireball no longer knocks down.
V-Trigger needs extreme revamp to be anywhere near as strong as other 3-bar installs.(See Bison, Ken.)
EX Store added to allow all three stores at once.
This is an almost necessary requirement to allow Juri to sacrifice meter for fast resource gain.
Round start with all 3 stored specials available.
Juri does not need to backdash every round start considering her rushdown rework in SFV. Completely counter-intuitive.
The aim of my balance adjustments is to empower her stores, improve her weak block pressure via a st.mp adjustment and improved LK.release whilst retaining the precise nature of her neutral and pressure.
@Froztey I’m just surprised it took you this long to wake up, anyway I agreed with almost everything you listed except for one thing.
-EX store its silly imo, just start the round with the 3 stores and improve the store hit box as you said and with more push back on block and on hit for more juggle potential as it was in SF4, I’d like to be able to juggle of a store with ST.MKxxFireball to restart the pressure.