I used to think having LK release be + on block would be broken, but please take into account it’s a store move, and it shouldn’t be “on par” with other fireball esque tools, it should be stronger due to the nature of it’s store requirment. Glance over her frame data and you’ll see she’s lacking consistent pressure, buffing up LK release would give her some extra attacking power.
How plus on hit would it need to be to combo into sweep (from about c.mk distance like in usf4)? I finally broke the habit, but it still comes out from time to time.
I kind of lean more towards fixing her Store/Release System first over anything else. That’s not to say that things like St.Mp pushback or Cr.Hp Anti-Air ability doesn’t need to be looked at, but her Store/Release is her main gameplay mechanic and is also the biggest thing holding her back at the moment.
You’ve seen the light!, Really though this sums up what my gripes are with this character basically. Such a shame as she has an insane amount of potential to make her a LOT more unique, fun and overall a very creative character. She is unfortunately relegated to being an ineffective offense character that has to give up pressure to get stores, constantly “running away”, playing the hit and run playstyle is not fun(except maybe for infiltration). And then there are her inconsistency issues with ch pushback.
The highlighted changes i personally feel she would benefit the most from regarding pressure, solving a lot of her inconsistency issues, as well as optimizing knockdown scenarios and are not only reasonable, but necessary.
Just having a +1 oB fireball, less pushback on st.mp and more range on her store would make her hitconfirm capabilities much more optimized, not having to commit to negative oB stores without hitconfirming, not being forced to stop pressure for the sake of getting a store, the ability to optimize counterhit scenarios. You can also afford to combo into her store which allows better post knockdown pressure(st.mp, t.mk xx store for example, or st.mp, st.mk xx mk release, st.mk xx store) She would get the ability to clearly choose between pressure or damage and can keep an offensive flow going.
I like the added speed on the lk fireball to avoid making spaced projectiles something ridiculous, although people also seem to forget spaced fireballs are never really true blockstrings and can be interrupted…especially the ranges you want to dash afterwards, people can press buttons more often than not after a Juri dashes after a CANCELLED normal into lk fireball.
Regarding the EX Store, i would like that but then having to start a round with all her stores available would be perhaps too much. It’s “OR” and not “BOTH” for me personally but i won’t say no to it.
I don’t care too much about starting the initial round with all her stores, however having stores carry over between rounds seem more reasonable though if you have an EX store.
LK Pinwheel knockding down is understandable because she doesn’t get good knockdown scenarios from “random” pokes(namely cr.mk), however wouldn’t you rather prefer that her lk pinwheel would leave her closer instead of a knockdown? MOst of Juri her knockdowns don’t give her time to store and be + if the opponent does a quick rise, she’s even punishable in certain cases. I also prefer the lk pinwheel to keep her closer so i don’t have to deal with normal and back recovery but that is a personal gripe.
Though i can see it knocking down being preferable if you have a lk fireball stored though as you cna easily set up safe pressure then.
I like all the changes you suggested and basically everything is in line with what i want also, hopefully Capcom actually knows what the fuck people want from Juri instead of going off on their own and doing shit nobody wants.
I’m going full in on Zeku for the remaining time until i see the S3 changes…
The reason I wanted LK.Pinwheel to knockdown was to get strong oki from hit confirms. All of her knockdown oki is weak, she can’t answer backrise effectively. If she just had one combo ender that gave her a solid setup I’d be happy. MK.Ryo giving strong pressure afterward seems too good because of how it carries so far, and HK.Fuha giving a proper meaty even on backrise would be great
I’m just looking for better oki, I’m sick of having to choose which wakeup I have to answer and then I play Kolin who answers both wakeup options for free from every combo ender.
My thought process was that if less pushback on st.mp and more horizontal range on her store you can get reliable hitconfirms into her store, which has strong oki options, though damage will be lacking.
I’m guessing you mainly mean from hitconfirming cr.mk though? Then yeah i actually agree fully. So…this makes me think of her light ryo, maybe can fill in a use for her…lol.
I personally hate the whole backrise recovery mechanic as it adds nothing to the game, it just makes things frustrating and whatnot and more and more characters find ways around it by doing resets, having 4+ active frames normals, knockdowns from which you cna’t back recover etc. Juri on the other hand…eeh, nope.
question: would lp tensenrin being a KD make it not combo into CA anymore?
Depends on how high it pops them up before they land on the ground. However, it shouldn’t need to send them up too high to still combo since you usually cancel from the first few hits anyway.
It would whiff in a lot of scenarios for sure, that is why I like it the way it is. What I like instead is a soft rework in Tensenrin , lp version being as it is, but mp being combo ender like it was her hk senpusha in USF4, and finally her hp tensenrin being a proper dp.
Another question: why off TC with light fireball stored we do fireball -> light tensenrin -> CA instead of fireball -> HK ryo -> CA?
Probably cause it’s easier? Idk cause I don’t tend to use TC xx fireball in general and would rather save the fireball for pressure and stuff
I actually do the latter the few times i manage to land her tc
tc xx lk fuha, hk ryo xx ca does more damage than tc xx lk fuha, dash, lk tensenrin xx ca. In general going for hk ryo does more damage.
Without CA people tend to go for her lk tensenrin because it gives better post knockdown options.
I’m sure it’s mostly a force of habit, i know it is with me when i do lk tensenrin ca eventhough i know it isn’t the most damaging option.
I didn’t even know it was a thing, because I’ve never seen it done or mentioned around.
well is much easier to cancel into CA from ryo then tensenrin for me, you have more time and the timing for the hit on Ryo is the same of EX ryo which we learn on day 1 of Juri bootcamp. Mk and Lk have different timings but why would you give up the damage anyway.
Supposed colour editor for SFV:AE or something.
So remember when Gentlemen Thief said he would post Juri tech on Twitter? So far he posted 2 things only…
Not even the best Juri player has new tech to share
Even Ryu being that basic has more tech