So glad juri is coming back. I was a little worried I won’t find a character to play on V’s launch. I’m dealing with a love hate relationship with karin right now. Hopefully our girl gets some well deserved love when she comes back in V.
Alright so I did some theory stuff and some math. If kasatushi (her counter) functions near the same way as it’s SFxT counterpart (probably 2/3f startup instead of 1f since then she would be able to get out of jail free card for free all the time) then she can punish almost every V-reversal in the current cast.
Cannot counter
FANG
Rashid
Vega
Nash
(These V reversals deal no dmg so there is nothing to counter)
Counterable but still safe
Chun (-2 her V reversal becomes instead of 0)
Birdie (-1 from -2 so it becomes 1f safer)
Gief (countering his leaves him at +1 advantage so a +4f advantage increase so caution should be used here)
Bison -2
Everyone’s V reversal can be punished for a combo. Which gives Juri an edge over the other characters seeing as how she can outright negate the hitstun and move into an attack position. This theory was also used with the behind counter version midscreen. If you use the back version say…in the corner then virtually every V reversal can be punished, except the non dmging ones still.
And this is all based off how kasatushi’s frame data works in SFxT. I only see the following changes made to it.
startup- 2/3f (normal version), ex 1f
active frames- 25 (don’t want it being too long I’d imagine this could be altered probably)
The recovery, and counter frames themselves probably won’t change…hopefully.
recovery- 17 frames
fwd counter frames- 20f
back-15f
air- 17f
I’m pretty sure there will at least be 3 colors for everyone to enjoy, colors are really varied in this game… Personal favorite alternate colors of mine were the blue, green, black pants, and the silver color of her alt 2.
What I wasn’t really a fan of was how her pants didn’t really change colors outside of black one, other than that they were just white with a slight change of color hue, I more or less expect them to give more variety to that when she gets her old costume back…
Seriously hope the colors are all available at the shop though, because fuck survival mode.
Hmmm very interesting observation, didn’t occur to me that this could be possible with her Kasatushi.
With this in mind, I’m kinda worrying they’d have this mindset that it would be “broken” to counter V-Reversals this way (who knows how Capcom may think about it), I just hope they don’t go over nerf her counter if they think this way becuase essentially it’s a good tool for baiting V-reversals but nothing too much.
Well you could punish CC (cross cancels aka alpha counters) in SFxT (not all of them but a majority of them) and capcom never touched that. Hell they never touched kasatushi in that game. I mean I expect kasatushi to preform nearly identical to it’s SFxT counterpart. But with some adjustments.
It was possible in SF4 as well. Just nobody took the time to do some number crunching and bother. Since 99% of Juri players just used the up counter which…doesn’t really work alot of the time because how long it takes to land a hit from the air. It was an unexplored move for a long time and deemed “not very good, or useless move”.
Taking mashing chainable jabs for example. If I countered a jab I could potentially punish it with a move of my own (despite the jabs still being pressed). How? Counting frames. It was really simple once I just did some math.
I never used up counter outside of trying (hard) to punish characters chucking projectiles, most of the time I’d just use back or forward depending on the situation.
An interesting change to her EX version in this game would be that outside of it activating faster, she’d also travel faster and/or having much less recovery frames, probably making her jump arc faster for the up and diagonal counters, that can be cool I guess.
I noticed v-triggers that power up moves like Birdie’s and Ken’s are three bars. But then I notice Ryu’s v-trigger is two bars. But that could be because Ryu’s v-trigger still lets you do ex specials. I played Ken many days ago, but I think I remember not being able to do ex moves when v-trigger is activated. I don’t remember what the deal was with Birdie’s v-trigger.
So, assuming Juri’s v-trigger is FSE, I hope it’s only two bars. Faster to fill up, and lets you do ex moves.
Ultra 2? What’s that? Feng Shui Engine EVERY game. I once KO’ed someone in 15 seconds from them having 100% - 0% life. EX Fuhajin setup into Ultra 1 and then… you know the rest.
The only time I ever used Ultra 2 was against a Zangief. Man, I’m gonna miss SFIV Juri Ultra 1… ;-;
To be fair to Kaisen, hitting someone with her EX Divekick without any of its followups into Ultra 2 was one of the coolest hitconfirms of the game imo. Weird how only in USF4 they decided it was a good idea not to have the followups of her Divekick come out automatically.
Regardless of that yeah FSE all the way… loved when I’d get to deplete at least 60% of the opponent’s health in only a couple combos. I’d love it if it worked the same way in SFV though I’m still not sure if they will keep it the same… the Marvel chains are just awesome and the amount of grey damage she’d do would be so good (could even punish V-reversals I guess).
IIRC only Cammy got her health nerfed when it comes to returnees from SF4 (950 to 900)
Most of the characters in the 950 group except Mika are rushdown characters with projectiles in general so Juri would fit right in imo, so I think she’ll be fine.
as long as her tools are inherently the same and presuming they will be, she’ll be top tier on the basis that she can control space and force people into taking risks ala chun.
presuming feng shui will be a 3 bar v trigger and parry will be her v reversal, with some sort of control like nash. hoping she retains her nj.rh like chun as i believe she’s the only one that has a ‘different’ move where everyone else has the same jumping and standing moves no matter the situation.
oh and yes i’m still around to an extent, hi. lol.
FSE only worked on low level idiots. Much more strategically sound to take a guaranteed damage Ultra. With FSE all it took was a few good blocks and a hard knockdown to make your efforts wasted. Once you lose the momentum with FSE it stays gone.
Plus U2 had setups for days. I probably have 7 different ways to combo into it off the top of my head at any given moment.