The Spider's Lair - Juri

Looks like Juri will be getting a prologue story mode just like all the other characters since Alex has one. I wonder who her 3 fights will be against?

Cammy
Chun-Li
Bison
?

I hope the Bison one (if he is one of the fights) sheds some light on their meeting at the end of USFIV.

Yes sir. North Miami.

Counter teleport?

As a V-skill? Heck no.

As her V-Trigger, absolutely, yes. I also can’t imagine anything BUT Feng Shui Engine for her V-Trigger.

So if Alex is any indication we’ll see her alts, colors, story mode and gameplay at least 2 days before she gets released… which is pretty cool I guess. Also considering that every character seem to have a different hair style I suppose the the ones who don’t like the horns (doesn’t include me) will have their hair down whatever alt, so everybody wins yay.

As for V-Skill, I’d still like it to be Fuhajin if they choose to make it based on an already existing move because again not losing buttons seem like a good idea for her gameplay in general.

Oh and another thing, from the stream I’ve seen Alex got plenty of links… and his st.HP is now special cancellable, considering they also gave new links to characters who returned from SF4 I suppose it’s not that far off a possibility that they will give Juri some new options as well, here’s hoping for some HP/HK into mediums or mediums into mediums…

Also why is Darkphyre disagreeing with every FSE’s posts lol.

Ah, I meant v-trigger. For v-skill, dunno. Whatever it is, I hope it’s something that helps build v-trigger gauge.

Not losing a button to store would be awesome but how would you picture it working? The only way I can see is if the vskill was just the kick and the qcf+k either did fuhajin release or something else (or nothing) depending on if you had a store or not. Functionally possible, but kasatushi is still the best bet for vskill based on what’s already available to the rest of the cast (I guess bison’s would be the closest to a fuhajin vskill tho…).

I just assume whatever he’s typed is wrong and mark it accordingly. It’s a status he’s earned. :smiley:

It’s kind of the opposite of what you said… my idea is her V-Skill being the projectile itself: You it store by doing qcf+k like usual, and to release it you press mp+mk. Now to choose which version of it you want you just have to hold a direction and then press mp+mk (hold down, back or forward to release which version you want), which means no loss of buttons, so no more things like being unable to do throws for example.

Another good thing I forgot to mention that comes out of this is that being able to choose which version of the projectile you want from the get go instead of having to rely on the button itself like it was in SF4. Another more obvious thing that’s good about it is that you gain V-Gauge from it.

Eh he’s alright by me… I like the way he makes his posts.

I’d prefer Fuhajin to be the same as SFIV.

Also, can’t wait to see Juri’s hair in her alt. But I still prefer the hair horns <3

Here are my full predictions for how Juri will turn out in SFV. These are mostly based on the assumption that Capcom will be moderately lazy and will not attempt to innovate too much or reinvent the character.

I’m posting this mostly because I’m bored at work, and I’m curious to see how close/far my predictions are to/from how she actually turns out. :slight_smile:

General Mechanics

Spoiler

• Juri will maintain a similar walk speed to what she has in SFIV, being somewhere on the slower side of things. Her dashes will be decent all around, but nothing terribly special. Her jump arc and animations will be the same or very similar.

• Juri will play as an all-around character with an emphasis on zoning and pokes during the beginning of fights, and an emphasis on aggression during her V-trigger. She will feature decent mobility by default, augmented by using her V-skill and specials for unique ways to move around the screen. Her health and stun will be on the low end, probably somewhere around 950.

Normals and Throws

Spoiler

• St.lp: Same animation as in SFIV, 4F startup, +2 on block, possibly combo on counter hit depending on what they do with st.lk. Special cancel able, probably combos into lk and mk pinwheel on hit.

• Cr.lp: Same animation, 3 or 4F startup, similar frame data to st.lp, perhaps less frame advantage on hit. Special cancel able.

• St.lk: This is a tossup between far and close animations, but I think it will end up being far.st.lk like Cammy’s. May be able to combo on counter hit, but will probably just be a fast, safe 4F poke with good range. I don’t think this move will retain its special cancel property if it gets the far animation.

• Cr.lk: Same animation, special cancel able into lk and mk pinwheel. possibly combos into a fast medium normal on counter hit. Low pushback.

• St.mp: Could be close or far.st.mp’s animation, but my money is on close mp. If this is the case, it’ll be a short range, 4F normal with advantage on block and good hit advantage for combos into moves like st.hp, Cr.mp, and cr.mk.
If given the far st.mp animation, it will functionally be Juri’s ā€œst.mkā€ so her actual st.mk button can function as the close animation st.mk with modified frame data to make it a pressure tool.

• Cr.mp: Remains mostly unchanged. Same animation. Solid antiair hitbox, special cancelable into everything, V-cancelable. Lots of active frames, but does not combo into other normals on hit.

• St.mk: Most likely will get the far mk animation unless Capcom chooses to flip Juri’s normals and make her standing kicks the close range pressure tools. Not special cancelable, safe on block, similar to Cammy st.mk. I think it may retain its 2-hit property up close, and the first hit will be V-cancelable into other moves like st.mp. Second hit is also V-cancelable but cannot combo afterwards.

• Cr.mk: Same animation, low profile to beat out standing pokes like st.mp and st.mk. Special cancelable into everything, V-cancelable but no combos after (maybe a 3f light if very close). Juri’s main poking tool and go-to normal when comboing on hit. May do slightly less damage than Cr.mp to compensate for its superior range.

• St.hp: Will get close st.hp animation, will be a useful frame trap due to airborne frames. Juggle state, special cancelable into everything, but juggle state will limit the number of hits afterwards. V-cancelable into a number of moves to create reset situations with FSE turned on. No crush counter.

• Cr.hp: Same animation, solid anti-air but slightly slower than in SFIV. Will have crush counter properties. CC animation is a launch with lots of pushback but limited combo potential. Special cancelable, V-cancelable. Will be the go-to move for big combos like jump-ins and crush counters.

• St.hk: Could get either close or far animation. My prediction is that it will get the far hk animation, while close hk will become a command normal like Ryu’s b.hk axe kick.
St.hk will receive crush counter properties and will be a slow but very high damage poke with a normal grounded-stun state on crush counter. Not special cancelable. Maybe V-cancelable.

• Cr.hk: Same animation, same general properties as most sweeps. Good range, unsafe on block, CC hard knockdown on counter hit, not special cancelable, not V-cancelable.

• Forward throw: Juri will keep the same forward throw as before, but the recovery frames on the hit animation will be slightly increased so that she will be unable to simply dash forward and land a free meaty.
With normal throws being neutral techable in SFV, Juri will generally want to use this time to stock fireballs rather than try to land meaties.
She will be able to apply meaty pressure more readily when the throw is landed in the corner where there won’t be so much space between her and the opponent.

• Back throw: Juri’s back throw will do more damage and stun than her forward throw, and leave her somewhat closer to the opponent. She will be able to easily pressure the opponent with meaties if they do not tech, but will again need to rely on fireballs for post-throw pressure once the opponent is teching.

Specials and Critical Art

Spoiler

Senpusha:
• Same QCB motion, basically the same general idea as in SFIV.

• Lk will have two hits, no knockdown on hit, +1/+2 on hit, will be pseudo safe on block (high pushback but -4/-5). Quick startup, so-so anti air. No other special properties.

• Mk and Hk will knockdown, generate Juri her Okizeme game, very unsafe on block. Solid damage, lots of forward movement and corner carry, not terribly fast on startup, no other special properties.

• EX Senpusha will have invincible frames starting on 2 or 3, thus making Juri another character who has no true wakeup reversal against meaties. High damage, retains ā€œvacuumā€ effect on both hit and block, very unsafe on block. Juggles characters after moves like st.hp, just like in SFIV.

Fuhajin:
• Same inputs and negative edge release, not tied to V-skill in any way. lk will remain a low, mk will be middle height, and hk will be anti air just like before.

• Initial leg up will be safe but -2 on block. Startup frames and recovery frames will be increased over SFIV, making accurate releases more important than ever. Charging a fuhajin will not be V-cancelable but the releases will be.

• Lk and mk release on hit will allow a window for combos in the corner but increased hit pushback will prevent large combos at midscreen. Typical release combos will be st.mp, release, cr.mk/mp, hk.senpusha. Release on block will be -1/-2 to prevent long blockstrings. The increased pushback will also apply on block, making release an effective tool to push the opponent away.

• EX Fuhajins will function much like SFIV, generating a projectile without a charge. EX version gives a knockdown on hit, and gains better frame advantage on block.

Shikusen
• Same inputs, but with far more limited functionality than in SFIV. Much like Cammy’s divekicks were stripped of some of their functionality, Juri’s divekicks will be more situational, and generally harder to use.

• Range/angle will still be determined by the strength of the pressed kick button, but the minimum height for the kicks will be increased. Divekicks will only be usable from a forward jump. Juri will retain her 3-part string when additional kicks are pressed upon contact with the opponent.

• EX Divekick will still be faster than the others, but will be locked to the MK dive arc. On hit, the EX version will lead into a juggle finisher of some kind, such as Lk/EX Senpusha, just like it did in SFIV.

Kasatushi:
• Moved to v-skill or v-reversal; possibly replaced with another special move?

Critical Art
Juri’s CA will most likely be one of three things:
• A retooling of her super from SFIV
• A retooling of her Ultra 2, Kaisen Dankairakyu
• A retooling of her super in SFxTekken
At this point, I think it’s entirely possible for any of these three, but I’m most inclined to say that her CA will be based on the Super she had before.

V-system and Command Normals

Spoiler

V-trigger:
• Feng Shui Engine will be a 3-bar install style trigger, similar to Karin’s in functionality. Juri will retain her usual FSE abilities from USF4, including a better forward dash, improved hit advantage on her overhead, and the ability to chain normals together in order of increasing strength, with one use of each attack per chain.

• We may see some additions while in FSE such as improved V-skill properties, as well as tweaks to the frame data of a few select normals.

V-skill:
• I strongly suspect this is where Kasatushi (taunt) will end up, but it is reasonable for her taunt to remain as a special or be simplified and turned into a V-reversal animation. If turned into her V-skill, Juri’s taunt will have 2 or 3 directional modifiers, similar to Necali’s V-skill inputs.

• Depending on how generous Capcom is feeling, Juri will have access to a back+mp+mk, a forward version, and possibly a neutral and/or up version. I do not believe we will see her ā€œcurvedā€ jumps a la EX taunt in SFIV. If the curved jump is available, it will be during her V-trigger, FSE.

V-reversal:
• Here I believe Juri will receive a new animation featuring some sort of kick or other legwork that will disrupt her opponent’s string. Juri is generally known for having solid mobility, so a crossup reversal like Cammy’s is a possibility here.

Forward+mk:
• Juri’s signature overhead will return, but perhaps with a few tweaks to the frame data to make it more accurately reflect how Capcom sees overheads in SFV’s systems. It will most likely be on the slower side of things, slightly unsafe on block (-3/-4), and positive on hit, but not enough to combo unless I’m FSE.

Back+hk:
• This is where I believe Juri’s old close st.hk animation will live. Similar in function to Ryu’s axe kick, this move will deal solid damage, be safe on block, be V-cancelable, and naturally be able to combo into a 4-frame normal on hit.

I’m so excited to get my old main back. Hopefully Cammy, Alex, and Guile can hold me over until then. Cheers!

I would hope for her Super to be qcb2x+P/K, Senpusha will be her combo ender again I’m sure so it will be easier to combo into it this way.

Actually, wouldn’t that make her counter super cancellable too? I think she could it in SFIV IIRC but I’ve never tried it… it would definitely be great for punishing people with this :pensive:

Okay here are some situations that would be/are not too out of ordinary, I’m gonna use a comparison between her Fuhajin working the same as in SFIV (A), and another one if it were her V-Skill and she’d not lose any buttons (B).


Situation 1: You’re in a blockstring and the opponent decides to go for a throw, you have Fuhajin stored.

A- If you’re holding LK Fuhajin, it’s probably best to let it go when blocking because you can’t throw tech, you may be able to avoid throws but now you lost your store. Sure you could go for EX Senpusha if it’s still invincible but it’s still a gamble and unsafe, meaning you’ll risk getting CC’d afterwards.

B- You can avoid being thrown while still having Fuhajin available for a later use.


Situation 2: You’re able to land a cr.LK and it hits, however, you need to hitconfirm it so you do cr.LK again and the opponent is crouching.

A- MK Fuhajin won’t work because it doesn’t hit crouchers, and you can’t do cr.LK if you stored the LK version. Only viable option would be to do another cr.LK into LK Senpusha but it won’t do much damage.

B- You’d have the option to go for an LK Fuhajin by holding a direction (maybe down), build V-Gauge and continue your combo afterwards.

*Granted that if she still keeps her cr.LK -> st.LP -> st./cr.MP -> MK/HK Senpusha this won’t be as bad, but considering the increased pushback on normals in this game it may not be possible unless you’re very close to the opponent.


Situation 3- You’re in Feng Shui Engine and you want mix things up, so you want go for cr.LKs, her overhead, or even throws if you feel like it.

A- Storing LK Fuhajin prevents you from doing LKs and throws, MK store prevents you from doing overheads… all of which signifcantly decreases FSE’s mixup potential.

B- You’d be able to keep cr.LK, Sekku and throws available while having Fuhajin available for you.

That and good pokes such as her MKs as well would not be possible due to MK Fuhajin… we’re also not even sure if she’ll get links involving her kick buttons, or other changes in general, which would make the SFIV store mechanic even more of an inconvinience…

I don’t hate the store mechanic at all, it’s a really cool and unique idea but let’s not pretend that it’s execution is flawless for her character.

But for years and thousands of games I’ve held buttons for Juri… ;__;

I did so too, and again I like the store mechanic since it’s unique and all, but it’s not something without its flaws when it comes to her gameplay in general because it can negate some good options for her in some ways.

Besides it’s really just my idea, for this to even work they’d have to be 100% thinking the exact same way… it’s just something that I think would be good for her in long run of the game, but I’m also aware that the chances of it happening are pretty low due to how kind of detailed it really is.

Realistically as far as changes for her store mechanic goes, I’d at the very least expect them to give her Omega moveset since it wouldn’t be a hard thing to implement, the extra options she got in that mode were sweet.

Edit: oh yeah I just realized… if the SF twitter page makes a post tomorrow about who is gonna be the next character after Alex is finally released then I’m hoping for them to say it’s Guile so that it confirms that image which contains the order of character releases, meaning Juri will be released in May. They kind of did it before anyway, they confirmed Alex as the first DLC character a month (or even months?) before he gets released tomorrow.

If we are having problems to figure out her fireball game just imagine how hard is for capcom. If the call were mine I would get rid off the store mechanic, which in my opinion is the origin of all her weakness.

Nope, just nope I wouldn’t go that far there buddy… my issue with the store mechanic is how you do it not the store itself.

I actually forgot about this… welp if it’s Guile then at least her being released in May is still a possibility I guess, part of me thinks they’d want to release a female after 2 male characters.

If Capcom announced Guile next that still wouldn’t confirm Juri for May, it could still be the DLC character order from left to right. So really, we won’t know until Guile is on the brink or release (assuming they announce the next character a day or two early or after).

I know but its really hard to figure out a new method to store without holding buttons, and the easiest way I can fix her is getting rid off the store mechanic for once. Dont get me wrong I love the store mechanic its really fun but it is not efficient at high level. I hope capcom to be smarter than us and they surprise us with something really good.

For now I doubt the store mechanic is going away. If anything I’d like if all hits on store kick would juggle the opponent high enough and well within range to perform follow-up combos and release to hit on everybody no matter the strength used. I disliked having to remember which store and release button to use when fighting different characters.

That’s something I disliked a bit too, usually I’d go for MK fuhajin because LK version was usually the version it would miss on some characters. Hope it gets fixed…

You’re exagerating now, she had other things (or in some cases didn’t have) in SF4 that made her harder to play at a higher level that didn’t directly have to do with the store mechanic.

What if they just made it so you reinputted the quarter circle motion for the version you stored? Stored the light version? Reenter qcf lk, OR just qcf and any kick. They could also tie the release to a command normal.