-She doesnāt do her up kick first in order to store, instead itās a stance cancel like move with fast recovery which gives her greater options for pressure/blockstrings, mixups and combos. Think of it as C.Viperās stance cancel move where she has her glasses flash, itās more or less kinda like that;
-She gets new moves for her store, if you release any kick button in neutral she does her fireball, but if you hold back she does her up kick, worth mentioning that it launches the opponent a lot higher than the normal version meaning you can juggle afterwards. If you hold forward she does a kick attack depending on which button you release, IIRC it was LK=Overhead (which you can combo out of, probably into it as well but Iām not sure now), MK=2 straight forward kick attacks, HK=2 diagonal jump forward kick attacks. The MK and HK variation have fast startup in particular.
Senpusha:
-LK version is stationary and launches the opponent, which allows juggles afterwards.
Kasatushi:
-EX version makes her do the teleport without needing to be hit after a short while itās activated.
Feng Shui Engine:
-cr.HP launches and is jump cancellable;
-Is now able to do air normal chains;
-EX Kasatushi makes her teleport immediately after you pressed the direction you want her to go, no start up what so ever, unlike non-FSE version she can teleport instantly without needing to be hit before hand;
-Sekku is not comboable afterwards, but the overhead she got for her store (forward + LK release) comes in place for this, itās also faster than Sekku IIRC.
As for her normals, backward/forward jump HP doesnāt cause knockdown (different animation but essentially the hitbox is the same)⦠thatās about all I know though Iām certain there is more. To be completely fair if she gets her Omega Fuhajin store then I wonāt mind having to lose buttons at all, itās way too awesome in Omega.
-f.MP is not special cancelable, which is a huge nerf
-cl.MP is cancelable into another cl.MP up to 3 times, great damage boost but it looks weird kind of glitchy, better option could be cl.MP into f.MP
-EX Shikusen fallow ups are diferent, they cause the same juggles but it is easier to comfirm, but imo the wall bounce was way more cool they just had to adjust the hit box after the fallow ups.
-Super a.k.a Rochumou is way better than Fuharenjin, awesome move it travels really fast. -Sekku is not comboable afterwards, but the overhead she got for her store (forward + LK release) comes in place for this, itās also faster than Sekku IIRC., yes but she lost her reset option, which means her damage output and threat got significatly reduced
Speaking of DLC characters, they have been tweaked a bit from their stance, appereance and gameplay and I dont think it will be any different for Juri. So far my impression for the DLC characters.
-Alex was disapointing his stance was better in SF3 and his story and premium costumes looks awful, and his main costume is not that great either compared with his SF3 costume. Thanks god we have mods who have made his original costume. Im ok with his gameplay and animations they looks really cool imo.
-Guile from what Ive seen looks amazing, his stance is from SF2 I know many people love that, his costume is great and I think he will be a great zoner judging for his leaked moves.
Im kind of worried for Juri, I wouldnt like to see the eyepatch be part of her main costume tbh, and something that has been pretty consistent is a stance change, do you guys think they will tweak Juriās stance? .
I hope they will. Always disliked her stance because it exaggerated her already huge feet and it looked weird when moving around that sheād always raise her foot again when standing still. Adon had a way cooler āone foot in the airā stance in my opinion.