How should Juri’s overhead be handled? In SF4, you could only get a combo in FSE. Should that remain, or should it be consistent/removed? Worth noting that she can combo from her axe kick special in Omega, so that could be its functional replacement.
Like how it was handled in USFIV. Only combo on counterhit outside of FSE. It should combo during FSE.
And what “axekick special” in Omega, i can’t remember anything remotely similar to that.
Let’s see… a nautrally comboable OH that might be punishable on block but gets a combo off of it on hit…or have it non combo naturally but safe on block but can combo on CH or meaties…hmmmmm I like the second option. As much as I would love for it to be naturally comboable.
I’m fine with the traditional “hops lows, combo on CH” overhead. Would prefer it not be 20f+ startup this time though. I feel like it was in a good spot in xt (17f startup, -2 on block +2 on hit). If they want to spice it up, add a CC property.
Man this “change her hair” and “make her have shoes” thing is getting out of hand.
She’ll get alternate costumes for christ sake, most likely she will get changed just like Cammy and Chun li did so just buy those if it bothers you that much. If she gets redesigned then she will certainly get her classic costume so everybody wins.
The axe kick special was one of the multiple options she got in Omega for her store mechanic. To do it you had to do qcf+LK first, and the command was to release LK while holding forward.
Honestly while you have to store it first before doing it, it’s a pretty good move. It’s got a good start up (faster than sekku), good range, you can combo into and out of it (don’t remember if you can combo out of it outside of FSE, though) and it’s not unsafe on block if I’m not mistaken.
Just a theory:
Overhead Not combo able on hit only
Combo able with counter hit
VT (FSE) Combo able into Lp or command normal like B+Mp (just me making Cl.St.Mp a command normal)
Now that I think about it though, Far. Mp will probably be the command normal, probably not cancelable but used for footsies.
My wish list for Juri in SFV Special Moves and Unique Moves - Sekku : Combo able on hit only with light attacks outisde of FSE, safe on block and same slow start up (low risk and low reward) - Fusatsusen: Not a stored move (Combo extender similar properties to E.Ryu’s Axe kick)
**- Shikusen: **EX version with diferent options to fallow up at the last hit (wall bounce or safe option maybe an axe kick) - Senpusha: EX version hit on both sides (tatsumaki does why not senpusha) - Fuhajin Release: motion move and EX version full screen and faster
V System - V-Skill: Fuhajin Store, release with motion move in the 3 normal directions (not need to hold buttons to store) - V-Reversal: Kasatuchi with the normal 3 diferents directions (usefull to switch position on pressure) - V-Trigger: FSE (Able to gain stun meter since there is no FADC to extend pressure) - CA: Something similar to her Rochumou super in USF4 omega but new
What if LK senpusha give you frame advantage so you can combo after it? I was thinking something similar to Akuma’s LK tatsu where after connecting you can combo into a normal or DP.