I know right? I didn’t actually think Ultra Combo Double would be worth it due to damage scaling. But to my surprise even with both ultras Juri can still do around 400 damage into reset for 1 meter then throw for 130 more or frametrap into store NE U2 and death lol. You only need like half your Ultra meter to comeback or kill someone.
EDIT: lol nevermind. I had infinite revenge meter. You can’t use U2 while FSE is active…
I’m not the greatest Juri player, but I had some fun playing against the new characters in Ultra last night. Not being able to jump back & divekick will take a little getting used to, haha. I’m definitely going to hop in the lab & figure out some of the new combos available though.
Yeh i noticed when playing 2 weeks ago at MCM in London that the jump back dive kicks are missed, but its not too bad, you kinda do the input then go ‘oh yeh, can’t do that, derp!’ and as long as you don’t then land on the fireball you were trying to avoid its not the end of the world, what I found most annoying (even though I appreciate its a good change) was the needing to do inputs for the extra hits on EX dive kick, missed so many U2 come backs with that cock up >_< will take some time to adjust to that xD
So what is y’all’s bnb now? I was so excited to do cr.LK, st.LK, st.LP, st.MP xx HK Senpusha, but the st.LP whiffs on short crouching characters, so that combo isn’t reliable.
Honestly feeling that she is a bit weaker in this game than in v.2012. Recoverable health…no jumpback divekick…and soooo easy to punish the EX Pinwheel now…kinda feels that all she really got was the cancellable MP, which is more or less meh. Going to keep grinding though.
Teleport got nerfed but really it wasn’t a great move to begin with so its no big loss. You eat more damage after ex pinwheel now but lets be real here most of the cast could ultra her on block in AE so its not like much has changed if you played against people who learned the matchup and baited that shit. Jump back dive hurts a little but you can still do it with meter to get even more reward for less risk so its a good tradeoff.
Safe on block dive kick that leads to u2 is not something you should gloss over as well as Fs.mp being a great tool for pressure and the neutral game. Ex fireball getting the pushback between the two fireballs is strong lockdown for the characters it works on. Shes definitely the best she’s ever been.
One thing that I wish they did was make pinwheel armor break, red focus is awkward to deal with if you can’t get to throw range quickly and traditionally pinwheel blows up focus anyway.