The Spider's Lair - Juri

1154155156157159

Comments

  • MancubusMancubus "Let Me Hear Your Sweet Screams" Joined: Posts: 565
    iimotion wrote: »
    Hey all, was just watching Jaoist's twitch, who has AE early and happened to be demo'ing Juri, asked him to show her lk fuha at range... it now goes 3/4 of the screen AND travels at a speed that you can walk right behind (a la Birdie) it or even dash in front of... this excites me... vskill mixup potential and can make it safe on block if well-timed, overheads can probably be made safe aswell.

    Yum
    USFIV - Juri A Rank 17,000 BP

    SFV - Main: Juri - Sub: Cammy.

  • stronzolostronzolo Joined: Posts: 576
    what's this about her vt1 doing only 3 or 4 fireballs at max?
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 58,775 mod
    stronzolo wrote: »
    what's this about her vt1 doing only 3 or 4 fireballs at max?

    I'll make clips of stuff pretty soon. That's basically how it works now what you said. You knew you werent going to get 2 bar without nerfs

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • stronzolostronzolo Joined: Posts: 576
    edited January 12
    idk how I feel about it, maybe this is more of a nerf than a buff....
    I'm not even sure about Juri being able to use her VTI twice in a round, she has problems in gaining v-meter (and the v-meter gain from her v skill have been decreased) and she need those v-reversal against rushdown characters
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 58,775 mod
    edited January 13
    My computer is having trouble clipping stuff so I'll just post the general link

    <<< Click this link and go to the earliest video that's 3 to 4 hours long.


    Around 2 minutes 30 seconds in starts Juri training.

    First thing you see is the more active frames on her LK fireball. Basically means it travels further across the screen now before dissipating.

    LK fireballs during V Trigger burn more gauge. Basically from activation you're only going to get 4 fireballs before they disappear. I know for me any ways that means I'll be making sure I have a LK fireball ready so I can throw a fireball out in neutral and then VTC on whiff to safely get started if I can't land HK fireball or button into VTC.

    Juri's V Trigger 2 has a vacuum effect like Gief's on activation if you're close enough where it can suck them in. Probably have enough advantage to start a combo from the vacuum stun also. If you VTC into it you can combo at least s.MP from what I saw. Works like what people said where if the opponent is knocked down or being thrown the meter drain shuts off. Realistically you're probably only going to be taking a meter and a half away from the opponent at most with this.

    c.HP seems to look like it's slightly better for AA, but still doesn't look like a great AA.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • SkortSkort Joined: Posts: 1,146
    At first the 2 bar trigger seems nice, but overall it kinda feels like a nerf.

    VT 1 basically covers Juri's flaws, the constant need to sacrifice space to gain access to her stores.With VT 1 getting fewer stores combined with v-skill granting less bar for the trigger it does not look promising.

    Juri is pretty much in the same spot as she was before in my opinion. As for VT 2 , it just doesn't exist tbh.

    The light fuha ,fully invincible EX dp and st mk cancel window buffs are the biggest things she got in S3, v-system remains flawed.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 58,775 mod
    IMO 2 bar is still better regardless because Juri doesn't have great ways to build V Skill with a V Skill that requires a charge to be useful in neutral or confirms to begin with. Which means most of the time you end up getting VT1 in Season 2, you're already almost dead. That's objectively better than having to wait for a 3 bar that doesn't come back as well as the best unless you make some good reads.

    With it being 2 bars it means at worst you're losing 40 percent health before you get it and makes the V Skill more useful for getting it faster. Landing one V Skill means you'll likely get it once you lose a bit more than 30 percent. Helps if you land a CC as well. The V Skill gauge build nerf seems very slight. Not a big difference. Ibuki's V Skill took a nerf too, but it's also very slight.

    Plus the biggest buff with VT1 going to 2 bars is you get that buffed dash way earlier. Helps to force the issue of getting in and pushing people towards the corner where your pressure is better any way.




    She's not going to be top tier unless people really put together stuff that Juri players haven't been doing for 2 years, but she should be in a good spot with these changes I think. Like SFIV, you only need one ultra for the most part if you're a good character any ways. Viper was always pretty strong even though she had an Ultra that was essentially useless.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • GaruGaru Wanna play with me? Joined: Posts: 518
    edited January 13
    SFV: Karin and Juri
    USF4: Juri, E.Ryu and Cammy
    KoFXIV: Kyo, Angel and Kula
  • Fatal Error XIFatal Error XI Juri Duty All Day Joined: Posts: 1,626
    edited January 13
    With the change to her fireball, I wonder if we'll now be able to cover both normal and back recovery after hitting HK release xx LK release.
    Post edited by Fatal Error XI on
  • Fatal Error XIFatal Error XI Juri Duty All Day Joined: Posts: 1,626
    edited January 13
    This reminded me to record a video of her fireball before AE drops, so I can compare it later. I always forget to do stuff like that. From the look of it, the increase in duration is very small.

    Edit: I tried to get it as close to the position as the clip Garu posted

    Season 2 Fireball:
    giphy.gif

    Post edited by Fatal Error XI on
  • Perfect_TempestPerfect_Tempest Joined: Posts: 5
    I feel like having access to target combo will grant us more opportunity to get v gauge by doing tc>uncharged v skill. And there's meaties after that.

    I think having a vt2 the way it is now is much more useful than the 3 it is now. You'll be able to rack up damage, pressure, and stun, way faster into the game now.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 58,775 mod
    The new fireball goes slightly over the red line now with the extra active frames.

    I feel like having access to target combo will grant us more opportunity to get v gauge by doing tc>uncharged v skill. And there's meaties after that.

    I think having a vt2 the way it is now is much more useful than the 3 it is now. You'll be able to rack up damage, pressure, and stun, way faster into the game now.

    Definitely. Uncharged V Skill had some combos that it could work, but it was situational because target combo is ass and other things. Now that target combo is not ass, could be more viable strategy and the VT1 can be a lot more a part of her gameplay now.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • iimotioniimotion Joined: Posts: 5
    edited January 13
    This reminded me to record a video of her fireball before AE drops, so I can compare it later. I always forget to do stuff like that. From the look of it, the increase in duration is very small.

    Edit: I tried to get it as close to the position as the clip Garu posted

    Season 2 Fireball:
    giphy.gif

    yup, definitely different than now, that extra distance on the fireball is pretty huge... walk right up behind it and if they stand-block, hit low... if the crouch block, well-timed overhead could be safe (potentially being able to combo off the fireball confirm after a successful overhead), maybe even a jump-in cross-up... dash/walk ahead of it for a throw... bait a yolo ex dp, or wait for their jump-in. well-timed vskill cross-up... hk-ryo behind them when they back roll will have more situations to actually work in... looking forward to this.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 58,775 mod
    edited January 13
    Being able to do safe on block overheads is something I always wanted to do with her fireball, so hopefully this gives enough room for that.


    I can imagine setups where you have LK fireball and VT1 ready. Shoot out the LK fireball, VTC walk into them with safe overhead and then go HAM. If you can do that, I'm so down with the new Juri. Not holding my breath for that to work out perfectly, but it's definitely worth trying at launch.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • Fatal Error XIFatal Error XI Juri Duty All Day Joined: Posts: 1,626
    edited January 13
    The new fireball goes slightly over the red line now with the extra active frames.

    Yeah, I looked at the spacing of HK release xx LK release with the dummy doing back recovery. That little bit extra forward movement might be enough to reach a back tech. Being able to cover both recoveries would be nice. That would be the +1 or +2 fireball that everyone wants. Though, cant say for sure yet.

  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 58,775 mod
    Yeah the active frames just reward you with more plus 1s or 2s when you get spaced fireballs. They weren't going to give static plus fireballs and let her run free pressure with a low profiling fireball. This seems to be a good middle ground though.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • FrozteyFroztey Break the Cuffs Joined: Posts: 10,706 mod
    decent buff, but at the range you'll be getting +1/+4 frames it's gonna be in backdash or jumpback territory.
  • LockMLockM Joined: Posts: 2,694
    Yeah the active frames just reward you with more plus 1s or 2s when you get spaced fireballs. They weren't going to give static plus fireballs and let her run free pressure with a low profiling fireball. This seems to be a good middle ground though.

    Why not? Seriousely, why not? A low fireball like Juri's is worse than a regular height fireball because moves that are not projectile invincle can go over it, it controls less vertical screen space.

    It is also a projectile that requires 2 actions, first is whiffing a 30f special that has no range and then you still need to use it.

    Why would it be bad to make it atleast +1 on block? If she does it on block it means she couldnt have used it in neutral to approach and vice versa. You also have vreversals available.

    I dont understand why you are so against it? She doesnt even have an ex fireball which is + or a VT fireball that is plus and it knocks the opponent down so its basically worthless on hit.

    Shit like her fireball SHOULD be a damn fucking good tool, it should control horizontal space, have fast recovery and be + on block. Because that is all she fucking has. It will als be the answer to a lot of her issues. Goddamn ibuki players.
    GGXrdR2: Jam, Baiken
    T7:  Jin
    SFV: Juri
    USFIV: Yun, Cody, Guy





  • ahrenkahrenk Joined: Posts: 85
    Hmmh, how much do you guys think people will be willing to pressure you after you've activated vt2?
    Is the meter steal enough to discourage people from staying in Juris face?
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 58,775 mod
    Froztey wrote: »
    decent buff, but at the range you'll be getting +1/+4 frames it's gonna be in backdash or jumpback territory.

    That's really what I'd want any way since it forces the issue of take plus 1 to 4 or put yourself closer to the corner where Juri wants you any way.

    LockM wrote: »
    Yeah the active frames just reward you with more plus 1s or 2s when you get spaced fireballs. They weren't going to give static plus fireballs and let her run free pressure with a low profiling fireball. This seems to be a good middle ground though.

    Why not? Seriousely, why not? A low fireball like Juri's is worse than a regular height fireball because moves that are not projectile invincle can go over it, it controls less vertical screen space.

    It is also a projectile that requires 2 actions, first is whiffing a 30f special that has no range and then you still need to use it.

    Why would it be bad to make it atleast +1 on block? If she does it on block it means she couldnt have used it in neutral to approach and vice versa. You also have vreversals available.

    I dont understand why you are so against it? She doesnt even have an ex fireball which is + or a VT fireball that is plus and it knocks the opponent down so its basically worthless on hit.

    Shit like her fireball SHOULD be a damn fucking good tool, it should control horizontal space, have fast recovery and be + on block. Because that is all she fucking has. It will als be the answer to a lot of her issues. Goddamn ibuki players.


    Why not? Well firstly because Capcom isn't going give it to you (as proved again by them only upping active frames) and because I generally don't think it's necessary.



    The low profile fireball has its own advantages from a standard horizontal space fireball. One of the biggest ones is that characters can't use slides to low profile under the fireball. Which leaves people being forced to use EX moves or other special moves that have projectile invul property and most of the non EX projectile invincible moves have terrible start up or recovery. This also makes it so that it can travel under most horizontal fireballs, allowing her to still force it in neutral vs them. Which when you stack with charged V Skill takes up a lot of screen space.

    Like for example in Ibuki vs Juri, once Juri has LK fireball stored there is almost nothing Ibuki can safely press at Juri anymore. s.MK already beats the majority of Ibuki's buttons and then if she throws a fireball she can now follow behind that and Ibuki has no way of low profiling it or using EX kunai to traditionally move around it (since it'll already be in active frames by the time she could even try to do that). Juri sitting on LK fireball and s.MK relegates Ibuki to randomly throwing out f+HK or s.HK or doing something random from the air and hoping that works (all things that can be whiff punished, low profiled or dealt with on reaction). Making it naturally plus 1 all of the time would just exacerbate that issue even further.

    The extra active frames now buff the time that Juri can buy time to safely create the next store vs a lot of characters. Now before you could just sit in a spot where it dissipates and then go in before she stocks. Now that space will force you to do something or make you block the fireball and give her another store.
    Her ability to follow the LK fireball after it activates is a big deal in ground game and people will realize it once she gets the momentum in her other tools and tournament player base for people to see it. This is while she can also charge up a V Skill that can bypass most of the other projectiles in the game and whiff punishes most of the far range tools in the game.





    I think she's in a pretty good state now, now that she has better conversion tools and a V Trigger that she doesn't have to be almost dead to access anymore. One that allows her to fireball whiff VTC cancel which is a big deal in taking up neutral without having to throw a button at someone first. For a game where they're not going to give her a static plus 1 fireball, she has what she needs to get going now and it's up to the players to fill the rest.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • MancubusMancubus "Let Me Hear Your Sweet Screams" Joined: Posts: 565
    edited January 14
  • MancubusMancubus "Let Me Hear Your Sweet Screams" Joined: Posts: 565
    edited January 14
    All we need now is cr.mp :blush:
    USFIV - Juri A Rank 17,000 BP

    SFV - Main: Juri - Sub: Cammy.

  • SkortSkort Joined: Posts: 1,146
    A good change but Juri does not lack on the anti air department so idk how much this will benefit her in the end. But a nice change indeed, especially since it can crush counter.

    Im super used to just anti air with st hp,even though i should really medium dp.
  • stormdetonationstormdetonation CFN: nexoninja Joined: Posts: 395
    edited January 14
    He'll Yeah, now I'm stoked.

    If a couple cc AAs don't make people stop jumping nothing will. Looks like it might be good vs crossups too.

    This change will give us something new to explore too.

    Edit: any info on the hitboxs horizontal range?
  • Calamity SwordCalamity Sword Joined: Posts: 69
    Anyone know when the downloads for AE go online?
  • LockMLockM Joined: Posts: 2,694
    edited January 15
    Froztey wrote: »
    decent buff, but at the range you'll be getting +1/+4 frames it's gonna be in backdash or jumpback territory.

    That's really what I'd want any way since it forces the issue of take plus 1 to 4 or put yourself closer to the corner where Juri wants you any way.

    LockM wrote: »
    Yeah the active frames just reward you with more plus 1s or 2s when you get spaced fireballs. They weren't going to give static plus fireballs and let her run free pressure with a low profiling fireball. This seems to be a good middle ground though.

    Why not? Seriousely, why not? A low fireball like Juri's is worse than a regular height fireball because moves that are not projectile invincle can go over it, it controls less vertical screen space.

    It is also a projectile that requires 2 actions, first is whiffing a 30f special that has no range and then you still need to use it.

    Why would it be bad to make it atleast +1 on block? If she does it on block it means she couldnt have used it in neutral to approach and vice versa. You also have vreversals available.

    I dont understand why you are so against it? She doesnt even have an ex fireball which is + or a VT fireball that is plus and it knocks the opponent down so its basically worthless on hit.

    Shit like her fireball SHOULD be a damn fucking good tool, it should control horizontal space, have fast recovery and be + on block. Because that is all she fucking has. It will als be the answer to a lot of her issues. Goddamn ibuki players.


    Why not? Well firstly because Capcom isn't going give it to you (as proved again by them only upping active frames) and because I generally don't think it's necessary.



    The low profile fireball has its own advantages from a standard horizontal space fireball. One of the biggest ones is that characters can't use slides to low profile under the fireball. Which leaves people being forced to use EX moves or other special moves that have projectile invul property and most of the non EX projectile invincible moves have terrible start up or recovery. This also makes it so that it can travel under most horizontal fireballs, allowing her to still force it in neutral vs them. Which when you stack with charged V Skill takes up a lot of screen space.

    Like for example in Ibuki vs Juri, once Juri has LK fireball stored there is almost nothing Ibuki can safely press at Juri anymore. s.MK already beats the majority of Ibuki's buttons and then if she throws a fireball she can now follow behind that and Ibuki has no way of low profiling it or using EX kunai to traditionally move around it (since it'll already be in active frames by the time she could even try to do that). Juri sitting on LK fireball and s.MK relegates Ibuki to randomly throwing out f+HK or s.HK or doing something random from the air and hoping that works (all things that can be whiff punished, low profiled or dealt with on reaction). Making it naturally plus 1 all of the time would just exacerbate that issue even further.

    The extra active frames now buff the time that Juri can buy time to safely create the next store vs a lot of characters. Now before you could just sit in a spot where it dissipates and then go in before she stocks. Now that space will force you to do something or make you block the fireball and give her another store.
    Her ability to follow the LK fireball after it activates is a big deal in ground game and people will realize it once she gets the momentum in her other tools and tournament player base for people to see it. This is while she can also charge up a V Skill that can bypass most of the other projectiles in the game and whiff punishes most of the far range tools in the game.





    I think she's in a pretty good state now, now that she has better conversion tools and a V Trigger that she doesn't have to be almost dead to access anymore. One that allows her to fireball whiff VTC cancel which is a big deal in taking up neutral without having to throw a button at someone first. For a game where they're not going to give her a static plus 1 fireball, she has what she needs to get going now and it's up to the players to fill the rest.

    Juri isn't winning a straightup fireball war, she just doesn't. She can deal with projectiles very well but don't say she has the advantage with her low fireball by itself. First of all it travels slow, which is great for approaching, but shit in fireball wars when the opponent does a fast fireball. Especially if they use an ex fireball which gives a knockdown, great trade! Secondly it also dissipates,when juri doesn't have ex bar just chuck fireballs on reaction whenever you see her do her fireball. She can't dash after it, jump and get anti aired.

    All options that work against standard fireball work against Juri her fireball aside from the obvious slides. SFV has PLENTY of counterprojectile options and there are also more tools that go over a low fireball than there are tools to go under a standard fireball. Yes her fireball is nice but it's not used for zoning and she often eneds to give up massive space to even get it and whiff danerous specials that can be easily whiff punished when in range or happen to get jumped in on(no matter how good your timing or spacing you WILL get jumped in on)


    Ibuki her f.hk is good against Juri her options, you get hit a few times by 2nd hit of Juri st.mk, so what? One f.hk negates it and fat chance it'll crushcounter which tacks on even more damage. Button priority and -3, yeah baby! Try to counterhit after you block it, nope she has v-skill! get clipped again, get that VT bar! Same deal against her projectile, Ibuki her forward walkspeed is excellent, Juri can't simply walk it back, can't press st.mk too often on reaction against her simply walking forward, the f.hk gonna clip ya! So backdash and creat that space. Can't throw fireball either as it has a nice chuncky hurtbox and f.hk also beats that.

    Do a backdash and from further away, makes it easy to react with (jumping)EX Kunai which straight up fucking works cleanly. Who cares if it costs a bar, just do it, bypass neutral, at best i block it and need to spend a V-reversal. At worst i get CrushCountered.

    If you you are close enough where you cannot react to her fireball and backdash or jump away from it then Juri wasn't going to be + oB either. The distance from where she does it and actually gets a dash is around max range st.mk...you can react from that range with backdash, back, neutral and forward jump, use your own projectile invincible options, even f.hk to stop ibuki her dash for atleast a trade, or do it preemptively which is greta too.

    Seriousely with Ibuki just hover slightly outside Juri st.mk max range, as Ibuki you got a ton of options to do whatever the fuck you wanted, especially with f.hk, v-skill and ex kunai.


    You are not going to convince me the Ibuki-Juri mathcup was anything else than a clean 7-3 in favour of ibuki.


    Having said all this, yes Juri will absolutely be better. Her fireball traveling further is good as she also gets more time to see what opponent is doing wand reacting without puting herself in as much danger. at good ranges she isn't even in jump distance most likely from most characters and if they did jJuri should be able to "easily" anti-air it. Cr.hp gives more potential damage output with a CC and atleast allow for a store(negative after a non CC cr.hp aa though). TC will also help get her more easy V-Skill bar and bigger and more optimized conversions. VT1 being 2 bar improves her neutral with st.mk, st.hk and cr.hk being cancellable and it leaves her with more health when she gets her first one. She is absolutely stronger.

    However she also still has some of the same problems she currently has however, still giving up significant space to get a store when she hasn't gotten a succesfull AA or clean hit. Store still lacking horizontal range which means you still lose out on hitconfirms by having to commit((blocked)light, (hit)st.mp xx store), if you see a ch light you get good damage into TC but if the light is blocked then you have to COMMIT to cancelling the st.mp in a store, if the st.mp happens to connect you just lost out on hitconfirming the st.mp, st.mk link. Atleast it's a good deal better than it was.

    Still weak to people holding back to block. VT1 still easily stopped by doing a v-reversals, fireball VT fireball knocking down so you can't use it as a hitconfirm. Normals aside from st.mk in neutral probably still lacking such as cr.mk


    I wanted it to be + on block because it is a one time projectile, you can't both use it to approach AND use it to apply pressure, the tradeoff is there in the fact it is a 2 part special, you have to choose how to spend it(unlike some lame ass boom fucker). In my opinion i rather have the range of S2 fireball and it being +1 than it still being negative upclose and traveling further. It would help with one of her weaknesses which was upclose pressure and ability to not have to full commit to an instant store after the the st.mp.

    Lastly i wanted it being + because it would give probably more comboability on hit and i want to do more cool shit with her instead of her being a limited bitch in limited fighter v.

    At this point i only want two changes, the store anmation having more horizontal range and the VT fireball not knocking down.

    I'll also reitterate, Juri should be fine now with these changes, nothing special but probably in a good spot.
    GGXrdR2: Jam, Baiken
    T7:  Jin
    SFV: Juri
    USFIV: Yun, Cody, Guy





  • MancubusMancubus "Let Me Hear Your Sweet Screams" Joined: Posts: 565
    I think she'll still be bottom 5
    USFIV - Juri A Rank 17,000 BP

    SFV - Main: Juri - Sub: Cammy.

  • SkortSkort Joined: Posts: 1,146
    edited January 15
    Mancubus wrote: »
    I think she'll still be bottom 5

    I feel the same ,just that bottom 5 won't be as bad as before.

    Still though,the fuhas take a lot of bar from her VT now,like holy shit.
  • MancubusMancubus "Let Me Hear Your Sweet Screams" Joined: Posts: 565
    Skort wrote: »
    Mancubus wrote: »
    I think she'll still be bottom 5

    I feel the same ,just that bottom 5 won't be as bad as before.

    Still though,the fuhas take a lot of bar from her VT now,like holy shit.

    I've not seen how much V Gauge the Fuhas drain yet. Is it really that much? In season 2, you can do roughly 7 Fuhas and then it'll deplete. Now maybe 5?
    USFIV - Juri A Rank 17,000 BP

    SFV - Main: Juri - Sub: Cammy.

  • SkortSkort Joined: Posts: 1,146
    Mancubus wrote: »
    Skort wrote: »
    Mancubus wrote: »
    I think she'll still be bottom 5

    I feel the same ,just that bottom 5 won't be as bad as before.

    Still though,the fuhas take a lot of bar from her VT now,like holy shit.

    I've not seen how much V Gauge the Fuhas drain yet. Is it really that much? In season 2, you can do roughly 7 Fuhas and then it'll deplete. Now maybe 5?

    I think she gets 4 fuhas now, maybe 5 at most.
  • MancubusMancubus "Let Me Hear Your Sweet Screams" Joined: Posts: 565
    Skort wrote: »
    Mancubus wrote: »
    Skort wrote: »
    Mancubus wrote: »
    I think she'll still be bottom 5

    I feel the same ,just that bottom 5 won't be as bad as before.

    Still though,the fuhas take a lot of bar from her VT now,like holy shit.

    I've not seen how much V Gauge the Fuhas drain yet. Is it really that much? In season 2, you can do roughly 7 Fuhas and then it'll deplete. Now maybe 5?

    I think she gets 4 fuhas now, maybe 5 at most.

    That's dog shit. I'll be genuinely depressed if that's true.
    USFIV - Juri A Rank 17,000 BP

    SFV - Main: Juri - Sub: Cammy.

  • Fatal Error XIFatal Error XI Juri Duty All Day Joined: Posts: 1,626
    edited January 15
    With her 3 bar VT1 she gets 6 lk fuhajins or 7 mk/hk fuhajins. Her 2 bar VT1 gets at least 4, but you can get 2 Vtriggers a round in season 3, so you end up with 8 overall. Personally I think the strength of Juri's VT1 is getting better conversions off of lows more so than having pre-loaded stores.
  • courtmcgeecourtmcgee Joined: Posts: 56
    Can someone explain why guilds fireball is +2ob +7oh and juris is -2ob +2oh
  • FrozteyFroztey Break the Cuffs Joined: Posts: 10,706 mod
    courtmcgee wrote: »
    Can someone explain why guilds fireball is +2ob +7oh and juris is -2ob +2oh

    for some reason a charge move is more balanced that way than a store move

    ask Woshige
  • ahrenkahrenk Joined: Posts: 85
    Guiles fireball moves slightly faster or something? I'm not really sure.
  • MancubusMancubus "Let Me Hear Your Sweet Screams" Joined: Posts: 565
    edited 1:58AM
    courtmcgee wrote: »
    Can someone explain why guilds fireball is +2ob +7oh and juris is -2ob +2oh

    I stopped asking questions like that about Juri long ago... We just gotta put up with the fact she's trash tier and Capcom hate her lol.

    Now that her TC hits crouchers, is it viable for a shimmy? I never use her TC appart from a CC punish. Will it even reach? We all know how damn stubby her normals are.
    USFIV - Juri A Rank 17,000 BP

    SFV - Main: Juri - Sub: Cammy.

  • courtmcgeecourtmcgee Joined: Posts: 56
    Also remember how in sf4 juri had best dash in ultra well in sfv necalli v trigger dash goes farther than juris lmfao
  • Fatal Error XIFatal Error XI Juri Duty All Day Joined: Posts: 1,626
    edited 4:28AM
    TC works as a shimmy, it's just the most risky option at the moment since it won't hit crouchers until tomorrow.
  • MancubusMancubus "Let Me Hear Your Sweet Screams" Joined: Posts: 565
    https://game.capcom.com/cfn/sfv/vote

    Popularity results are in. Surprising rank for Juri despite the atrocious way SFV has treated her...
    USFIV - Juri A Rank 17,000 BP

    SFV - Main: Juri - Sub: Cammy.

Sign In or Register to comment.