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Juri Changes in 2012 I_icon_minitimeMon Apr 16, 2012 10:44 pm by mrmajikbus45
I return in 2 weeks. I'm better than ever. Rested. Recovered completely now from my medical issues... See you soon.

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 Juri Changes in 2012

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PostSubject: Juri Changes in 2012   Juri Changes in 2012 I_icon_minitimeMon Dec 19, 2011 11:02 am

Juri's Changes from the Dev's log:

[Feng Shui Engine]

During FSE, Juri's Dash was changed to be faster and travel a lot farther (Can't say if they mean just faster animation, like makoto got in AE, or really faster in frames)

[Close Forward]

close.MK's second hit changed to have bigger attack hitbox, to make it connect more easily from the first hit.

[Focus Attack]

Moved Focus Attack's attack hitbox so it connects on low-profile attacks.

[Fuhajin]

Fuhajin kicks damage up to 50.

[Pinwheel]

  • LK Pinwheel's first hit frame advantage increased +5f.
    MK/HK Pinwheel's first and second hit frame advantage increased +5f.
    EX Pinwheels second hit frame advantage increased +5f.
    Because of this, Senpusha xx FADC > Kaisen Dankairaku is possible.



[Feng Shui Engine]

Increased invulnerability frames of EX Senpusha until first attack connects, to make it harder to trade with.

  • Changed EX Dive Kick trajectory to be controlled by which buttons are pressed.
    LK+MK = old trajectory
    MK+HK = normal Shikusen MK trajectory
    LK+HK = normal Shikusen HK trajectory.
    Meter gain set to one third (1/3) of normal. This makes it possible to further continue your combos if you play close attention to your meter.



So what do these changes mean?


FSE Faster Forward Dash

There's a lot this particular change entails:

Not only does this travel fast but it also covers more distance, its actually possible on FADC to leave yourself at stupid +frames after cancelling a pinwheel (with its new updated properties) or fireball on block or hit.

This opens up a MASSIVE potential for increased damage because you no longer require a fireball to maintain pressure with 2 bars available, however with as much as 4 bars its not impossible to loop a punisher series all the way from one side of the corner to the other utalizing pinwheel FADC (god knows how many +frames you will be on factoring in the +5 extra on hit and faster forward dash).

It also has the potential to create new safe jump setups off throws (back or forward).

Ending your series in Sweep xx Store, means you can release for meaty fireball pressure, dash once in, throw out a move, and it will be a blockstring. (Not tested yet, but maybe possible). Right now its near impossible to setup a blockstring off a meaty fireball without FADC, and youre never close enough to do proximity moves because the fireball pushs them back out of range. But having a faster dash that also covers more distance fixes both problems (proximity moves also come out faster) and makes for very good offensive pressure. If they backdash, the fireball tracks and hits them and you get to apply the same pressure again.

Focus Attack

A common problem has been opponent making FA whiff by ducking under them with low forwards, because they tag you, you reflex and let go of FA only to eat a full punish. They have fixed this. Smile

Fuhajin Store Damage up to 50

This was toned down in the transistion to AE from 50 to 30 with the introduction of store xx fireball release. What made this okay was that the damage from store +release was considered one move and damage didnt scale further down from consecutive hits, meaning in a way her damage was buffed from 50 to 80 (30 + 50), now the store to release combo nets Juri up to 100 damage (50 + 50).

Pinwheel +8/10 Frame Advantage on FADC


It used to be +3 on FADC, now its +8 (with the extra +5 added to it). Due to the first hit of Lk pinwheel only receiving the change, it will still be +1 on hit without FADC, +8 on the first hit FADC and +3 on the second hit FADC. This opens up much more new combo potential, as outlined in the change log you can even do Pinwheel FADC Ultra 2. The way this works is that Juri can cancel her forward dash into a special on the last two frames, bringing pinwheel FADC up to +10 on hit when inputting a special during the dash. Here's some combos that will be possible using this new tool:

  • Midscreen punish(2 bars) - Cr.Hp xx Hk Senpusha(2 hits) FADC Cr.Hp xx Hk Senpusha = 358dmg (418 from a J.Hk)

    Midscreen punish(3 bars) - Cr.Hp xx Hk Senpusha(2 hits) FADC Cr.Hp xx Ex Senpusha = 386dmg (438 from a J.Hk)


(These are just the highest damaging examples, there are more practical applications like extended combos off basic hitconfirms with light attacks, and hit confirming a pinwheel buffered cr.mk into extra damage)

  • Midscreen Hitconfirm Ultra 2 - Cr.mk xx Hk Senpusha(2 hits) FADC Ultra 2 = 482dmg(aprox)

    Midscreen Hitconfirm Ultra 1 - Cr.mk xx Hk Senpusha(2 hits) FADC Ultra 1 xx St.lk xx etc...


(Both ultra combos are 1 frame links off the pinwheel FADC, made easier by reversal input leniancy, the st.lk off the ultra 1 is a legit 1 frame link when the ultra activation is timed at the earliest possible frame off the pinwheel FADC)

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