Street Fighter V

Street Fighter V

İstatistiklere Bak:
Juri is weak....... FIRST IMPRESSIONS
I KNOW THE CHARACTER IS NOT EVEN RELEASED SO IT'S EARLY TO TALK, BUT THESE ARE JUST IMPRESSIONS, SO TAKE THEM WITH PHILOSOPHY.
IN SF4 I always played Juri so is not like I dont know how it was before.
P.S. I used the trainer to use her.
High
Strenghts
+ St lp is 3f, and has good hitbox.
+ New moves are better than the removed ones ( Teleport was pointless and Dive kick was weak until usf4 , but arguably good)
+New moves are Chun Li Hazanshu, ex safe, light is comboable, hard reach far seems good antifireball, and the medium/ hard variations of the fireball. medium is a overhead like Adon (sf4) axe kicks) High is for dmg, is similar to Karin special the hard version kicks (dont knwo the name)
+Light pinwhweel is safe! from point blank! probably -2, ex Fireballs (which is not a fireball is safe too)
+ no need to press down buttons to store "fireballs"
+I love the low fireball, really slow good for setups and to make other stuff safe
+ good footsies, HK is really good compared to 4,
+ Feng Shui seems good overall faster dashes, no need to store stuff just release it, 2 hit fireballs (maybe there is something else)
+ target combo is REALLY good safe on block if cancelled in store or fireball release, it's alauncher on hit for dmg

Weaknesses
- she lost medium and high fireballs , which were ok in sf4, but I guess not that useful in 5 since fireballs are bad overall in this game
- fireball release ON HIT is +2, which means NO COMBO after, which is really sad.
- she has literally no confirms from mediums, since you cant combo after fireballs (cause is just +2),
- targetcombo whiffs on crouched opponents which grants the opponent a reversal
- MANY moves are punishable, all the hazanshu except the ex, obviously the pinwheels except Light, medium and high variations of the store are -5 at least, overhead is punishable on block and not comboable even on feng shui.
- ex store is like derp, seems useless, she has already many moves to get close to the oppnent something like that is pointless, a 2 hit fireball like in sf4 would have been better imo.
- V skill is quick and can combo but always punishable unless u charge it 2 seconds (some chars like cammy can cannon strike it even full charged) , doesnt go through fireballs.
- you CANT do the sf4 tricks with FSE overhead, you can cancel into it, was a really good tool to get in.

Notes:
I think she is weak, (like in 4 until USF4 probably) , but I like the playstyle, the problem is doing damage from confirms without getting too much exposed, you cant confirm anything from fireball, so you have to rely on Medium store for overheads, and bait for crush counters, but her Hard normals are good but not for that, are more zoinsh good range- cancellable stuff.
En son giangole tarafından düzenlendi; 25 Tem 2016 @ 12:31
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52 yorumdan 16 ile 30 arası gösteriliyor
İlk olarak JELIFISH tarafından gönderildi:
İlk olarak idk -_- ? tarafından gönderildi:
every character (except grappler but i think they have something too) can link 2 mediums, Juri cant, but it is fine,she couldnt do that even in SF4 where there were character who could link LIGHTS into Heavies. since she relies on storing which needs time, she needs to be safe in approaching the opponent because every character has safe stuff to approach the opponenet, Karin has tenku, ken has the v move , even Rashid has something ( dont know the name). Juri struggles in that cause she has weak options for that. Karin has both antiairs and a 3f Normal and can charge a super every round which means u r at 40 % u r dead.
Ken's V-Skill is punishable. And doing it in neutral isn't great because it's slower than is dash. The only thing he has to really get in is the airborne EX tatsu. Most characters don't have a safe approach. The only characters who have a hit-confirm from medium at a range other than point blank are Mika, Karin, Cammy, Bison, and Ryu. Karin doesn't have a 3F normal and her anti-airs without meter are terrible. Every character can build a super each round if they don't spend EX.

Karin crouch LP is 3f, i dont know what r u talking about, you dont understand the point of what I'm saying, she has basically no hit confirms (the only one i found is mk, llight release xx hard release, which needs 2 store charges which is not that likely, she has no real tools to get in there and she lost the zoning game, the only character is even worse in this is Ibuki.
"every character can build meter if doesnt uses it" it is so dumb, like Karin and Nash charge meter way faster than anyone and need any, just watch ♥♥♥♥♥♥ evo, you definitely talking with some theoric stuff without applying to the game.
İlk olarak idk -_- ? tarafından gönderildi:
I KNOW THE CHARACTER IS NOT EVEN RELEASED SO IT'S EARLY TO TALK, BUT THESE ARE JUST IMPRESSIONS, SO TAKE THEM WITH PHILOSOPHY.
IN SF4 I always played Juri so is not like I dont know how it was before.
P.S. I used the trainer to use her.
High
Strenghts
+ St lp is 3f, and has good hitbox.
+ New moves are better than the removed ones ( Teleport was pointless and Dive kick was weak until usf4 , but arguably good)
+New moves are Chun Li Hazanshu, ex safe, light is comboable, hard reach far seems good antifireball, and the medium/ hard variations of the fireball. medium is a overhead like Adon (sf4) axe kicks) High is for dmg, is similar to Karin special the hard version kicks (dont knwo the name)
+Light pinwhweel is safe! from point blank! probably -2, ex Fireballs (which is not a fireball is safe too)
+ no need to press down buttons to store "fireballs"
+I love the low fireball, really slow good for setups and to make other stuff safe
+ good footsies, HK is really good compared to 4,
+ Feng Shui seems good overall faster dashes, no need to store stuff just release it, 2 hit fireballs (maybe there is something else)
+ target combo is REALLY good safe on block if cancelled in store or fireball release, it's alauncher on hit for dmg

Weaknesses
- she lost medium and high fireballs , which were ok in sf4, but I guess not that useful in 5 since fireballs are bad overall in this game
- fireball release ON HIT is +2, which means NO COMBO after, which is really sad.
- she has literally no confirms from mediums, since you cant combo after fireballs (cause is just +2),
- targetcombo whiffs on crouched opponents which grants the opponent a reversal
- MANY moves are punishable, all the hazanshu except the ex, obviously the pinwheels except Light, medium and high variations of the store are -5 at least, overhead is punishable on block and not comboable even on feng shui.
- ex store is like derp, seems useless, she has already many moves to get close to the oppnent something like that is pointless, a 2 hit fireball like in sf4 would have been better imo.
- V skill is quick and can combo but always punishable unless u charge it 2 seconds (some chars like cammy can cannon strike it even full charged) , doesnt go through fireballs.
- you CANT do the sf4 tricks with FSE overhead, you can cancel into it, was a really good tool to get in.

Notes:
I think she is weak, (like in 4 until USF4 probably) , but I like the playstyle, the problem is doing damage from confirms without getting too much exposed, you cant confirm anything from fireball, so you have to rely on Medium store for overheads, and bait for crush counters, but her Hard normals are good but not for that, are more zoinsh good range- cancellable stuff.

Can't disagree with any of the points you've stated!
İlk olarak idk -_- ? tarafından gönderildi:
İlk olarak JELIFISH tarafından gönderildi:
Ken's V-Skill is punishable. And doing it in neutral isn't great because it's slower than is dash. The only thing he has to really get in is the airborne EX tatsu. Most characters don't have a safe approach. The only characters who have a hit-confirm from medium at a range other than point blank are Mika, Karin, Cammy, Bison, and Ryu. Karin doesn't have a 3F normal and her anti-airs without meter are terrible. Every character can build a super each round if they don't spend EX.

Karin crouch LP is 3f, i dont know what r u talking about, you dont understand the point of what I'm saying, she has basically no hit confirms (the only one i found is mk, llight release xx hard release, which needs 2 store charges which is not that likely, she has no real tools to get in there and she lost the zoning game, the only character is even worse in this is Ibuki.
"every character can build meter if doesnt uses it" it is so dumb, like Karin and Nash charge meter way faster than anyone and need any, just watch ♥♥♥♥♥♥ evo, you definitely talking with some theoric stuff without applying to the game.

She can confirm off her special cancels and is only -2 at worst as long as you end it in the low fireball, which can actually be close to 0 if properly spaced, meaning you can restart pressure as into another lk charge (which is -2 on block) and then go back to your strings. Her offense doesn't seem half bad.
İlk olarak pcsm92 tarafından gönderildi:
İlk olarak idk -_- ? tarafından gönderildi:
She can confirm off her special cancels
explains me how, the only one possible cancel is
CRMK/MPxx low release, at that point u can visually confirm if
> it hits xx Heavy release
> blocked by opponent > back to neutral game since ur between -2 and 0.

but it is REALLY tight, the stun on fireball is basically non existant and it requires 2 fireball stores.
İlk olarak idk -_- ? tarafından gönderildi:
İlk olarak pcsm92 tarafından gönderildi:
explains me how, the only one possible cancel is
CRMK/MPxx low release, at that point u can visually confirm if
> it hits xx Heavy release
> blocked by opponent > back to neutral game since ur between -2 and 0.

but it is REALLY tight, the stun on fireball is basically non existant and it requires 2 fireball stores.

Medium release can be comboed from HP. An example: st or cr hp - medium release

hits - high release

does not hit - low release
Also, medium release combos into cr mk, so if you don't have the heavy release or wishes to mantain momentum, you can do that and cancel it into pinwheel or even low fireball for a setup/frametrap
İlk olarak pcsm92 tarafından gönderildi:
İlk olarak idk -_- ? tarafından gönderildi:

Medium release can be comboed from HP. An example: st or cr hp - medium release

hits - high release

does not hit - low release
let me explain what is "confirming" in fighting games, when you have the opportunity to confirm something and you dont have to preemptively doing something but you can actually wait and see what you can do. for example
Ken
target combo xx ON HIT shoryuken on block fireball.
It's really difficult but you can do it, it requires reflexes and practice but is great,
what you said is something you cant do as confirm because you have to do the medium release before the CR Punch hits or it wont come up as a combo/block string.
In SF4 juri was all about confirming stuff after fireballs, liek Ryu was cr MK fireball FADC Shortyuken, in sf5 ryu has 2x mp to confirm something, you can even mp into raw super if you are daigo or Tokido. But juri doesnt have something like that.

just go in training room and get the pc to uppercut or mash jab after anything you do and see how Juri can handle stuff like that
You didn't get what I said.

The confirm part is not from the St. HP into the mk release, it's from the mk release to the hk release/lk release. You do a St. Hp and cancel into mk release - if it hits, do hk release, if it doesn't, do lk release - what part of that isn't a hit confirm?

EDIT: That string does not beat 3f jabs, if that's what you mean. Never tested it for being a true blockstring. You can do HP xx HK release and, on hit, medium release, crk mk, light pinwheel and, on block, LK release.

Also, cr lp xx hk release beats 3f jabs.
En son pcsm92 tarafından düzenlendi; 25 Tem 2016 @ 17:13
İlk olarak pcsm92 tarafından gönderildi:
You didn't get what I said.

The confirm part is not from the St. HP into the mk release, it's from the mk release to the hk release/lk release. You do a St. Hp and cancel into mk release - if it hits, do hk release, if it doesn't, do lk release - what part of that isn't a hit confirm?
the fact that on block is not a combo and if they mash jab or dp they interrupt it.

EDIT: what you said works from target combo, it seems really odd but the dummy doesnt do anything. im testing more right now. However, the discussion sent me to discover something good and i ahve to tank you
İlk olarak idk -_- ? tarafından gönderildi:
İlk olarak pcsm92 tarafından gönderildi:
You didn't get what I said.

The confirm part is not from the St. HP into the mk release, it's from the mk release to the hk release/lk release. You do a St. Hp and cancel into mk release - if it hits, do hk release, if it doesn't, do lk release - what part of that isn't a hit confirm?
the fact that on block is not a combo and if they mash jab or dp they interrupt it.

EDIT: what you said works from target combo, it seems really odd but the dummy doesnt do anything. im testing more right now. However, the discussion sent me to discover something good and i ahve to tank you

You can confirm off frame traps, which are not true strings; true strings are a different concept of hit confirms.

EDIT: no problem, I'm on the lab right now and I've got a few pressure strings up my sleeve, too, so thanks.
En son pcsm92 tarafından düzenlendi; 25 Tem 2016 @ 17:21
İlk olarak pcsm92 tarafından gönderildi:
İlk olarak idk -_- ? tarafından gönderildi:
the fact that on block is not a combo and if they mash jab or dp they interrupt it.

EDIT: what you said works from target combo, it seems really odd but the dummy doesnt do anything. im testing more right now. However, the discussion sent me to discover something good and i ahve to tank you

You can confirm off frame traps, which are not true strings; true strings are a different concept of hit confirms.
you know, after day 1 people wil mash jab if they see something like that, therefore i need something safe to do 75% of the times and some frametraps to bait them if they keeps pressing buttons,
I hear ya, try cr lp (x2) xx hk release - beats 3f jabs and the animation is long enough so that you can confirm the hit and go for a medium or a lk release on block. cr lp, st mp also beats 3fs, and on counter hit you can for for a cr mk and hk release.
tl;dr
character isnt out. meta is not established. stop crying.
I hope Juri is the worst ♥♥♥♥♥♥♥ character in the game just to piss off all her virgin fanboys
İlk olarak Ezmar #OilUp tarafından gönderildi:
I hope Juri is the worst ♥♥♥♥♥♥♥ character in the game just to piss off all her virgin fanboys

Young Punk! Get off my lawn!
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52 yorumdan 16 ile 30 arası gösteriliyor
Sayfa başına: 1530 50

Gönderilme Tarihi: 25 Tem 2016 @ 12:30
İleti: 52