Super Street Fighter IV AE/Juri: Difference between revisions

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m (→‎AE ver. 2012 Changes: close mp changes were already included in the list)
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== AE ver. 2012 Changes ==
== AE ver. 2012 Changes ==
''Close Standing Medium Punch''
Startup reduced to 3 frames.


''Close Standing Medium Kick''
''Close Standing Medium Kick''

Revision as of 15:35, 14 November 2012

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Juri

SSFIV-Juri Face.jpg

Juri is a sadistic agent working for Seth under S.I.N. Seth has installed the "Feng Shui Engine" into her left eye, which has enhanced her powers significantly. It is said that having watched her family murdered long ago is what has given Juri her lust for violence. But it is also driven by desires for revenge, as her family was murdered by Shadaloo, and joining S.I.N. is just a ploy to get closer to Shadaloo so she can take down Bison from within. Being hired to kill enemies of S.I.N. just happens to be a nice perk to go along with this mission.


In a nutshell

Juri is a tricky character who excels in the three "M"s of the fighting game world - mobility, mixup, and mindgames. While she can win matches using only a handful of her tricks, one of the many overlooked things about Juri is her fireball game. Her fireball, the Fuhajin, is unique in that you can hold the button to store the fireball after the initial kick. This one little tool may seem complex at first, but once you learn to utilize the Fuhajin, it makes Juri that much deadlier in manipulating the opponent to do what she wants without knowing it. Aside from that, she has a great control over the aerial space of the battle with her Pinwheel and Dive Kicks. Juri's greatest weakness is, unfortunately, a common one for many characters like herself - strong defenses will put an abrupt end to her assault in seconds, especially thanks to her low stamina. Her strengths must be played very carefully if she is to land the victory blow.

Costumes

File:Http://img190.imageshack.us/img190/3815/juri4.jpg File:Http://media.giantbomb.com/uploads/7/72012/1480008-juri alternate super.jpg File:Http://www.gossipgamers.com/wp-content/uploads/2010/09/SF-Costume-Art-Juri.jpg [1]] Juri Costume 1


Moves

Unique Attacks

Name
Command
Notes
Sekku
f + mk
high

Throws

Name
Command
Notes
Karen Kick
f or n + lp + lk
throw
Assatsu Kick
b + lp + lk
throw

Special Moves

Name
Command
Notes
Fuhajin
qcf + k
Stores a fireball; Continue holding k to continue storing fireball; Release k to release fireball; Different kick buttons fire in different directions; ex version requires no storing; Different 2 button combinations allow ex version to fire in all three angles; ex
Shikusen
(in air) qcb + k
ex armorbreak
   Second Impact
k
Perform after Shikusen
      Third Strike
k
Perform after Second Impact
Senpusha
qcb + k
ex
Kasatushi
qcb + p
Counters only against certain attacks; ex

Super Combo

Name
Command
Notes
Fuharenjin
qcb qcb + k

Ultra Combos

Name
Command
Notes
Feng Shui Engine [2]
qcf qcf + p
Grants ability to perform Chain Combos
Kaisen Dankairaku
qcf qcf + 3k
armorbreak


AE ver. 2012 Changes

Close Standing Medium Kick

Expanded 2nd hit’s hitbox forward to end of leg.


Fuhajin

Changed damage from 30 to 50 for all versions when upward kick connects.


Senpusha

Extended hit stun by 3F on first hit of light kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus→Dash. Extended hit stun by 3F on first and second hit of medium or heavy kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus→Dash. Extended hit stun by 5F on second hit of EX version. Results in a possible +7F advantage for the attacker after the fastest possible EX Focus→Dash. Extended invincibility of EX version during Feng Shui Engine to cover the period when the first hit’s hitbox is up.


Feng Shui Engine

Enabled Super Meter to build up at 1/3 the normal rate for various attacks.


Focus Attack

Expanded hitbox downward.


EX Shikusen

Enabled change of trajectory with special kick button combinations (light + medium, medium + heavy, or light + heavy), but only during a Feng Shui Engine.


Close Standing Medium Punch

Adjusted startup to 3F. Takes move’s total frame count from 22F to 20F.


Dash

Increased travel during a Feng Shui Engine. Overall frame count is unchanged.

AE Changes

  • Hitbox changes
    • Standing LP
      • Active hitbox increased slightly.
      • Vulnerable hitbox reduced during active frames.
    • Crouching LP
      • Vulnerable hitbox reduced during startup and active frames.
    • Jumping MP
      • Active hitbox has been reduced so that it can no longer cross up or be unblockable.
    • Kasatushi (qcb+P) now has a hard-coded vulnerable hitbox during startup frames. Previously, the hitboxes were derived from the animation.
  • Juggle property changes
    • Fuhajin (store)
      • Knocks opponents higher on hit, making it possible to juggle afterwards.
      • Causes a juggle knockdown on airborne opponents. Previously, this was on counterhit only.
      • Juggle potential increased to 1.
    • Fuhajin (release)
      • Juggle potential increased to 1.
  • Fuhajin (store) damage/stun changed to 30/50 (down from 50/100).
  • Faster walk speed while moving forwards or backwards.

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +7
Close Strong.gif HL 70 100 40 sp/su 3 4 14 -4 -1
Close Fierce.gif HL 100 200 60 sp 6 4 26 -12 -
Close Short.gif HL 30 50 20 ch/sp/su 3 3 5 +3 +6
Close Forward.gif HL 30*35 40*40 40*20 sp/su 6 3(6)2 19 -7 -4
Close Roundhouse.gif HL 40*70 125*75 60*20 sp/su 11 2(2)2 20 -4 +1
Far Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +7
Far Strong.gif HL 80 100 40 su 6 4 11 -1 +2
Far Fierce.gif HL 120 200 60 - 10 3 20 -5 -1
Far Short.gif HL 40 50 20 ch/sp/su 5 3 7 +1 +4
Far Forward.gif HL 30*70 30*70 20*40 - 5 5 14 -4 -1
Far Roundhouse.gif HL 110 200 60 - 15 4 19 -5 -1
crouch Jab.gif HL 30 50 20 ch/sp/su 4 2 9 0 +3
crouch Strong.gif HL 70 100 40 sp/su 6 6 9 -1 +2
crouch Fierce.gif HL 100 200 60 sp/su 7 4 20 -6 -1
crouch Short.gif L 20 50 20 ch/sp/su 4 4 5 +2 +5
crouch Forward.gif L 60 100 40 sp/su 6 2 17 -5 -2
crouch Roundhouse.gif L 90 100 60 - 8 2 25 -9 -
Jump up Jab.gif H 50 50 20 - 4 8 - - -
Jump up Strong.gif H 80 100 40 - 5 7 - - -
Jump up Fierce.gif H 100 200 60 - 8 4 - - -
Jump up Short.gif H 40 50 20 - 5 10 - - -
Jump up Forward.gif H 80 100 40 - 5 5 - - -
Jump up Roundhouse.gif H 100 200 60 - 8 4 - - -
Jump forward Jab.gif H 50 50 20 - 4 11 - - -
Jump forward Strong.gif H 50 50 40 sp 5 6 - - -
Jump forward Fierce.gif H 90 100 60 - 7 4 - - -
Jump forward Short.gif H 40 50 20 - 5 6 - - -
Jump forward Forward.gif H 70 100 40 - 5 6 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 6 - - -
Sekku (Right.gif+Forward.gif) H 70 70 40 - 20 2 17 -2 +2
Focus Attack LVL1 HL 60 100 20 - 21 2 35 -21 -21
Focus Attack LVL2 HL 80 150 40 - 17+12 2 35 -15 -
Focus Attack LVL3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.83 130 140 40 - 3 2 20 - -
Back Throw 0.83 120 160 40 - 3 2 20 - -
Fuhajin HL 30*50 50*50 20/20*20 su 9 6(24)52 61 +4 -
Fuhajin (???) HL 50 50 20/20 - 9 6 16 -1 -
Fuhajin (???) HL 50 50 0/20 su 11 52 33 +4 +10
Fuhajin EX (Short.gif+Forward.gif) HL 50*50 50*50 -250/0 su 13 49 39 +5 -
Fuhajin EX (Forward.gif+Roundhouse.gif) HL 50*50 50*50 -250/0 su 15 49 39 +7 -
Fuhajin EX (Short.gif+Roundhouse.gif) HL 50*50 50*50 -250/0 su 13 49 39 +5 -
Shikusen Short.gif HL 40 50 10/40 - 14 until ground 17 -2 -
Shikusen Forward.gif HL 40 50 10/40 - 14 until ground 18 -3 -
Shikusen Roundhouse.gif HL 40 50 10/40 - 14 until ground 19 -4 -
Shikusen 2nd Impact HL 20*20 20*20 0/20*20 - 9 4(5)2 28 - -
Shikusen 3rd Strike HL 80 90 0/40 - 21 2 19 - -
Shikusen EX HL 50*25*25*60 50*20*20*50 -250/0 - 14 until ground(8)4(5)2(20)2 14or28or18 - -
Senpusha Short.gif HL 60*40 40*40 20/20*20 su 7 3(1)4 4+17 -4 +1
Senpusha Forward.gif HL 45*25x3 40*30x3 20/15x4 su 9 3(1)4(6)3(1)3 5+21 -8 -
Senpusha Roundhouse.gif HL 50*30x3 50*35x3 20/15x4 su 14 3(1)4(6)3(1)3 5+24 -11 -
Senpusha EX HL 30x8 30x5*35 -250/0 - 7 3(1)4(3)3*3(1)3(4)3*3(1)3 5+27 -14 -
Kasatushi - - - 10/- - 3 29 17 - -
Kasatushi EX - - - -250/- - 1 31 17 - -
Kasatushi (???) - - - -/5 - - - 29 - -
Kasatushi (???) - - - -/5 - - - 28 - -
Kasatushi (???) - - - -/5 - - - 54 - -
Super Combo Short.gif HL 60x5*70 0 -1000/0 - 1+8 65 152 -25 -
Super Combo Forward.gif HL 60x5*70 0 -1000/0 - 1+8 65 152 -25 -
Super Combo Roundhouse.gif HL 60x5*70 0 -1000/0 - 1+11 65 155 -25 -
Ultra Combo 1 - - - - - 0+1 900 6 - -
Ultra Combo 2 HL 15x8*360 0 0/0 - 0+10 ??? 60+33 -103 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: