4HK 2nd hit now puts airborne opponents into limited juggle OTG state
5MP~4HP~HP final hit Super cancelable
Now always leaves a 2f blockstring gap between the first 2 hits, while last 2 hits are always a true blockstring
214KK startup 16f -> 12f, active 4 -> 6, recovery 25 -> 21; combos from all lights
236MK starter scaling 20% added, and counts as 2 hits of scaling when comboed into
Hit Advantage +3 -> +5 with more pushback (can lead to combos even without Fuha stocks)
j.214K~K/214KK~K hitbox expanded for more consistency; Juri lands closer to the opponent for better oki
SA1 no longer moves forward during screen freeze (cannot move through fast projectiles)
SA3 hurtbox adjusted to match animation; Block Advantage -31 -> -36
1.03
Bug fix in Feng Shui Engine where Juri had irregular Drive Gauge recovery depending on how long it had been active
1.02
Bug fix in Modern controls where Juri would not go into Assisted Combo 1 from 2LK while Feng Shui Engine was active
Fixed a bug where Juri would spend 2 Drive Bars when canceling 236LKHK into 236MKHK
When used as a gatling in Feng Shui Engine, Juri's 6MK now has reduced Drive Gauge gain/loss values
Shared adjustments to Drive Gauge gain when blocking supers, attacks hitting behind when they weren't supposed to, and an increase on Drive Gauge gain when perfect parrying specials and supers
1.01
Removed unintended kara cancel when canceling enhanced 236X specials into SA3
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