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Fatal Error XI

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Everything posted by Fatal Error XI

  1. With all this Twitter talk. All I'll say is my Twitter account is 13 years old and I've only tweeted around 300 times. Most of my tweets were just me posting my Wordle score out of boredom during the pandemic. I use it for sports scores, fgc tech and puppy and kitten pics. Do not engage with people on Twitter. You know that saying about staring into the abyss....😱
  2. My guess with Juri is that her flipkick is gone, and now qcb + k will either be store, or release. Since store and release are independent from each other now, she'll need separate commands for store and release. When parry was announced as a universal mechanic in SF6, I knew her SFIV med and heavy fireballs weren't coming back. IMO, divekick, counter teleport, and her normals were the tools from IV that would better serve her in the newer games. So far, I think we're getting the best of both IV and V Juri. Still want to see how she fits in with drive mechanics. Starting every round with EX moves ready, and EX moves not being tied to supers give the impression that the game will be more aggressive. Can only theory fight for now.
  3. SF6 Juri has her SFIV normals, with her SFV specials. With a bonus SFxT Juri jump cancel cr.HP(FSE) . I really hope FSE is like the SFIV version, with cancels into overhead, and chains that cancel into ALL of her specials, not just stores. I wonder if that forward dash(which does damage now) is a mandatory part of FSE activation. From what it looks like, FSE is her level 2 super, and her old Ultra 2 is her level 3.
  4. Yup. She looks like she leans heavily into her SFV version. Having 3 different moves locked behind stores was rough. Now her Fuha's are buffs on an always available move, so now she works similar to G.
  5. Whoa, Juri doesn't have to store to use her specials now. The store lets her chain them like in SFV. Interesting....🤔 Not having specials locked behind stores is what Juri players have wanted in SFV. "Juri performs an upwards kick and stores Fuha stocks upon completion. Saihasho, Ankensatsu, and Go Ohsatsu are newly named special moves, but may be visually familiar in the form of the low projectile or jumping axe kick. While these can now be performed without having to expend Fuha stocks, they can be chained together and powered up if a Fuha stock is available."
  6. Im glad Juri got her divekick back. I wanted something that could change her jump trajectory. Also, she looks amazing. Her motorcycle entrance was straight out of Akria.
  7. When it comes to the PS4 version, I just don't want a situation where features are limited or missing and Capcom gives the excuse: "Because we wanted to maintain parity across platforms". When I saw there was a PS4 version, it reminded me of Mortal Kombat X, who also tried to develop across hardware generations. Which ultimately led to the 360 and PS3 versions being canceled.
  8. The only red flag I have with SF6 is that there's a PS4 version. I'm assuming there's crossplay. I know fighting games aren't the most demanding games out there, but I wonder if the PS4 being the lowest common denominator could effect the overall product.
  9. Juri's design looks a lot like her nostalgia costume with the costume code that removes her jacket. I like it. Lord knows Capcom will put out tons of costumes for her, so we'll have options. What I'm more interested in is how she'll play. Is she SFIV or SFV Juri? Maybe a bit of both, or is her gimmick that she's different in each game? What I want most is the freedom and mixups of SFIV FSE. SFV FSE is too tame. I'm worried about parries affecting projectiles/zoning. I just hope her design doesn't clash with battle systems, like how FADC seemed less useful to charge characters.
  10. Man, the SFIV Juri buffs...... basically just bug fixes, with a shadow nerf sprinkled here and there. It took them so long to fix her FSE normals and hitboxes.
  11. I was thinking of making a video of the balance changes Juri got over the years, so I looked at some of my old videos. In one of them, I did st.mp into st.hp. The conditions for it to work was: The st.mp HAD to be counterhit, it HAD to be meaty, the opponent HAD to be crouching.... That video was from 6 years ago. It really took Capcom 6 years to say "ok Juri, you can combo a medium into a heavy without the planets aligning".
  12. Someone told me you can't unlock the new tracksuit colors in survival mode. While looking into it I saw that all the colors will unlock for free at the end of the 2022 CPT season. It says it in the description of the color packs in the shop. I'm glad I only bought Juri's colors.....always gotta read the fine print. Though, I'm sure at this point most people still playing have the FM to spare.
  13. I did a rundown on Juri's patch notes, with a couple of side by sides with her old moves for the distance changes. The buffs were what I expected, nothing crazy.
  14. Cool, so they did make Juri's st.mp +6 on hit AND +3 on block. Looks like they changed st.hp so that it only affects cancels and not links. The new projectile invincibility on her super is weird? Does that mean it won't clash with fireballs anymore and just blow through them, or she just wont get clipped by them. I'm struggling to find the utility of this. Also, I can't square this away: "After a throw or normal attack, Juri can now utilize the frame advantage to kick an opponent into the air with Fuharenkyaku, making it easier to continue her offensive after a successful hit." Does it mean she can OTG after a throw with a leg raise, or that the throw will give her enough advantage to get a leg raise in?
  15. Potential Juri buffs have me crawling out from the shadows lol.
  16. On the surface, the st.mp > cr.mk buff looks underwhelming. It depends on whether it means st.mp is +6 on hit or cr.mk is 5f start up. If it means st.mp is +6 (which means +8 on counter hit), I'll take it. More combo routes open up.(especially on counter hit). Counter hit st.mp > st.hp would work Counter hit st.mp > b+hk would work on standing opponents ( I think) Counter hit st.mp > cr.hk would work st.mp > cr.mp would be a natural combo (the usefulness of this depends on range and what stores you have) Also if st.hp into ex ryo means that st.hp is +5 on hit (+7 counter hit) : st.hp > st.mk or st.mp or target combo, would be a natural combo Plus, sometimes, Juri's combo routes live and die within the range of close-st.mk. Sometimes I like to use st.lk as a meaty on people who mash jab on wakeup since st.lk has more active frames. st.lk pushes Juri out so you can't follow with st.mp > close-st.mk xx fuha. You have to be good at confirming into target combo to get anything substantial, and if you mess up, you're -12 just for a counter hit BnB. With the buff you can do: st.lk > st.mp > cr.mp/mk xx special. Again, the buff could just be cr.mk 5f startup and faster ex ryo, then yeah, pretty meh.
  17. Yeah, just not at the same frequency, since life is always eating up my free time. Though I am getting better with the video editing software I use, so the vids I do make have a bit more polish.
  18. Not bad. Considering the shit show that's been the last 2 years, I'm doing well. I'm hoping everyone else can say the same. Thank you Sir. That will go lovely with some prune juice. It seems like only yesterday I was a budding 09er mashing on my Madcatz TE1, which was the style at the time.
  19. @AriesWarlockThanks for the call out Aries. The SRK boards were locked for so long that I kinda gave up on them. It's a good thing I had email notifications on, otherwise I would have never seen your @. I had Discord, but I'm an old fart who prefers forums.
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