Juri's Buffs and Nerfs Explained - Street Fighter 6 balance patch
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- Опубликовано: 22 май 2024
- Juri in Street Fighter 6 is a very complicated character and sometimes the balance patch doesn't show us the full extent of these changes. In this video Kail is going to show off what Juri can do in this new patch (is this season 2)?
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The hurtbox behind her was to get rid of the fireball tech on wake up. I have a lot of clips of it, but Juri’s level 1 skipped a lot of fast moving fireballs. If timed correctly.
Yep that's the reason, you could also 'step' through Luke's fireball in neutral with Level 1, which is now impossible because of that change
@@Vallin87 yea it sucks it’s gone since juri struggles with fireballs already
Oh the UMA???? That makes sense.
@@BigNastyKail yea I haven’t gotten it to work since the patch pretty sure that’s all it was for.
this was a universal change, i think were like 6 characters who could do it and now none of them can
I really like the fact that the frequency of your speech is in tune with the character's movements, it's like dancing to a song but the opposite, is as if you were singing a dance
I guess 'what the Fuhajin change means' is, it now allows your opponent to always drive rush punish you if you absorb a fireball with it, where as before there might have been cases where you recovered in time. I don't quite understand why they would do that because it basically makes the move pointless (for this specific use) so why have it in the first place. Weird decision by capcom in my opinion
Great vid. A bunch of her changes on the notes were initially confusing, but you cleared a lot of that up
Great vid man! Thanks for all the explanations, it gave much needed context for when I was trying to read the patch notes.
Last night on your stream you mentioned she has a bit more fun now and I can totally see it 💪
Amazing breakdown, thx a ton!
Thanks for the awesome breakdown! I think the second note on the level 1 is supposed to get rid of things like ducking under Luke’s fireball like we saw during Capcom Cup (I haven’t tested it though so I’m not sure)
Quality content, thanks for the easy to understand breakdown.
Awesome and informative, thanks for the video man
Thank you for the detailed breakdown, Professor Nasty
They nerfed the move that blocks fireballs and released Akuma The Fireball God at the same time 💀
Solid content. Tks.
This is extremely helpful! I was wondering if you'd consider a video about the Juri vs Akuma match up? It's been rough when they play hard zoner, so a short video on that might be worth it if you wanted to.
You've met your match, Shotos are a notoriously bad match up for Juri, there is no real answer except be patient and optimise your combos on the rare occasions you're gonna get in.
love your content. more power
Hello BNK! Thank you for your insight, much appreciated,
My 2 cents about death crest target: I used it during s1 as a pressing tool, with some success, let me explain.
As a pressure tool, Juri uses her amazing 5mp with +2 on block. You had 2 choices: vanilla 5mp into combo (2mp), nothing, or frame trap (2mp, 5mk, ...) and target combo with second hit on block, and third on hit. WHy using death crest during s1? Because the second hit, on block, lets Juri far away of the opponent, thanks to a nice pushback. After this 4HP, Juri is far enough to consistently deal with opponent's forward jump, with 2hp, 9mp or dragon. But the counterpart was: if you hit, you deal low damages. So for me, death crest s1 was a OK variation on a cornered opponent, and I wasn't using it mid screen.
Enter s2: death crest can frame trap, can pushback Juri enough to do consistent anti-air, AND do good damages. For me? I'm sold, it's a buff. I will still use it primarily on corner, but it's a very nice pressure tool with a good finisher (super 1/2/3).
So please give it a try: corner your opponent, do 5mp > 4hp, and footsies; You will see that you are at a very interesting distance to continue pressure without much danger.
Bye!
Juri is now +42 on wake up when she lands chain combo into F.HP to B.HK. Is super consistent in the corner, I’ve landed it on matches already (as if she needed more safe jumps haha.
I saw. Works reverse too I think.
With the move getting +5, you can now deliver S3 from any st light punch, meter less, charge less, not even in counter/punish counter...
Seems rather strong.
Thank you very much, the información about the dive kick blow My mind lol 😅
I love you bro for this
The fuhajin I think is there to not punish you for nullifying fireballs early? Did she recover early before? I think before if you nullified a fireball that ended your active frames right? So if Ken tried to drive rush heavy punch you, you would have been clipped? But now he has to wait for the active frames to run out?
the modern change may seem small but as a modern player it is sooooo goood. it's actually huge since that was one of the only things that nerfed our combos
granted our air engine combos are still trash tho...
you think youll do an updated feng shui guide in the future? or is everything you have in your first guide still relevant
ruclips.net/video/Ywx_7X_M0Xg/видео.htmlsi=VuMdc6VwBq4B_yVU
ruclips.net/video/UN_wKquesRw/видео.htmlsi=KevneE-IaMTnJv_W
Got 2 for you
Awesome work that's greatly appreciated by silent lurkers like me 😀
"needlessly complex" bafael the oro 3rd strike YT enthusiast
punish counter combo stand medium punch to heavy kick qc medium kick to lk dp being meterless and stockless helps me not burn out, used it in ranked alot, currently d3, gotta take advantage of the akumas 😂
I haven't played SF6 in months cause I dropped it for Tekken 8 but, with this patch. I believe it's for me to hop on and dogwalked for a bit 😂. But thanks for the explanation on Juri good information as usual.
What mod is that?
I really like the normal Ankensatsu change, as it didn't really have much of a purpose before. That said, I kind of wish they applied the same mentality to some of her other moves. OD Go Ohsatsu basically has no unique traits aside from cancel routes and chaining into other OD releases. The damage and startup are the same as the charged Go Ohsatsu, but the oki is worse and its more punishable, so I literally never use it outside of the extra utility from chains and cancels. Even just changing the damage distribution from 400+400+400 to 600+300+300 would make combos where you cancel the first hit of OD Go Ohsatsu -> OD Ankensatsu slightly more damaging, which would incentivize more resource optimization.
It feels like they wanted to take late SFV Juri and make sure SF6 Juri didn't struggle with the weaknesses that early SFV Juri had for years, so she's really solid. However, it came at the expense of most of her anti fireball tools, so I'm not really sure how to feel about her. She's super fun and really strong, but a lot of the strong characters have much better answers to her unique traits than she does to theirs, and a lot of people instantly blame you for "whining" when you point it out.
I think you concentrated on the wrong aspects of the Fuha hitstop change. If you look at it, it's 34 total when whiffing, 42 total when it captures a projectile, aka a classic example of one-sided hitstop for the defender only when interacting with projectiles. If you try it with EX Fuha, you'll see capturing a 2-hit projectile will increase it from 38 total to 54 total.
This is a net nerf.
Good catch. I was thinking that when editing. I watched the attacker and I’m like “there’s no hitstop on them… hmmmm.
So Juri is WORSE against fireballs???? Got it.
Fuhajin Ex can hit 2 time for store your fireball
Does she have gyaru makeup on?
These changes are a little underwhelming imo…
if only capcom nerfed your porn addiction
Homie you’re 12. Women exist. Get over it.
@BigNastyKail I checked his comments and all of them are just calling you a gooner lol dats crazy