Ryan Hart: 'Juri is going to be an issue in Ultra', EventHubs exclusive interview covers Ultra, preferred fighting game, tournament mindset and more

Posted by Nicholas 'MajinTenshinhan' Taylor • March 23, 2014 at 11:47 a.m. PDT

In the beginning of March, the thrilling IVGC tournament was taking place in Cannes, France. EventHubs' very own writer MajinTenshinhan was present at the scene, and made sure to grab six different interviews, five of which have been published regularly since.

Today, we publish our sixth and final interview, with the Europe's seasoned expert in multiple different titles, Ryan Hart. Below, you'll find a quick snippet of the interview.

MajinTenshinhan: In the Street Fighter 4 series, you've been known for the last few years for your very strong Sagat play, but it's also no secret that you're quite capable with several other characters as well. Once Ultra Street Fighter 4 hits, do you think that you'll be switching characters a lot in tournaments, or do you think you'll be sticking to mostly Sagat?

Ryan Hart: Originally I thought Id be using many characters again but after trying the game today I think I will try to have one main with perhaps one sub character. When I tested Ultra I found that I couldn't time the jump in on their delayed wakeup reliably, this meant that I kept eating anti airs or wakeups for free.

With EVO coming up its important to focus on match stability for short tournament sets. This may change once I've had more time with the game, but at the moment I'm not really seeing what I'm supposed to be trying to do when they use the delayed wakeup option, nor how that is going to be a reliable path of play since I'm also risking my advantage by guessing their wakeup method and then their wakeup attack or defence on top of that.

Of course this may change over time, it's just how I currently feel. May as well just forget all that, get some space and do a fireball when they get up, if it hits meaty its all good, and if it doesn't then at least you are safe.

Hit the jump to read the rest of the interview, which covers Ryan's favourite fighting game, potentially strong characters in Ultra, plans for EVO and more.

MajinTenshinhan: You've been part of both of the first two seasons of ESGN Fight Night, which started this year. The format played there is quite different from other fighting game events. Would you mind telling us a little bit about your experience at ESGN Fight Night and if you'd like this format to gain more success?

Ryan Hart: Yeah, I really like ESGN Fight Night. I think that it's an amazing event. I really like what they're doing, bringing world-class players to the same place to play long sets for a lot of money. It gives people the opportunity to see a different side of Street Fighter.

Because, when you go to a major, or watch on stream, you only see matches go up to best of 3 or best of 5, but you never see long sets like first to 7 and such. So, you get to see top players use a lot of material, and I think that's good for growing players, because they can watch top players in those situations and see how they use the match length to adapt as the matches go on.

I also think that it goes to show that there are cases where results can differ a lot depending on the length of the set. For example, Alioune is doing really well right now on ESGN, but he hasn't done as well in a lot of tournaments that he's entered because in those tournaments, it's only two matches, so he might not be able to really get into his groove, you know.

Not quite get his momentum going in just two matches. Obviously, that might be a separate skill in itself, but it also shows that there's a skill in being able to play long sets, endure, have that stamina and also having enough tech, enough material with your character, to play and outwit your opponent for the entire duration.

MajinTenshinhan: Recently, Western Wolves, who you were then being sponsored by, shut down. Could you provide any clarity as to what happened to them?

Ryan Hart: Well, from what I know... I think that Western Wolves closed down because there wasn't enough funding to keep it running, so it just became more beneficial to cease operations.

My manager gave me a Skype call and told me that Western Wolves was going to go, and that DreamHack would be our last event. All of the former members of Western Wolves are now free agents, looking for new opportunities.

MajinTenshinhan: With Ultra Street Fighter 4 launching soon, and a lot of attention being paid to the changes done so far, are there any characters in particular you think will be strong in this new version?

Ryan Hart: I noticed that Yang can cancel his far Medium Punch into Rekkas, and he now has his crossup jumping Medium Kick back, so based on those two changes alone I can see why Yang might be really good in the new one.

He's got a dive kick, a command throw, rekkas which he can get ultra from, a safe overhead, a solid crouching medium kick, a 3-frame crouching light kick and now he has a medium kick cross up and a good range cancellable standing medium punch. He's going to be good, believe it!

I think Ken seems quite good as well, Dictator with his new EX Scissor Kick looks really strong... Juri, Alioune showed me some stuff with the new Juri. Well, it was that PC mod, not the proper one, but you can still see some stuff. If it stays like that, yeah, Juri is going to be an issue.

I think there's a lot of characters that are going to be really good. I just hope that we'll see some overall balance though, and that you don't end up with every tournament featuring the usual suspects. I thought I was looking forward to it but after today's encounter with how defensive the game looks I'm a bit nervous.

MajinTenshinhan: You've been playing fighting games for a long time, and you have noteworthy experience with a lot of different titles. What would you say is your favourite fighting game of all time?

Ryan Hart: I get asked this quite often. My favourite fighting game of all time is probably Virtua Fighter 4: Evolution. I really love that game.

I love the Virtua Fighter series in general, but they've changed the series recently to accommodate players who don't like things to be super technical, and who don't want to learn frames, who like big explosions and things happening on the screen. Virtua Fighter can look very bland, plain and simple, but the dynamics of what's happening technically and mentally are really amazing. The mind games, the psychology within the fighting is absolutely incredible.

It started for me with Virtua Fighter 3 which came out in 1996 a long, long time ago and I started by playing against the CPU. Then, I started going to the arcade where there were people to challenge. I wasn't actually supposed to be in there because I wasn't 18 yet but I used to get in sometimes because I was quite tall.

I used to get battered on the regular and I'd spend all my money. However without knowing it, I'd get better and better with each visit. When I say that I got better and better, in case you're wondering how I did that, I just observed what the players that were winning were doing, because I definitely wasn't winning, so I knew that I was doing something wrong.

I would watch what they were doing, and obviously I didn't understand it all because my knowledge bank was too small, so I couldn't quite digest what was going on, but they were doing certain things that stood out. So what happens at that stage is I started developing little flowcharts from things Id seen. You do this move then this move then this move - like a set little pattern that you have, and it'll work on some players, and it won't work on some other players.

As you learn more, you start to understand that generally, this kind of strategy will work while this kind of tactic will not work. So for me, it's never been this thing where I like, start a new game and learn the frames straight away, learn safe jumps, learn all of these really technical high-level things. No, it's very much been feeling the game out for myself, learning how to adapt myself as a player to the game and the opponent came before everything else.

It's a lot easier when you have an arcade, with players who are readily able to play and you can just visit there whenever you want, they're always there and you can just go in your spare time. If things were that convenient now, I'd definitely suggest that format for leveling up, because it's very useful.

But, nowadays when you're limited to YouTube, a ranking battle every now and again, maybe a house session if you're lucky it's quite tough. Look at attending majors, its not easy, not everyone is sponsored and that is when you CAN get to events. I know some people in America, they have to drive for hours and hours to get to these things, so leveling up is not that simple. But that's what used to work back then. Just adjusting to the game over time with hands-on experience. There were no frame data guides or anything like that.

So, Virtua Fighter 4 for me had amazing balance, the game was very fair in tournaments as any character could win. Since every character was a tournament character, it made the game super hype to watch, because you really, really didn't know what was going to happen. Even at the highest level, any character could win. So it's not like a game where it looks balanced, but once everyone knows what's up, certain characters can't win.

No, every character was really, really solid and the players themselves decided the outcome. I mean, that's an amazing accomplishment. It's hard to make a balanced fighting game. Even a company as experienced as Capcom are consulting the community right now to achieve something similar to that, so it's clearly not easy (assuming they are consulting for balance issues).

It's great that they are giving such value to community input. I look forward to the final version and I hope that people are pleased in the end. Anyway, for me it was Virtua Fighter. The psychology, the simplicity of just having 3 buttons as well, instead of 4 or 6 buttons. Yeah, it was an amazing game. Every game has its specialities, though you know. I like each game for different things, but overall, it'd have to be the Virtua Fighter series and in that series, I like Virtua Fighter 4: Evolution the best.

MajinTenshinhan: What do you think about your chances at EVO 2014 this year?

Ryan Hart: I believe in myself as a player. I know how good I am, I understand what it takes to win, and I've got a lot of experience behind me. I do need to work on myself under pressure in a tournament environment, though.

Especially with the sets being so short. I mean, it's not like I've never lost a long set, but I definitely perform better in a relaxed environment, where it's just maybe some money on the line, or it's a long exhibition or something and I can really just be myself. Sometimes when I'm on stage, I feel almost like I'm there just to impress the crowd or something. I want to do something stylish and put on a memorable show.

Like today, I pondered ideas mid game to go for crazy stuff that I never go for instead of just focusing on winning. I just thought "Let me try it today". It's a bit silly, but if you can pull it off in Grand Finals, that's kind of cool, right? Haha. And it can sometimes work out but it didn't today so in hindsight I obviously see that it wasn't worth it.

I've been playing in tournaments for so long that, Grand Finals, the premise of being up on a stage in Grand Finals doesn't scare me, so I'm kind of relaxed enough to go for certain things most of the time. One of the reasons I enjoy playing in front of others now is to entertain. It's not just about winning for me.

If I won everything but had a really boring style I wouldn't feel I was being myself. I've always been a specialist at doing the trickiest combos or the most stylish combos, and people will be like "Why are you doing that? It scales crazily", but I love it because it looks cool, and that's just how I am.

Of course I wouldn't risk a tournament for it but there have been times where I'll try to land a certain move or whatever just for looks. I don't do it for me, I do it for the people, they enjoy it. Like when King of Fighters 96, 97 and 98 came out and I had to find all the crazy stuff with everyone and execute the hardest things in matches.

Tekken, when I had really unique Mishima tech on the first Tekken Tag Tournament and Dark Resurrection and such.. Killer Instinct was the same thing, when I got to try it out I just had to find a 100+ hit combo of my own straight away, or when Street Fighter X Tekken came out and I had the most unique tech on Cross Assault, I like to be creative in what I do, that's just who I am.

I have character and I express myself. I've been the same way in my martial arts, drumming, breakdancing and all my other hobbies. You might find that maybe I don't use the most top top tier character in every game, I mean if I just look at my Street Fighter 4 history I mained Ken and then Sagat in Vanilla, Guy and then Ryu in Super, Oni and then Yun in Arcade Edition and Sagat in Arcade Edition v2012.

I did main Yun in Arcade Edition but although I was very successful with him in Third Strike he just didn't suit me in AE that much. I mean, it's a rush down character in a game where you need to be patient. It just didn't work for me, I felt my Yun on AE was never as good as the top Japanese Yuns.

I'm going to keep using him as although he was nerfed he is still a fun character and winning is more of a challenge now, and to be honest I think I'm doing better with him now than before when he was stronger.

But going back to EVO this year, I think that 2014 is going to be tough. I'll need to go to Japan, maybe, to try and watch what's happening with Ultra there, since they're going to have a lot more time with the game than everywhere else. A lot of people have been telling me that they're going to be in Japan strictly for the purpose of training Ultra Street Fighter 4 for EVO.

Their sponsors are paying for them to head out, and they're going to be there. They are very lucky. If I can land a sponsor before then I too will be heading out for training. If I can't get out there, I don't see why I'll be able to beat someone who's had so much more time with the game than I have. That's going to be a tall order.

Massive thanks from all of us here at EventHubs to Ryan Hart for agreeing to do this interview with us.


IMainDanHibiki said on March 23, 2014 at 11:50 a.m.

Go Ryan, you're one of the best <3

FuriouS said on March 23, 2014 at 11:51 a.m.

They need to replace #TriHard with Ryans face, who cares about a Yoshis Island speedrunner anyway >_<

Existent said on March 23, 2014 at 12:11 p.m.

The only major change to VF I'm aware of is the throw break system, and I don't think that was a bad call anyway. It's still on top of the heap for 3D in my opinion.

Yung said on March 23, 2014 at 12:12 p.m.

~ in my opinion ~ Juri was always an issue, she is just hard to play.

deus said on March 23, 2014 at 12:15 p.m.

I've said it from the start that Juri is OP. How guile with two specials can go further in a tournament than a character like Juri who has over 4 specials with variations to a few of them, is bewildering. Xian, Sako, Tokido or Poongko playing Juri would show everyone the character's true potential

Dr_Panic_PhD said on March 23, 2014 at 12:19 p.m.

Did capcom ever say what the properties of Juri's feng shui engine will be if she uses Ultra Combo Double?

omglonghair said on March 23, 2014 at 12:26 p.m.

Im still on the wall of this whole juri being good thing

airevil said on March 23, 2014 at 12:27 p.m.

I hope delayed wake up is removed at least for normal grabs

BlackOnyxThunder said on March 23, 2014 at 12:32 p.m.

Juri is complicated.

Atax1s said on March 23, 2014 at 12:33 p.m.

The point of delayed wake-up is to stop vortex from hard knockdown including throws. Removing it from throws is pointless and silly. Sorry, but it's how it should be.

Noocta said on March 23, 2014 at 12:33 p.m.

Juri EX Divekick will ALWAYS be + on block, and it leads to U2 on hit
That sound stupidly good.

Vone said on March 23, 2014 at 12:34 p.m.

why on earth does the number of specials matter. Is Dante better then Vergil because he has more special moves?

Atax1s said on March 23, 2014 at 12:34 p.m.

Her specials are mostly unsafe and she's free on her wake-up. She's slept on for sure but she's still mid tier right now.

Abbadon36 said on March 23, 2014 at 12:35 p.m.

Juri is fun and complicated.
There is alot to think about with her when playing.

deus said on March 23, 2014 at 12:41 p.m.

More specials = more options. Gosh, the people on EH.

SAMURAI said on March 23, 2014 at 12:44 p.m.

Alioune his fights are gonna be 18+ only if he's gonna main Juri in USF4.

airevil said on March 23, 2014 at 12:44 p.m.

then it must be completely removed...the game will become too defensive, slow and boring. As Ryan said, throwing a fireball is the best choice

Voidstar said on March 23, 2014 at 12:48 p.m.

The time it lasts will be scaled down, no damage changes in any loctest so far.

AriesWarlock said on March 23, 2014 at 12:49 p.m.

I wouldn't say she is going to be an issue, I would say she's going to be what she deserved to be >:D

Voidstar said on March 23, 2014 at 12:53 p.m.

The number of special moves has absolutely no bearing on how good a character is. Guile's not bottom tier, Hakan isn't tied with Ryu or Cammy (depending if you count Coward Crouch as a special or not).

Every character has AT LEAST 12 grounded moves and 12 airborn moves, we call them normals. Then there are throws, focus, super, 2 ultras, command normals, etc. We're looking at 30-50 moves right there. The difference between having 2 and 6 specials at that point doesn't mean much, really.

TL;DR: What really matters is how good a character's moves are (plus other properties like dash speed), not how many they have.

MyKiLL said on March 23, 2014 at 12:53 p.m.

>Ultra Mash Fighter 4: Safe Delay Edition

If throwing a fireball from a distance is your only option for reliable oki then f*ck this game.

Existent said on March 23, 2014 at 12:54 p.m.

That's too over-simplified of a summation.

BlackOnyxThunder said on March 23, 2014 at 1:05 p.m.

That's not true. Guile only has two specials and they are amazingly good (mainly his flash kick move). Guile's flash kick is a special move and he has two "options" air & ground. On the other hand, Juri has a ton of specials moves, but most of them are either having her jump or are very risky/unsafe. Juri's main tool is her spacing NOT her specials.

PS: Trust me, I used to play Juri and I would win matches by correctly spacing-out her moves.

JIHADJOE said on March 23, 2014 at 1:06 p.m.

You know I can sort of agree with removing delayed wakeup from throws.

The big problem with vortex is really those combos that lead back into a hard knockdown and then more vortex, but you can't really combo back into a throw repeatedly.

caruga said on March 23, 2014 at 1:12 p.m.

Top tier interview and interviewee.

sarif2soon said on March 23, 2014 at 1:15 p.m.

Tough match-up, though. Almost 5-5 but could go either way.

Eye_of_Orochi said on March 23, 2014 at 1:17 p.m.

Virtua Fighter is the ****

Scared of Ultra Juri, have been since her first list of changes :( my Hawk needs some Juri smashing practice

BlackOnyxThunder said on March 23, 2014 at 1:17 p.m.

I think delayed wake-up is just a mechanic that helps you throw-off your opponent. It doesn't seem to break the "vortex game" that much. In addition wasn't Street Fighter unique for it's fast pace movement to get up on your feet and beat the crap out of your opponent? Not to lay there for a sec to catch-a-breath...?

dorayaki said on March 23, 2014 at 1:20 p.m.

Ryan Hart: USA is free.

caruga said on March 23, 2014 at 1:23 p.m.

They both make nice reads. ;)

Rizing said on March 23, 2014 at 1:23 p.m.

The flaw in that statement, is what's truly bewildering.

I'm going to use assumptions and hypothetical's to show you how weak that argument actually is.

Let's say stick man A is fighting stick man B. Assume that specials can only be used one at a time, and then it must be recharged. Also assume that each stick man has 1000 health total.

Caveman logic* says that if stick man A has 4 specials compared to stick man B's 1 special, stick man A has a much higher chance of winning.

Stick man A's 1st special hits from the ground up and does 10 damage.

The 2nd special hits horizontally at the waist for 15 damage.

The 3rd special hits diagonally at the face for 15 damage.

The 4th and final special hits down at the head from above for 10 damage.

All of these supers are static and target the most recently known location.

According to you, Stick Man A is pretty much guaranteed to win.

Now, stick man B only has 1 special. It hits dynamically from the side and from above at the users current location for 150 damage.

Now, following your logic, stick man A has 4 supers, which is greater than 1 super, therefore stick man A's quantity of supers is superior. What you fail to realize is that stick man A's quantity of supers is inferior to stick man B's single high quality super. Stick man A needs to trap stick man B to land the super and it does negligible damage. Stick man B can throw his super freely because it's absolutely guaranteed to hit and does massive damage.

Wow, it's kind of mind boggling to see how having less, higher quality supers is somehow superior to more, inferior quality supers. Who knew?


*Really really simple minded logic that doesn't take anything into account besides the obvious

mvegetam said on March 23, 2014 at 1:24 p.m.

I hope they do something about delayed wakeup..now it seems too powerful.

FightDirty said on March 23, 2014 at 1:51 p.m.

Funny, in the SF storyline Juri is portrayed as a major badass who can beat up most people pretty much for free. In reality Juri is mid-tier at best. I have seen some very good Juri players that could make her look GDLK but she requires a level of skill that is above the average online warrior IMO. Sure, up the playability and power of the female charcters. Cammy & D-cap need some company in that rarified air of viability.

I like the idea of delayed wake up. Anything that makes you have to think more is a good thing. No more free knock downs and set-ups.

joestar316 said on March 23, 2014 at 2:03 p.m.

Delayed wakeup suits my playstyle. Never liked having to option select there wake up options just to get beat by reversals and such. I just play patient and safe and let them up. I really welcome this change.

goldengol said on March 23, 2014 at 2:06 p.m.

Ryan really likes to talk

ansonftw said on March 23, 2014 at 2:14 p.m.

I think a reliable oki is boring. There should never be 100% safe offensive set up imo... otherwise.. The game loses its dynamics
.. don't you think?

Yisandra said on March 23, 2014 at 2:19 p.m.

You know something's wrong when a sagat player is worried about the game being too defensive

Green016 said on March 23, 2014 at 2:24 p.m.

This guy is so full of himself I'm sorry. Also someone should tell him that Juri is already good. It's just that most have no clue how to use her or know anything about her.

learis1 said on March 23, 2014 at 2:25 p.m.

With this delayed wakeup it's almost like you're at a disadvantage for getting a hard knockdown.

sarif2soon said on March 23, 2014 at 2:38 p.m.

I would've choked if I was eating while reading this.

MyKiLL said on March 23, 2014 at 2:39 p.m.

And I'm right there with you. I thought the whole point to fighting games was to actually fight, not avoid getting touched. A better answer against vortex and unblockables would be faster recovery, everything's a soft knockdown and you have the option to roll towards or away from your opponent upon landing.

Now this game is gonna be an absolute snooze fest. When's Guilty Gear?

madsoul242 said on March 23, 2014 at 3:15 p.m.

i played sf4 for like tow days was about to trade till i saw ssfv reveal. i was tired of all the old cast and no one new appealed to me then i played with juri and never looked bad. i just loved her style and attitude plus i love bad girls lol

bisonoob said on March 23, 2014 at 3:24 p.m.

juri is good now. she has great footsie, and im a footsie person. I use her to counter pick against an opponent that's better than me (mainly better offensive). her footsie and defense shut's down most of my opponents offense, forcing them to play defense, which in turns, make them lose their advantage over me. forcing them into a footsie game, and more toward my strength.

jimmyeatsquaids said on March 23, 2014 at 3:32 p.m.

having the option to roll towards or away would completely change some matchups that require to play patient and for example little by little walk the opponent into the corner.

removing delayed wakeup and instead make everything a soft knockdown wouldn't help at all. there are certain characters that supposed to have bad wakeup options; if we make everything a soft knockdown then characters with weak wakeup options will have it WAY too easy. I kinda have to agree that delayed wakeup isn't the best solution but it's currently the best way to make vortex weaker without having too much impact on the game in general.

Xykes said on March 23, 2014 at 3:35 p.m.

You're at a disadvantage if all you know how to do is safe jump setups.

I mean, most knockdowns in this game are not hard knockdowns. Most knockdowns in this game are already like delayed wakeup, with two different timings: quick rise, no quick rise.

What do you do in those cases? Do you fall apart? Do you just put your joystick down and say, "NOTHING IS GUARANTEED SO I CAN'T DO ANYTHING"?

No, you still apply pressure, and if they stay down you go to plan B. Use overheads, frame traps, throw mix-ups, push their body to the corner, charge up focus attack, etc. Grounded oki pressure.

And, since reversal > FADC is getting nerfed, you have less to worry about when you apply oki pressure.


SpiderUppercut said on March 23, 2014 at 3:43 p.m.

I am all for reversal > FADC getting nerfed if it applied evenly across the entire cast and not just discriminating against DP's in all scenarios.

DP's can be used in combination with FADC (2 bars of meter) to apply pressure, as we saw Ryan Hart do at that Italian tourney that was just streamed with Sagat.

That is the ONLY WAY the -5 change should be supported.

Implemented properly and not just hacked in.

Oh, and if Juri is going to be a problem, then the answer is simple.. NERF HER.

seph13 said on March 23, 2014 at 4:14 p.m.

Delayed wake up looking worse all the time. Did we really need a system wide change to deal with 3-4 vortex characters? Was there really no alternative?

UncleBibby said on March 23, 2014 at 5:07 p.m.

This is what i'm worried about the most for USF4. I play Zangief and T.Hawk mostly, who are NOT currently Top tier (mid to low tier at best in v2012 right now) but they are both going to have no safe way or even reliable way to do a wake-up mixup, which is extremely problematic because that's one of the main things they both rely on to get good damage. How are non-fireball characters going to do wakeup pressure now? SF4 already makes it too easy to just reversal uppercut out of any problem (especially at non-high-level play) and now these reversal uppercuts are going to be very hard to beat. Momentum characters, grapplers and rushdown characters are all gonna have a hard time now.

Redvii said on March 23, 2014 at 6:39 p.m.

Juri will only be an issue if a top player finally picks her up - #1 on paper doesn't count for much.

perfume said on March 23, 2014 at 7:14 p.m.

(This user was banned.)

ChoseDeath said on March 23, 2014 at 10:35 p.m.

I'm a Gief and Hawk player as well. Do you think Zangief's much (MUCH) better Banishing Flat and Hawk's walk speed will make a difference though? I feel like if we stay grounded better and threaten an SPD on whiff or blocked wake-up then we will still be ok, as opposed to our jump-in mixups on oki. I know I am going to ABUSE backdashers with Gief's new LP Banishing Flat and if they attempt to uppercut me they are going to go for a ride. And Hawk actually moving like he can walk and isn't recovering from a neurological problem along with the modified Spire input should make it easier to stay close to people. Let them stay on the ground for a few frames more, that just gives me more time to get in their face! Maybe I'm being overly optimistic? But I think we'll be ok! I don't know how rushdown characters are going to adapt though...

SidewayShift said on March 23, 2014 at 10:39 p.m.

I wonder if they ever thought of making Juri's parry not lose to reversal armor breaks such as reversal dp, reversal rekka etc...only get beaten by natural armor breaks.

I think it will make the character alot more interesting to use!

FishyFighter said on March 24, 2014 at 3:09 a.m.

Nice to see Ryan showing VF some love, it was my favourite fighter too until FS came out, on the topic of Juri she has too many bad matchups to be considered a top character, but she is really good and great fun to use.

ibLeo said on March 24, 2014 at 3:27 a.m.

More accurately, more GOOD specials and/or more GOOD normals = more options. Guile has a wealth of amazing normals, so he doesn't need much by way of specials.

Temet said on March 24, 2014 at 3:59 a.m.

I'm just a basic player.
I started playing SF4 with SSF4 (no AE) and tried all characters with the trials and I picked Juri because I found here gameplay was fun. At that time, I didn't know what was a Cancel, OS or FADC... never heard about it.

But still, I saw the changes for USF4, and yes the EX Dive kick is becoming ridiculously powerful, her cr.mk is getting better... but I see nerf for her counter and her regular dive kick and her U1 (with only 2 frames of invulnerability, I'm not sure Alioune could escape Cammy's vortex has he did on Fight Night... that was the hell of a show!)

Please explain me why suddenly everybody says Juri will be so much stronger in USF4, I don't get it.


perfume said on March 24, 2014 at 6:29 a.m.

(This user was banned.)

Sasuga said on March 24, 2014 at 8:22 a.m.

cs.lp hitting on crouching characers, fs.mp becoming special cancellable, improved divekicks (with meter, tho) and easier U2 from divekicks. ji.fp no longer knocks down so you will be able to get good damage off of an ambigous jumpins too.

Plus she will benefit from delayed wake-up and W combo. Her wake-up game is one of her biggest weaknesses and this will become much better.

Jason said on March 24, 2014 at 10:49 a.m.

God forbid you have to THINK when you do your safe meaty OS.

Seriously, are people really that allergic to taking risks?

SonicfanQ said on March 24, 2014 at 11:52 a.m.

Best comment I have read in a long time. Im not too worried about delayed wakeup. I think its healthy for the game because right now its all about brain dead auto pilot safe jump sets paired with an optionselect. OMG you are going to have to use your BRAIN more now and things will be less auto pilot. You scared lololololol I welcome it for a smarter game and that goes for srk being -5 on FADC dash forward. Im for anything that makes street fighter less brain dead.

SonicfanQ said on March 24, 2014 at 12:10 p.m.

People are afraid of using their minds to play instead they would rather have auto pilot safe jump set ups on hard knock down. This also further balanced out characters like ibuki, akuma

Temet said on March 25, 2014 at 1:33 a.m.

cs.lp : OK, but taking into account c.mk is getting a 5F startup, I'll go for c.mk.

fs.mp : for me, c.mk still better

Divekick : ok for U2 but most of good players use U1 (I use U2, don't forget I'm a noob :)). Still, except from some cheap juggle like à light senpusha, you will not be able to combo from the dive kick... so no heavy damage, noting like Cammy.

And for the j.fp, I like the knock down, it can be used as an instant overhead.

mercurian said on March 26, 2014 at 6:42 p.m.

Just cos a guy likes to talk doesn't mean he's up himself. Every time he talks on, it's because he was asked to.

Learn the difference.


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