Currently I'm making a full sprite sheet of Juri (SF4 appearance), and things are still slow in progress. I've always dig her gameplay design, and making a version of her for Mugen would be great imo. I'm a fan of her character in both games so I can't help it but to try to make it a reality, but also couldn't help but think of how her gameplay would be like.
Before, my idea was that she'd be purely how she was in SF4, however ever since her SFV reveal I've been toying with ideas to come up with a hybrid moveset that would mesh both her SF4 and SFV moveset into one, more specifically her special moves. Reason being that instead of making one character be just like they played in one game, why not just come up with something that would make them more than, essentially, just a direct adaptation?
Before I start with my ideas, here is her special moves from SF4 and SFV, along with super moves, with brief descriptions to how they are in game:
Spoiler: SF4 (click to see content)
Fuhajin (QCF+K):
-Only stores fireballs
-You have to hold down the button in order to store it, and releasing it will throw the fireball.
Pinwheel (QCB+K):
-Goes horizontally only
-LK version hits twice, no knockdown; MK/HK versions hit 4 times, knocks down
Counter (I forget the name, QCB+P):
-Upon being hit, she "teleports" to a certain direction depending on which button you pressed (LP version goes back, MP goes forward, HP upwards).
Dive Kick (QCB+K, while airborne):
-Each button determines which downward angle she'll go.
-Can follow-up by pressing any kick with an attack that hits twice, and doing it again makes her do another kick that sends the enemy away
-EX version is basically the same, though the final kick followup causes a wallbounce.
Spoiler: Super and Ultras (click to see content)
Super (QCBx2+K):
-She unleashes multiple projectiles (6) in order from 3-2-1. Each button determines a distance she will do her super:
-LK: Stays stationary
-MK: Goes slightly forward before the super is active
-HK: Does a back dash and starts from there
Ultras:
Helicopter kick (QCFx2+KKK, again I forget the name >__>)
-She goes vertically into the air while spinning with one leg
Feng Shui Engine (QCF+PPP):
-She can chain normals like a Marvel character, difference being that punches and kicks of the same strength have no priority over another (i.e she can do LP->LK or LK->LP)
-Can combo after her overhead command normal (forward + MK)
Spoiler: SFV (click to see content)
Fuhajin (QCF+K):
-Can store 3 moves
-LK is the fireball
-MK is an "overhead" kick which lets her combo afterwards with any normals up to cr.MP, can only be combo'd from a hard attack.
-HK is a two kick attack, not much else to say
-She can rekka all of these moves independent of the order.
Pinwheel (DP+K):
-LK version hits twice, goes horizontally and doesn't knockdown
-MK and HK version goes upwards (like a shoryuken), knocks down. MK version has upper body invincibility.
Ryodansatsu (QCB+K, aka Hazanshu):
-She jumps and she lands with a kick, HK version goes over horizontal projectiles. EX is projectile invincible and launches the enemy.
V-Skill (MP+MK):
-A more offensive version of her counter in SF4, can charge while holding the two buttons (MP+MK)
-Uncharged version crosses up and hits from behind with a kick
-Charged version hits from the front with her dash and combos into the kick, this version can be combo'd from her normals unlike the uncharged version
Spoiler: Super (click to see content)
Giant Projectile (this one I just dunno the name, QCBx2+K):
-A giant vertical projectile that goes horizontally, dissipates in about 3/4ths of the screen
Spoiler: V-Trigger (click to see content)
Feng Shui Engine (HP+HK):
-Essentially the same as in SF4, only this time she can do her charged moves from the get-go.
With how different she is in SFV, I thought it would be a bummer to left out the things she got in that game when I finish her sprite sheet and gets converted into Mugen. Sure she did lose some of her stuff from SF4 to her SFV appearance, but I do feel the new moves she got could only improve a Mugen version of her.
In the spoiler below, I'll put up my hybrid moveset idea for her that mixes the two moveset from both games. It not only has additions, but also changes/tweaks to her general moveset to provide what I feel would be a true gray area between SF4 and SFV, along with that I'll put up a "Personal comment:" section below the proposed changes to get a good idea of what I had in mind.
Without further do, here it is the proposed hybrid moveset:
Spoiler: Hybrid moveset (click to see content)
Fuhajin (QCF+K):
-Only charges projectiles, they are just like in SF4:
-LK is the low projectile, horizontal travel
-MK is the medium height projectile, horizontal travel
-HK is the 45 degree-ish projectile
-Can combo afterwards just like in SF4
-No need to hold buttons, instead it's like in SFV: you do QCF+K, it stores the projectile, then to release them you do QCF+K depending on which version you stored
-Just for convinience, there could be a fireball symbol with a number to the side indicating how many fireballs you're storing (something like: *symbol*x0, *symbol*x1, and so on until x3) since you may forget you stored moves with how you don't need to hold down buttons.
Personal Comment: Storing moves is, without a doubt, her mechanic in SF4/SFV that makes her stand out in the cast. However one of the things I felt was a major improvement in SFV was the fact that you no longer have to hold down buttons in order to store them, which makes it so you don't lose any of her normal kick attacks along with how it makes it much more practical to play her while having her Fuhajin moves stored (anyone who has played her in SF4 may know the inconvinience that it was to hold two buttons at once while doing other things during a match).
Pinwheel (QCB+K):
-LK version hits twice, horizontal travel, doesn't knockdown
-MK version hits 4 times, horizontal travel, knocksdown
-HK version hits 4 times, goes upward like a DP, knocksdown
Personal Comment: Making her having horizontal Pinwheels for both her LK and MK versions like in SF4, while leaving the HK version for the upward Pinwheel like in SFV is the best way to mesh these moves into her moveset IMO. In SF4 her HK Pinwheel was essentially like her MK version, only slower and dealt some more damage, I think adding the upward version would make it more unique and would add something more to her moveset.
Rekka moves (QCF+P):
-LP is the two kick attack
-MP is the "overhead" attack
-HP is Ryodansatsu (aka Hazanshu)
Personal Comment: I love the rekka mechanic she got in SFV I really do, that being said the more I played her the more I thought it was unnecessary to make those last two moves, mentioned above, be moves that you have to store. The reason, to keep it short, is because they honestly don't feel good enough to be designed for moves that have to be stored, because other characters in the game have similar moves that are as good if not better than hers, and they can do them from the get go.
Now since the projectiles are the store moves in this moveset, I thought about moving her Hazanshu move to this rekka section mainly because of convinience for a rekka mechanic: having more than at least 2 moves. Because 3 is always magic number when it comes down to this I guess.
Counter (QCB+P):
*Haven't put much thought about it yet)
Personal comment: Pretty much what I said above, I haven't put much thought into how I could mix her V-Skill with her SF4 counter move, but since they are technically the "same" move but different entirely (if that makes any sense) I still haven't come up with something good for a hybrid version of this yet.
Dive Kick:
No change, she lost it in SFV anyway so it would be ideal to leave it like how it was in SF4, though preferably like USF4 with the changes it got there.
Supers:
-Feng Shui Engine (QCFx2+P, Level 3 super, works like in SF4)
-Helicopter Kick (QCFx2+K, Level 1 super, works like in SF4)
-Giant Projectile (QCBx2+K, Level 1 super, works like in SF5)
Personal comment: The only super that's not included in this moveset, is her multi-projectile super in SF4. Reason being, that I just feel like that move is too intricate in that game because it was one of the trickiest supers to use in that game. Sure this can be fixed in Mugen by tweaking the hitboxes for Mugen, but even then it feels pretty underwhelming of compared to the one she has in SFV in which it's one giant wave of a projectile, plus I do think 3 supers is enough already.
Phew, it took quite a while to write all of this down... hopefully there'll be some feedback on this, so what do you think about this hybrid moveset for her?