Juri Combos: What works on who?

-I’m pretty sure that if Juri can connect her U2 off instant dive kick, she can connect lk/ex pinwheel and ex low fuhajin as well.

-It can be used anywhere on the screen; corner = best use lk dive kick. Outside the corner = best use mk dive kick since it angles her in deeper for the Ultra to connect (against a few characters - example: Adon - you can also use lk dive kick outside the corner but mk dive is more reliable).

-It’s more difficult to connect into her U2 off mk dive kicks outside the corner as opposed to lk dive kicks in the corner since you have more lag (aka a smaller window to connect) to work with. And some characters are easier than others, like Vega. And some characters are hard, like Sagat. But they are all doable. I think that if you can connect it on Sagat consistently, then you’ll do fine against the rest of the cast.

It’s been working well for me so far; It seems practical enough so I plan to get the execution down so I never mess that shit up.

Whoa…i just realized we dont have a J.hp > J.strong fuzzy guard section here.

Once im done Imma go through the cast and offer the feedback on it. I thought BeaMs J.hp section was on this, rather its for the J.hp fuzzy, not Jstrong.

J.HP doesnt really offer anything different does it? its the same as jump in RH

Different knockback animations. most of the time if the opponent is crouched over its bad for fuzzies. Take Deejay, nj.hp > jstrong xx lk dive kick > ultra 2 works for a fuzzy. njHK does not.

edit: I doubt it will work on many others honestly, testing now

hmmmm, i re-read the list. Apparently theres a “Hit and block” list. This is the list of those that it works on Block.

Juri
Zangief
Abel
C.Viper *
Dudley
Vega
Seth
Sagat
Deejay
T.Hawk
Gen *
Rose *

I didn’t try hit… One sec…

Edit: Starred names WHIFF J.strong on hit.

so far from what i can see its the same as the jumpin roundhouse.

Also how can you have a on hit list if getting hit with j.hp means you get knocked down?

Neutral jump hp

Right so i noticed recently that when your opponent blocks a crmk/mp to fireball store they get pushed back quite a ways away right. So when they are crouching its always been possible to get cr.mk to reach, and alot of the time they would be crouching anyway because chances are they just blocked a cr.mk. So i went through the cast and did:

cr.mk xx fireball store xx cr.mk xx release

They were standing and set to all block. The cr.mk could reach some standing characters even after the fireball stores massive push back, but it hits right at the tip which is awesome, chances are they wouldnt be able to counterhit it with that many moves, if anything your getting the counterhit and you get to release your fireball pushing them even further back. Even if they block it the extra push back is cool. So anyway ill add that list in when i next update the thread.

I try and do this a lot fadc chp xx pinwheel. I did notice sometimes it feels like it whiffs. Maybe different characters?

nah if you FADC from a fair bit away it’ll whiff, so long as your close by when you let go of the fireball you should be fine.

Gotcha.

Something I need to work on is my corner fuhajin traps. I find some characters cause more pushback on fireballs. I like to c strong xx low > c fierce xx mid > c mk xx pinwheel.

If the low doesn’t hit I go for st strong (far) to release mid silently.

Some characters don’t push me back far enough so I still get close strong. Frustrating.

Update on the J.mp ontop of the head in the corner.

Ive tested it on round 10 of the cast extensivly. It rarely hits meaty on wakeup or even close to meaty, if the oppoenent always blocks crossup in the corner when you jump over their head chances are they will stay safe, this is why:

J.lk - Bi blockable, gets blocked on both sides when places on top of the head.
J.mp - Whiffs when blocked crossup because they walk out of the corner.
J.Hp - Same deal as J.mp, has more range though, wont whiff as much but if they walk forward abit it will hit crossup and they block it.
J.mk - Hits crossup all the time on top of their head.
J.Hk - Same deal as J.mp.

That being said your mixup lies in being able to bait reversals with j.mp and j.hp and what side you land on after doing the j.mp if they block it, theres always the chance they get hit by it too.

In the right corner so far 100% of my results have been on both hit and block that you end up in the corner.

In the left corner so far 80% of my results are that you end up outside of the corner but can alter your timing to end up in the corner, but this timing is almost void when the opponent walks backwards.

J.Hp can hit meaty of a few of the characters wakeups and will always in any corner leave you outside of the corner.

edit: ive come to the conclusion that theres no such thing as a meaty J.mp, it just doesnt work, every character can walk straight out of the corner by blocking crossup, you HAVE to use non meaty timing.

Thread Update:

-Added above section to the spreadsheet.
-Added information on TK Divekick Juggle States, Difficulty ratings are given for Ex pinwheel and U2 followups.
-Added in a new sheet for the TK divekick information, you can find it in the relevant section header.

Trying to figure which characters you can lk xx mp xx Sekku > loop and which make cl.mp whiff when they’re in the lk knockback at certain distances.
It’s not only for the loop, but this also causes trouble for the Sekku > lk xx mp xx cr.mk(…) hitconfirm combo.

This is mostly from (bad) experiences, I did go through the whole cast but I may have missed some since it’s a bit hard to test:

Characters who tend to make cl.MP(FSE) whiff:
Ryu
Ken
Seth
Sakura
Chun-Li
C.Viper
Cody
Guy
Vega (claw)
Rose
Juri

Not sure if this fits here or the FSE thread.

im not entirely sure what you mean, but from what i think youre saying, correct me if im wrong, is that after a overhead in FSE where you would normally do lk xx mp the close one doesnt come out?

Well heres the thing, surely you want the far version to come out…it does 10 more damage. Also if it cl.mp whiffs altogether (which ive never had happen to me on any character) just do cr.mp. The setup is quite ambiguous, you call it a loop, but it isnt a loop…its a predictable overhead setup that is almost always compeltely space dependant anyway. Alot of FSE setups are, you have to constantly adapt on the fly to what normals you want since youre going to be pushing them out of range.

for example a simple hit confirm in FSE:

cr.lk xx cr.mp xx cr.mk xx cr.hp xx cr.hk

The cr.hp isnt always going to be in range, i often have to make a decision whether or not i think ill be in range for it before i get to it, if i think im not going to be in range i just omit it and go straight to cr.hk.

This is what I call “the hop scotch”. I have names for most of my feng shui setups. The tae kwon do (high/low/pinwheel), the ham and eggs, the “watch your ankles”, etc etc etc.

The hop scotch is using shorts to mask your overhead.

Clk slk slk smp overhead lk overhead

Lk lk overhead lk strong overhead

Lk overhead overhead lk overhead.

I call this “let it ride”. See how many times you can roll the dice until you get a kd

I never tested rhese against characters. I just do it mid match. Ha.

If I do air-to-air j. MP into Ultra 2, are there any specifics on that? I feel like half the time it whiffs. In the corner, it is obviously isn’t a problem (or hasn’t been, since I haven’t whiffed on anyone yet in corner).

Is there a specific time the j. MP needs to be landed in the air, do some characters require a second j. MP? I feel like the only character I ever get it to reliably work on is when in a mirror match against Juri.

I was going to both this in General Questions, but since this could be characters specific, I figured I’d ask.

You have to time it based on the height of the falling opponent. Kaisen Dankairaku has really short active windows, which is why it can ‘randomly’ whiff in juggle combos.

So it is based on height, not when (by when I mean, on the way up or the way down or at the peak, know what I mean) I hit them or where I hit them?

Yeah, but if you’re hitting on the way down, you’ll probably need to pick them up with EX Shikusen for the combo to work.