So I took notes of the one reset I use and the combos off of that, as well as other stuff, about a week or so ago. I have no clue how helpful this is for any Juri/Law players, and if there’s ways to optimize it, let me know.
COMBOS:
- (Juri) cr.MK xx lk Fuhajin (release only) xx cr,MK, HP/HK (Launch) (Law) b.MP MP, cr.HP xx HP Dragon Charge, Cloud Gates, Dragon’s Flight (307 meterless, easy switch in footsies and corner carry)
- (Law) cr.MK, HP/HK (Launch) (Juri) cr.HP xx jc.HP, cr.mk xx MK Fuhajin (store) (318, meterless, ends w/stored fb)
- (Juri) j.HK (or nj.HK), cr.HP XX HK Senpusha (TC Law) j.HP, cr.HP xx HP Dragon Charge, Cloud Gates, Dragon’s Flight (501, 1 bar)
- (Law) cr.MK xx MP Fury Rush (TC Juri) EX Charge >> Super (401, 2 bars)
- (Juri) c. HK, cr.HP xx HK Senpusha (TC Law) j.HP, cr.MK, HK Spin Kicks (TC Juri), cr.HP, jc. j.HP, cl.HP >> LK Senpusha (562, 2 bars)
- (Juri) j.HK, cr.MK, MK Senpusha, Team Super (609, 3 bars, don’t recommend this unless it’ll kill since it leaves Law in with no meter)
- (Juri) j.HK, cr.HP, HK Senpusha (TC Law) j.HP, cr.MP xx Super (625, 3 bars)
RESET:
Starts with Law:
cr.mk xx HK Spin Kicks (TC Juri) cr.HP (jump cancel) (252)
(max damage version - j.HP, cr.HP xx HK Spin Kicks (TC Juri) cr.HP (jump cancel) (349))
jc.HP (ambiguous):
- jc. HP (hits back), cr.HP xx MK/HK Fuhajin (TC Law) b.MP MP, cr.HP xx HP Dragon Charge, Cloud Gates, Dragon’s Flight (483, 2 bars)
- jc. HP (hits front), cr.HP xx HK Senpusha (TC Law) j.HP, cr.MK, HK Spin Kicks (TC Juri), cr.HP, jc. j.HP, cl.HP >> LK Senpusha (562, 3 bars)
- jc. HP (hits back), cr.HP xx MK/HK Fuhajin (TC Law) b.MP MP, cr.HP xx HK Spin Kicks (TC Juri) cr.HP, jc. j.HP, cl.HP >> LK Senpusha (466, 3 bars)
jc.MK (crossup)
- jc. HP (hits front), cr.HP xx HK Senpusha (TC Law) j.HP, cr.MK, HK Spin Kicks (TC Juri), cr.HP, jc. j.HP, cl.HP >> LK Senpusha (532, 3 bars)
- - jc. HP (hits back), cr.HP xx MK/HK Fuhajin (TC Law) b.MP MP, cr.HP xx HK Spin Kicks (TC Juri) cr.HP, jc. j.HP, cl.HP >> LK Senpusha (436, 3 bars)
I’ll be revisiting this weekend after this (this weekend coming up is a TTT2 tourney I believe), and trying to see what does/doesn’t work and could work better.
Notes: I only use the super/team super to cripple when time is getting low, or to kill (…or when I’m being stupid). Don’t recommend using them other than that since they can get comparable (or better) damage for less meter if needed.
Also, I forgot to see which has the better corner carry (though most do with this team) and I haven’t done any corner-specific combos yet. I imagine that could get really ugly. :rock: