My bad. I should have specified. What arr her best combos into tagging in her partner?
Anything that leads into hk pinwheel or launcher
When I can pull it off my favorite for a tag in with cross rush is:
j.hk>c.mp>light fuhajin release>s.lk>s.mk.>s.hk>cross rush
that combo does work midscreen and will still connect even if u throw in c.mp>mid fuhajin release, before you get to the part that links low fuhajin. the far standing light kick just barely connects but it always does. If you get rid of the jump in, it turns into a great punish with a tag at the end as long as you have one fuhajin already stored
Having a hell of a time landing j. hp after c. hp xx j. cancel as a NON-Anti Air (can’t do it as a punish or as a tag in attack). Is it very strict timing, or spacing specific?
I know that even in the corner it’s got a timing to it, I can’t recall if I was ever able to do it at midscreen.
You can’t do cr.hp xx jc fierce midscreen unless it’s done as an AA. As far as I know it’s a corner thing. That’s why Juri’s corner damage is ridiculously good. But it doesn’t have a real timing (you can pretty much hold UF and mash fierce and it will always connect). Usually you do it after a corner fuhajin store, corner M pinwheel or corner dive kick.
Midscreen you want to do cr.hp xx jc instant dive kick. The dive kick combos, and if you’re a few frames too late it’s still good to apply pressure/frame trap. Note that cr.hp xx jc alone setups up a good cross-up opportunity with j.mk or j.lk.
With 1/2 fuhajins stored you can extend your cross rush and get like 344 meterless damage into tag (compared to 160-222 without fuhajins). Just remember to use cr.hp > High or Mid fuhajin release and then use far standing mp to advance forward and stay in range.
If you cross someone up with j.mk I suggest ending fuhajin combos with cr.mk, fs.hk > launch. cr.forward is to avoid close roundhouse or close fierce to come out instead which would make the launcher whiff or not come out.
Ah makes sense (it being corner only). I’m curious, does instant dive kick matter in terms of which way you jump cancel from cr. HP (back or straight up)? Haven’t noticed any differences, but maybe there are some I’m not aware of?
Also, thanks for the launcher suggestion. I’ve been toying with what would be ideal after a FB release.
I don’t like jumping back after cr.hp jc. It could be good for pressure, mind games and if I don’t want the dive kick to combo for some reason but I usually just neutral jump into dive kick or jump forward if I want to cross-over.
I just finished adding annotations for my video. Here are the most practical ones:
For new players:
[details=Spoiler]s or st = standing
c or cr = crouching
cs = close standing
fs = far standing
j = jump (usually forward unless specified)
nj = neutral jump
xx = cancel
jc = jump cancel
rel = fuhajin release
store = any fuhajin store
l/m/h = light/medium/heavy
p/k= punch/kick
[/details]
cross-up Hit confirm Cross-Rush:
j.mk, cr.lk, cs.lk, fs.lk, cs.mp, cs.hk (2 hits), Launcher (222 damage)
j.mk, cr.hp, H fuhajin release, fs.mp, L fuhajin release, cr.mk, fs.hk, Launcher (344 damage, 1H+1L fuhajin stored required)
Midscreen Super:
j.hk, cr.hp xx H fuhajin store, H fuhajin release, Super (551 damage, 2 bars)
j.hk, cr.hp, L fuhajin release, fs.mp xx M Pinwheel, Super (555 damage, 2 bars, 1L fuhajin stored required)
Corner Cross Rush:
j.hk, cr.hp, fuhajin release, cr.hp xx M pinwheel, cr.hp xx jc dive kick, Launcher (448 damage, 1 fuhajin stored required)
Corner Hit Confirm Super/Cross Art:
j.hk, cr.hp xx fuhajin store, cr.hp xx jc j.hp, cr.mk xx Super (577 damage, 2 bars)
j.hk, cr.hp xx fuhajin store, cr.hp xx jc j.hp, cs.hp, Cross Art (600+ damage, 3 bars)
Corner Oki:
j.hk, cr.hp xx jc L dive kick, cr.hp x jc L dive kick, cs.hp xx fuhajin store (378 damage)
j.hk, cr.hp, L fuhajin release, cr.hp xx M pinwheel, cr.hp xx jc dive kick, cs.hp xx fuhajin store (457 damage,1 L fuhajin stored required)
Anti-Air into Tag:
cr.hp xx jc j.hp, Launcher (270 damage)
cr.hp xx jc j.hp, cs.hp, Cross art (500+ damage, 3 bars)
H fuhajin rel, jump H dive kick, Launcher (180 damage)
Anti-Air into Super:
cr.hp xx jc j.hp, cr.mk xx Super (503 damage, 2 bars)
Anti-Air Oki:
cr.hp xx jc j.hp, cs.hp xx fuhajin store (304 damage)
Anti-Air send full screen:
cr.hp xx jc dive kick 3 strikes (216 damage, less damage but sends opponent far away and allows you to zone or get closer to the corner)
Midscreen Dive Kick into Tag:
j.mp xx L Dive Kick, Launcher (190 damage)
Dive Kick, s.lp, fs.lk, fs.mp, cs.hp, Switch (161 damage, 1 bar, if you’re desperate to tag Juri out)
Dive Kick, cr.mk xx Cross art (400+ damage, 3 bars)
Midscreen Dive Kick into Super:
Dive Kick, cr.mk xx Super (390 damage, 2 bars)
Dive Kick, fs.mp xx fuhajin store, negative edge Super (413 damage, 2 bars)
j.mp xx L dive kick, fs.mp xx fuhajin store, negative edge Super (442 damage, 2 bars)
Dive Kick, cr.mk xx EX high or mid fuhajin, Super (461 damage, 3 bars)
Midscreen Dive Kick Oki:
j.mp xx L Dive Kick, fs.mp xx fuhajin store (200 damage)
Corner Dive Kick into Tag:
Dive Kick, cr.hp xx jc, dive kick, Launcher (232 damage)
Dive Kick (deep), cr.hp xx jc.hp, cs.hp, Cross Art (500+ damage, 3 bars)
Corner Dive Kick into Super:
Dive Kick, cr.hp xx jc dive kick, cr.mk xx Super (446 damage, 2 bars)
Dive Kick, cr.hp xx fuhajin store, negative edge Super (443 damage, 2 bars)
Corner Dive Kick Oki:
Dive Kick, cr.hp xx jc dive kick, cs.hp xx fuhajin store (261 damage)
Dive Kick (deep), cr.hp xx jc j.hp, cs.hp xx fuhajin store (309 damage, self cornered)
can someone test if the midscreen MK tatsu->super works on balrog? i missed it twice in casuals today (still dont have the game lulz)
wondering if there are other chars this’ll happen to, unless i’m just missing timings.
I just tested it on Balrog. It works just the same. Even if you hit Balrog with a max range cr.mk alone into M pinwheel the Super connects everytime. Maybe the window is a little smaller but I have no problem doing it tbh. edit: Just to be sure, you need to use M Pinwheel for this. H Pinwheel doesn’t allow you to combo into super midscreen. But in the corner you can H Pinwheel and then do cr.hp xx Super.
I’ve done more testings with fuhajin combos and I found out that midscreen using 2-3 fuhajins gives optimal damage but in the corner 1 fuhajin actually does more damage than using 2 or 3.
For example: j.hk, cr.hp, fuhajin release, cr.hp xx M pinwheel, cr.hp xx jc dive kick, Launcher
That combo does 448 damage for 1 fuhajin. But if you use 2 fuhajins the damage scales down to 434. And using 3 fuhajins to extend the same combo does 436. 12 less damage than if you used the easiest version with only 1 fuhajin. Just a heads up. Using 3 fuhajins in the corner is still good I guess if you’re looking to build more meter or maybe get a time out. But if you’re going for the kill or if you have trouble doing the triple fireball consistently you’re better off using only one.
Can you make it a fake cross-up with j.HP with the right spacing?
What’s everyone doing for midscreen stuff worst case scenario (no meter/no store)? I’ve been messing around with just going straight in to a launcher combo off a crossup since there’s not much damage to be had otherwise. Also, make sure you don’t cancel st.fierce into tag, it’s impossible to followup.
Not really, you can however fake your crossup early with a divekick, but the cr.hp doesnt keep them in blockstun for long so you need to do the divekick pretty early, I dunno its abit weird to apply properly since divekick is still unsafe in this game, its not safe pressure but i guess you can work with it. You still get decent damage off a divekick in this game so its probably worth going for.
Off a backthrow you can do > One step forward > Jump forward > Fake crossup J.Hp/Crossup J.Mk. Both options make reversals go in the opposite direction but it loses to forward rolls so even thats pretty weak i guess, you still need to guess on the tech roll.
Counterhit Combos
-Overhead is +3 on hit, and +5(i think) on counterhit, you cant grab directly atfter a normal hit because they are still in hitstun, but she no longer has any 3 frame normals (no one does in this game afaik), on counterhit you can 2f link into her lights or cr.mp (which i believe is now a 4 frame normal).
-Far lk > Links into far.mp/cr.mp/cr.mk
-Cr.mp links into another Cr.mp
-St.lp links into cr.hp ala SF4
Not sure about anything else, the only thing worth going for on a Charge right now seems to be overhead so you can combo off of it, but it also seems pretty predictable i dunno…
oooooooo good stuff. i couldn’t get those links to work but i’m not good at the harder links… mmmm stuff to practice, yeaaaaaa
Unfortunately, all the shotos still have their 3f normals.
Can definitely do C. Hp - J. Hp midscreen, but i’ve only tested on poison/cammy (as tag in)
cr.lk st.lp cr.mk HK Pinwheel cr.fp jc LK Shikusen cr.mk LK Pinwheel/Store/Super (334 Damage with Pinwheel ender)
HK Pinwheel floats less so you can’t jc into j.fp which is why the dive kick is necessary to continue the combo. The purpose for this is that you keep the opponent in the corner which most of the other cr.fp jc j.fp combos give up, although the timing is a bit stricter. You can also use MK Pinwheel for an easier juggle at the cost of damage.
excuse my ignorance with juri what what does “jc” mean in the above combos?