I agree with you about that but yeah the damage does get reduced
How are you (Liam) getting crHP into jHP to connnect after H Pinwheel? The crHP never come out fast enough to hit them at the peak (which is the only way AFAIK) to link jHP afterwards.
It’s pretty doable.You just have to get that jHP out as soon as possible after the jump. The difference in timing is pretty significant compared to after M Pinwheel. I honestly don’t think it’s worth the trouble though, at all.
And that reminds me. Does anyone have a trick in connecting Juri’s crHP as early as possible after a launcher? I’m so inconsistent at what height I hit them (if I do hit them -_-) that connecting the jump cancelled jHP becomes an ordeal. Thanks.
lol you mean other character launchers and tags to juri? the timing depends on where you are on the screen. i don’t think it’s possible in some places because juri has to run further.
Random anit air I made with Juri. I’ve only tested this against neutral jump. It isnt eaxactly practical and there are better ways to punish a jump, but if you know you have the match then why the fuck not?
c.hp>senpusha charge>dash cancel>c.lp>c.mp>super
I’m only puttin this out because as far as i know i havent seen any dash cancel combos with juri yet and i think it would be cool to have some. But if i know some of you guys im probably gettin ahead of myself and somebody has a full notebook worth of this shit written down. I havent had a lot of time for SRK so if there is stuff like this out somebody hit me with a link
i’d hit confirm the jump-in, plain and simple. if they block the jump-in, blockstring into fireball store. if they don’t block, big combo.
also using 1 fireball in a combo still isn’t bad. its not like you always need to pull off 620 damage in the corner every time, 570 might still kill, who knows.
Yeah, other character launchers to Juri. Is there a guide/common knowledge I should learn about launchers because they confuse the hell out of me. Sometimes Juri won’t even come in in range for a crHP to hit.
And yes, 1 fireball in a combo to super (in the corner) is pretty worth it. Leaving out the usual crMK before the super, you get around 20ish more damage but I do it anyways (looks cleaner and muscle memory). More than 1 fireball means a no-go. 35 additional damage for 2 bars is horrendous.
EDIT 1: So I just found something weird. You guys know that Kaisen can hit in the back now right? Well if you do (raw), your opponent gets a bit more meter from it. Its about getting hit by two light attacks more. It’s the same thing in combos (not sure by how much; does meter gain get scaled too?).
EDIT 2: So after testing Kaisen for a while I ended up doing something odd, minute but odd nonetheless. So doing it on a someone at about the peak of their jump, from a bit less that Kaisen’s max range, it will sometimes juggle (1 hit and it won’t go to the animation) but the catch the guy again (combos). The weird part is the damage and the number of hits. The first hit is 50, the second is also 50 (this is when it goes to the animation), then the rest is normal except that the 8 hits that do 30 becomes 6 hits instead. So basically: 50, 50, 30x6, 60 = 340; 9 hits. I was able to replicate it around 5 times each doing a consistent damage of 340. Sorry, but I only tried this on Rolento with his neutral jump. It got tremendously tiring.
EDIT 3 -_- : I quickly tried it on Rufus with no luck. I accidentally hit him from Kaisen’s more or less max range. Surprisingly, I got him to juggle like before and then catch him. This time though, the animation connected with all of its hits resulting in 400 damage and 11 hits. Did it once then I quit for good. Okay, done with story time!
Which combo? If you mean cr.hp jc jf.hp, cl.fp, lk pinwheel then you have to keep in mind that its not always possible from all ranges that cr.hp will connect from. Also depending on the situation you may need to do an instant jf.hp after the cr.hp OR you may have to delay it until Juri’s jump forward will intersect with the opponent. Juri has one of the fastest forward jumps in the game now so it takes getting used to if you are used to her floppy jump in sf4.
Cr.hp jc divekick should work for the anti airs that jc jf.hp won’t.
Just do cr.hp and hold up+forward. You don’t have to do j.hp early unless you want to change sides. You can just jump cancel forward and do air fierce very late (like just when they’re about to fall on the ground and it will work. And keep the juggle after ground bounce simple. Like cs.hp xx Pinwheel or Fuhajin Store.
Last combo utilizes the “storing fireball while off the screen” trick (with kazuya’s restand glitch lolol)
basically tag cancel L fuhajin store and don’t release it, go into kazuya combo into rising sun hk, tag cancel and voila! swag.
Alright i was gona post a video of this but that is taking forever so im just gonna throw up the chain and call dibs on the discovery before someone else figures it out. Hopefully no one else has yet >.<
3 bars, midscreen, no gems, 555 damage
j.hk>c.hp>jump cancel>divekick>fs.mp>EX mid fuhajin>super
it is incredibly important the second hit of EX mid fuhajin lands before you do super or it will drop
2 bars, midscreen, no gems, around 530 with a mid fuhajin already stored
j.hk>c.hp>jump cancel>divekick>fs.mp>mid fuhajin release>super
Also you can substitute the following before the “fs.mp” on either of those setups
j.mp>divekick
So it will look something like this
j.mp>divekick>fs.mp>EX mid fuhajin>super
If I can make the video soon and people have problems landing this I’ll post it on here
Also for the record in case my abbreviation is wrong “fs.mp” = “far standing medium punch” also known as bitch slap
instead of blowing 3 bars on ex fireball to super, i’d go into (juggling) cr MP xx MK pinwheel and tag cancel as soon as the pinwheel hits, and the tag cancel lets the rest of the pinwheel hit. of course this is team specific though. 500 damage isn’t that bad though, but i would think going into super before the ex fireball would also be possible. and that’s still about 400 damage off of anti air.
I really only post these things to show that something works. Because every link that is known to you is another step towards a bitchin combo. Plus i thought it was just silly that i could link that. So many of the combos in this game are obnoxious. I’m lookin at you Marduk…hairy motherfucker