Some teams don’t have the luxury of that team synergy Kail >.> But yeah, I agree =\
Then don’t play the team?
Well play who you want to play really.
There are plenty of situations where it would make sense to go for a super over a tag cancel, especially if the partner you’re tagging in is low on health or not as strong of a match up. Then there is the obvious stuff like punishing, or using a super to secure the match (whether it be to end it or drain time on the clock). Plus, supers are damaging and you can’t tag out to regain that energy. In the beginning of the second round, doing a super off an anti air is a good thing. That 50% is gone. Against a guy like Akuma or any of the girls, that’s a big deal. At that point, any defense gems they might have are wasted slots
But I do agree Kail that supers are, in most cases, for style.
[media=youtube]7o5cfC24hjs[/media]
Blarg, here are some Juri combos I did last week. Just skip to 4:00 because before that is just Xiaoyu stuff. I’m learning more stuff with her, so I might make more or something.
How in the world do you play with 3 fireballs stored? What fingers do you use to hit hp and mp for that combo before you start releasing the kick buttons? I never played juri in super so maybe it’s obvious, but seems crazy to me
I have been searching for a combo that works midscreen and uses no meter for good damage.
I already got some corner combos for high damage with and without super, but for midscreen I need more work.
Any tips ?
Also, anyone using the Juri/Lili team ?
Well it’s the Juri boards lol.
I wasn’t going to show some Yoshimitsu tag cancels and resets in the Juri forums.
Juri’s only means of major damage outside the corner and tag cancels is her super. Her EX moves are not that great in adding damage (and in general). Which means she’ll usually have more than enough to use her super quite often. For 1 bar, tag cancels are pretty much the way to go.
Anyways, has anyone found any good combos that use EX Fuhajin?
Yeah, for damage outside corner there’s a few combos around 300-400 damage meterless and the super.
But the most usefull is cmk, mk senpusha, super for now
That last episode of UltraChen made me realize how much my BnB for cross-rush sucks lol. I keep doing so much standing shorts for hit confirming into cross-rush but I only end up getting like barely 200 when I probably could get 250-300+ using links into manual launcher.
I also wanna start exploring the alpha counter into TC. That’s another thing I don’t use very often but I think it’s going to be key to win hard MUs.
A few things.
Learn the dive kick x 2 punish. I think that’s her best mid screen punish.
C.hp xx dive kick, c.hp xx dive kick, c.mk xx store/pinwheel/whatever.
Gotta be on top of someone so I suggest it for a jump in, and it’s tough to execute but no excuse… Maximize your damage.
I think it’s not a bad idea telling your tag combos only because we can Share teams (I’m sure someone here plays juri/kazuya), and it can inspire you to try other things.
Example. Anyone with a dp probably can share tech, anyone with a ground bounce can share combos… Etc.
Midscreen? Are you sure that’s not character specific? Cuz I’m trying it on Ryu right now and I can’t get the second c.hp. And I don’t think I have bad execution lol.
If it’s possible the timing and spacing is pretty strict so I don’t know how practical it is for punish even if it does max damage. I personally prefer consistency rather than 30-50 more damage I can drop 50% of the time…
I’ll keep trying it but tbh I’ve never been able to double c.hp xx dive kick outside of the corner.
c.HP jc Dive kick -> s.MP xx lk.Pinwheel.
it’s not super strict. you do need to be pretty much point blank though. you want delay the first dive kick as much as possible. do it slightly above ryu’s head. if you do it the dive kick too quick juri will be out of range for the 2nd cr. hp. for the 2nd dive kick i use hk. the differences when compared to a single cr. hp, dive, cr. mk XX pinwheel is
jump in w/ heavy attack
379/324 (2 dive kicks, 1 dive kick)
no jump in
316/248 (2 dive kicks, 1 dive kick)
im sure it works on a lot of characters cause it works on the cats. it’s a good hard hitting mid screen punishing combo especially when you dont have any fireball stores.
Thanks I finally got it down to 75%. The reason why I was having so much trouble was because I was trying HK and MK for the first dive kick which made it look impossible. It’s still possible to use MK for the first dive kick but the timing is like 10 times harder than if you use LK.
[details=Spoiler]cr.hp jc L Dive Kick, cr.hp jc H Dive Kick, cr.mk xx L Pinwheel (316 damage vs 248 for single dive kick)

68 damage difference so yeah it’s worth practicing for sure.
On a side note, if you’re planning to tag cancel afterwards you’re better off using only 1 dive kick. 2 dive kicks into switch gives you barely 9-18 more damage than if you used the simpler combo. One good thing about using 2 dive kicks though is that you can carry the opponent into the corner which is always nice for Juri.
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If you tag, going straight to HK Senpusha is better.
You can end the double divekick BNB with cl.HP but I’m not sure how to do it consistently, I use MP when I’m not sure. I think a late HK Divekick (2nd one) allows you to do it. Late LK Divekick for the 1st one.
Edit: MK for 2nd Divekick. Same timing as 1st one.
A nice little technique here in the corner with juris combos, when tagging out to raven:
Max damage situation (heavies) i do:
jump HK, cHP xx MK pinwheel, cHP JC jHP,( you land in the corner alot of the time here) cMK xx MK Pinwheel > Tag cancel the First hit: and hold forward:
This makes raven run underneath the opponent and lets you juggle them back into the corner. I dont know how character specific it is due to walk speed differences and such, but this is pretty consistant for me and is something worth looking into.
Maximum damage i got with raven x juri so far :
Raven on point: Jhp,cHP xx cHP xx cHP xx cHP xx cHPxxTag cancel (Juri) crHP JC jHP cr MK super. into the high end 600s
Am i right to be tacking the super on the end here? I mean by this point they are usually going to be in the corner because of the amount of carry both characters have in their combos, especially raven, and the extra 2 bars with that scaling cant be doing too much damage. Im just curious with the way the scaling/juggling works through tags, because the juggle counter resets each time, so if i had the nuts i could potentially end juris part in MK Pinwheel xx Tag, and repeat another 4 cHP loops, tag out again and end on juri, for the same meter.
I have a pretty bad TV so i cant see the numbers properly to test and judge for myself (lol) so if someone can just give me a short and sweet answer whether i should stick a super in or not, i would be massively grateful.
at the end there unless it’s too kill i’d save my meter… at that point you are going to be super scaled.
is the 2x divekick combo more damaging than cr.hp jc j.hp s.hp senpusha/fb store?
Different situation. Ones anti air, the other is a punish.
Its a pretty strict combo but it’s worth IMO. The execution isn’t that bad. Don’t second guess yourself.
The double dive kick midscreen combo. If you do Kaz’s restand stuff, you can get that for free. Trying it out in training just now,
(Kaz starter obviously) Cr.MP, cr.HP, HK Rising Sun, tag cancel, j.MK (hit it as a crossup), cr.HP, LK dive kick, cr.HP, HK dive kick, cr.MP, LK Pinwheel.
Does 423 damage midscreen for one meter.
Since the restand works in different ways, you can also take a step back and do j.HK, but I find the crossup to be the best as it’s much easier to do.
Edit: Also, I don’t know if this has been posted already because I’m a lazy bastard who can’t be bothered to actually look back a page or post but, new corner Juri bnb?
cr.LK, s.LP, cr.MP, HK Pinwheel, cr.HP, JC, dive kick, s.HP, special.
cr.MK, FB release, cr.HP, HK pinwheel, cr.HP, JC, dive kick, s.HP, special.
^Few notes: JC neutral or back to be safe. Forward can work but nonetheless. I have never managed to land her super after a juggle into s.HP, so assuming it’s impossible or hella strict, just do cr.MP/MK at the end.
The first combo comes close to 400 and the 2nd DOES break 400.