Putting her feet in your face. (Juri Combo Thread)

I can’t confirm right now whether or not linking vs cross has affect on damage but

c.:lk:, st.:lp:, st.:mp: xx :launcher

is a better combo for damage overall.

I’ve tested it and adding something like st.:hk: (usually one hit) scales the rest of the combo (even if you get far st.:hk:. At least for Juri, it’s better to just go st.:mp: xx launcher and skip the boost combo.

yes, i don’t have the numbers, but a link doesnt have an additional scale modifier like a cross rush so the link st. mp would cause more damage.

Less damaging to most damaging:

cr.lk xx st.lk xx st.lk xx st.mk (1 hit) xx fs.hk xx st.hp (162) > partner Super (334)

cr.lk, st.lp, st.mp, Launcher (143) > partner Super (363)

cr.lp, st.lp, cr.mp, L Fuhajin release, cr.mk xx fs.hk xx st.hp (224) > partner Super (365)

st.lk xx cs.mp xx st.hk (2 hits) xx st.hp (157) > partner Super (377)

cr.lk, st.lp, st.mp xx st.hk (2 hits) xx st.hp (182) > partner Super (380)

Sekku (counter hit), st.lk xx st.mp xx st.hk (2 hits) xx st.hp (225) > partner Super (423)

Sekku (counter hit), cr.mp, Launcher (187) > partner Super (429)

having problems doing cr.HP>j d.HP after HK winpeel, any tips on this?

What up man, you play Juri? lol

I just do MK pinwheel cuz I keeps it simple

A little +100 damage upgrade to our BNB corner only:

cr.HP jc j.HP > nj.HK > cl. HP xx Senpusha.

The trick to land nj.HK is to do the j.HP close to the ground on the way down, situational since it won’t work in situations you can’t j.HP on the way down.

Edit:
Midscreen:

cr.HP jc j.HP > j.MK > cl.HP xx Senpusha.

Not sure I understand… I tried after M Pinwheel and after a Fuhajin Store in the corner but they both don’t allow you to j.hp on the way down. Only thing I know that allows that is cr.hp AA but I tried that too and I don’t see how nj.hk is supposed to connect (the opponent falls too quickly). The only thing I’m able to do is instant fj.mp or fj.hk but it seems impossible to follow that up with cs.hp.

Did you try the midcreen version first? It may help you understanding the corner version.
With an AA, or after a DP xx tag cancel it’s easy to land. Do the j.HP when you’re on the way down close to the ground, and jump immediately with j.MK as if you were trying to cross-up (imagine the hurtbox is a standing hurtbox and you’re doing a crossup).
For the corner version, it works after MK Senpusha. I plink 2HP after the Senpusha to make sure I get the 2HP asap, and then do the j.HP on the way down but not too close to the ground otherwise it won’t connect, then, since you cross’d-up (you’re in the corner now) you can do a nj or jumpback HK asap and follow with cl.HP.
I’ll try to record it, probably easier than explaining.

For me it’s a combo ender, since only LK Senpusha works, can’t use MK Senpusha or HK Fuhajin, the don’t have the juggle property to connect as 5th juggle hit.
Deals 525 dmg from a j.HK in the corner, 0 bars.

[media=youtube]xbdwKdOu-SA[/media]

^ yoooo?! I like.

trying to pick her up actually

Ah, thanks for the video man. It makes it much easier to understand indeed. :slight_smile:

100 more damage is more than welcomed!

YOOOOO!!! Hotaru always with the new technology. LOVE this guy.

I found out about the late stomp a while ago but I never put any thought into it. This really inspires me.

This combo
Links into launcher
Kazuya restand glitch
EWGF

I have stuff to practice in SFxT. Interesting.

Curious what everyone is following up with off an EX Dive Kick. It actually isn’t bad for punishing people for those across the screen raw tags. I started using it and can net some decent damage. I’m just curious if better options exist.

You can use Super right afterwords just like in AE, or you can do switch combos but they aren’t optimal. Another way you can use this is for Pandora right after she lands on the floor, you can proceed with someone who has a mid to fullscreen super like Jin or Ryu.

Pretty good =)

After an EX Dive Kick tag cancel you can hit the opponent with j.hk/j.hp before the wall bounce.

But imo for a simple far away punish you’re better off doing H Dive Kick, cr.mk/fs.mp xx M Pinwheel tag cancel. 1 less bar and around the same damage.

Nice, thanks

Everyone knows the hotarus combo off an anti air you can do nj hk instead of mk. I don’t know the numbers but I was exploring Thursday and it happened to work. You have to hit the j.hp juuuust right

Edit: I mean mid screen. But now that I think about it the bnb mid screen did like 350 no meter. We can do better.

It’s a bit whacky because of people’s different floatly falls, but I like using it when I “know” I can hit it. The corner one is great, getting that extra hard attack in there.

It is some cool tech to add to the HP Series (that’s what I call it anyway). I can’t wait to see what we get from Evo.