Jumping the gun a little bit as well but yeah we can just revive it when the game drops or when we see new footage.
UPDATE
-New trial combos added
-Added a guesstimate of damage on her BnB
-Added combos from the combo exhibition video
-Updated according to MAGUS1234’s findings.
-Added approximate damage values for more combos.
-completely got rid of the old FSE combos that did ass damage.
-Added a bunch of new, interesting stuff.
-Added stun values for almost everything.
-Moved the Super and Ultra combos to the 2nd post so it’s a bit less cluttered.
-Got rid of more unnecessary combos.
Movelist
Fuhajin (projectile kick) - :qcf: :k:
Shikusen (dive kick) - :qcb: :k: in the air. Can be followed up with two additional kicks.
Senpusha (pinwheel kick) - :qcb: :k:
Kasatushi (counter) - :qcb: :p:
Fuharenjin (Super) - :qcb: :qcb: :k:
Feng Shui Engine (Ultra 1) - :qcf: :qcf: :3p:
Kaisen Dankairaku (Ultra 2) - :qcf: :qcf: :3k:
BnB combos
Cr.lk > st.lp > cr.mk xx EX pinwheel - 224 damage, 310 stun whiffs on crouchers.
Cr.lk x 2 > EX pinwheel - 184 damage, 248 stun.
Cr.lk x 3 > EX pinwheel - 182 damage, 270 stun. Easier to hit confirm, deals more stun.
Cr.lk > s.lk > cr.mk xx EX pinwheel - 224 damage, 310 stun.
Cr.lk > st.lk > cr.mp xx EX pinwheel - 232 dmg, 310 stun.
It is quite odd that the super would be QCBx2 when its clearly designed to be a super version of her projectile kick. Either way, stoked to help define Juri combos upon game release!
Yeah it’s kinda weird, and I’m not quite sure myself. The name of the super projectile is Fuharenjin, so I figured the regular projectile would be Fuhajin which is qcf + K. Though I recall reading in Jwong’s blog back in Oct. that it was QCB + K to do the projectile soooo…yeah.
Also,Im working on new Juri stick art already, Ill show You all when im done. already got purple buttons since i use the same color on my Gen stick art. lol
That last combo is incredibly sexy but I wonder what’s the best way to create a setup to land those combos. Just doing them from afar and hoping to land a hit is far too dangerous, imo. The gears are grinding even harder.
j.mp juggles for a ground reset move (i recommend st.hk), another j.mp, pinwheel, or ultra 2. it can also cancel into dive kick. great for almost everything – delayed jump-in (think bison’s j.hp), air-to-air, etc.
j.hp knocks down grounded opponent, not sure what happens air-to-air
cl.st.hp juggles high enough for jab or ex pinwheel, ultra 2 most likely won’t connect
st.hk is airborne (aka guy will izuna drop you for sweet damage if you do this to him) i can’t remember if this was close or standing… >_<
some speculations (i didn’t get to use these normals too much)
st.mp seems to be an ok anti-air. st.mk is probably better.
cl.hp possibly like guile’s cl.hp (directly upwards anti-air)?
play/know cammy? well good, juri on the outside has a lot of similarities to cammy.
backdash/forward dash look and feel almost the same. probably the same speed and invincibility (very little for backdash just like cammy)
focus attack is very similar. she charges stepping back slightly, and does a circular downward kick motion
jump seems similar in height and arc, but juri doesn’t ball up. more difficult to win air-to-air. reaction dive kick air-to-air is not possible as it’s not an instant move… yet again same as cammy
j.hk has good reach and thus good for air-to-air, but juri doesn’t kick as high (leg is facing slightly downwards)
cr.hk sucks in terms of reach and priority. startup is so-so and recovery is just not good
oddball properties/misc
ALL OF JURI’S HP MOVES ARE KICKS. i can’t stress this enough. you WILL be confused. no, your TE buttons are mapped correctly. it’s just the character.
SHE THROWS WITH HER LEG. throw whiff animation will show that she hooks the leg she’s holding up in her flamingo stance slightly like a fly swatter or something. range is not as great as it looks.
juri’s walk is acceptably fast, but it’s rather confusing because she stands completely = no fighting stance, she walks casually with one hand on her waist. and doesn’t seem to move far enough. this combined with her throw range makes tick throw rather difficult. in other words, it is retardedly obvious that she’s walking towards you. get ready to eat option select low short.
i will update if i can get to play more before i snag the legit copy =P
The listed highest damaging combo without ultra ‘Cl.HK into EX pinwheel kick’ does not work for both hits of HK, without Feng Shui Engine you can cancel only the first hit of cl.HK, and that combo’d into EX pinwheel kick does a measly 220dmg. The highest damaging combo I’ve found without ultra in that kind of situation is cr.HP>EX Pinwheel kick for 280dmg.
@devine: The best anti-airs for Juri I have found is from mid to far range st.HP, from mid-to-close range is cr.HP. If opponent tries to cross up, cr.HP, or j.mp.
st.mp and st.mk are poor anti-airs and easily stuffed. Also had success some success with cr.mp as anti-air crossups.