Unless too far away I combo it with j.HP, does a nice damage and them down wether they tech or not keeps you close.
ex divekick, activate, s.lp, dash under bs
No way…can she do that??
Hey, again i have been messing around in training and came up with more U2 set ups plus some flashy combos if you may call it that .
First part - Fuhajin :mk: OR :hk: FADC into U2 against an ‘Airborne’ opponent!
Second part - Her Air :mp: - Standing :hp: into both her ground EX moves
(well the physical ones) and/or her Super!
(Plus the addition of her U2 but that would just be Air :mp: straight into U2)
Plus after her Air :mp: you can just about follow up with any standing move you want
or EX (i think) though i didn’t record it, ya’ll can try it out yourselves!
In addition when and IF you follow up with a standard move e.g. light kick, you can focus cancel
and dash to the other side for mix up! But for me, i don’t like it so again thats something you lot can try out and see how works!
Third part - Air :mp: Level 1 focus attack then dash into her EX moves (again, the physical ones) Super and U2!
With the Super, if its not done in the corner then not all of her Fuhajins will hit. So it’ll basically be a waste of a whole Super bar!
But yeah, thats about it for now and if these have already been done then forgive me for i have not seem them so i knew no better but i hope ya’ll enjoy, Comment or Subscribe!
Doesn’t seem like she can. I can’t get s.lp to connect. However, you can do st.mp -> FADC to get under them, and delayed FADC to get in front of them.
Plus you can as i said from the JMP - LK FADC you can get under but i didn’t record it cause it was just useless and pointless lol
hmm what was that set up then… maybe it was just air to air j.mp activate then s.lk dash under, ill test it out later
Those are some pretty nifty combos. Is that her overhead you’re connecting after the j.mp?
her what ? lol the stanking HK you mean ?
not sure if this combo has already been posted but I was in the lab with Juri and figured out this (corner) combo,
first, stock up the low and medium fireballs then:
j.hk, c.hp, release m.fireball, c.mk, release l.fireball FADC, c.lk, c.lk, c.lk, EX.spinwheel (372 dmg)
so, I haven’t gotten a chance to really read this whole thread from start to finish, I’ll admit that right now…
…but I’ve found that when I’m coming out of a lp counter dash against some characters (makoto and cammy and JURI LOL in particular), i’m positioned farther than usual link distance and have to compensate for the gap…usually with a forward mk but it’s slow to come out, plus – this is probably gonna sound really scrubby – having to mash out a forward in the opposite direction after the qcb lp counter is confusing sometimes. (primarily because i’m out of practice but i doubt i’m the only one with this problem)
i guess what i’m getting at here is this: are there any combos that specifically start with a qcb+p counter? i mean sure you could just mash out a qcb+lp counter and go right into one of your regular links. i guess qcb+hp, ex dive kick, U2 could count as one (entirely possible) counter combo but the qcb+hp is entirely unnecessary. it sounds kind of frivolous but for players that want to get a little more complex or rushdown players looking to improve their mixup, shouldn’t there be at least one or two counter-combos? and what about EX counter – is it better to set up your next move?
Don’t know if this is posted or not, after EX Shikusen, you can connect with a J.HP for 250 damage / ~240 stun. Pretty useful if you don’t have anything else to follow up.
That’s a lot better than lk wheel follow up that only do ~160 or ex wheel follow up do ~300.
What exactly is the timing for this? Where should the opponent be when Juri hits them? Tried for a litle bit, and it’s not working.
AA J. Mp > Ex. Attack > Dash Cancel > Ultra or ex pinwheel or other.
Good reference vid… [media=youtube]CnJ4TWD8Cmg[/media]
ok so it seems i might have stumbled onto this one? maybe… doubt it but its 6 am and i don’t have time to read everything…
you only need 2 bars and 1 charged light fireball = 524 damage?
j. hk > c. hp > light fireball release > ex focus cancel > dash forward > to Ultra 2 = it does about 524 damage, not sure about stun . ill post video tomorrow when i wake up.
lk fuhajin release FADC u2 is well known.
On another note - we NEED to to sort our lingo out, right now combos look far too cluttered.
Dive(N) (n = number of followups)
Pinwheel
Counter
Super
FSE
Kaisen
Need something short for Fuhajin (fireball) and it’s release too. FJk (kick portion) and FJr (release)?
j.hp, cr.hp, lk.FJr, cr.mk, mk.FJr cr,mk xx hk PW
Or just call it FB, and FJ?
Any better ideas?
P.S: also update first post so it’s consistent with it’s use of names, right now it switches between slang and japanese name a lot.
I’ll get on that.
Juri’s BnB combo at point-blank range:
Personally I use cr.lk st.lk st.lk xx mk.PW instead of stuff like ~ cr.lk st.lk cr.lk mk.PW, cr.lk X N xx mk.PW or cr.lk st.lk cr.mk xx mk.PW
The reason I’m using this one above the others are:
a) Close lk, far lk is a very easy link (2 frame)
b) Far lk on block is +2, instead of being -2 (cr.lk on block), so you can easily just change it into a block string (cr.lk st.lk st.lk st.lk cr.mk, or cr.lk st.lk st.lk st.lk xx lk.PW on block)
c) The damage is higher than on cr.lk, and the whole combo only deals 28 less damage than the cr.mk xx hk pinwheel followup (168 vs 196)
d) If you go cr.lk x N it’s very hard to tick, cr.lk, st.lk works great for ticking (kara throw or not)
The only problem with this combo is that far.lk doesn’t combo into far.lk, so if you’re too far away to get a close lk after the cr.lk then you cannot combo into a pinwheel. That however is true for all of the BnB’s.
This combo doesn’t work on Hakan (along with cr.lk x 3 as mentioned in an earlier post) since it’s veeery hard to go cr.lk > st.lk and not get the far version, this is true for Sagat too.
On Hakan (and some others listed below) you can hit with st.lp when he’s crouching so go with cr.lk st.lp st.lk/cr.mk xx PW instead.
cr.lk st.lp st.lk/cr.mk xx PW works on crouching: Hakan, Gouken, Abel, Sagat, Zangief and T.Hawk.
On Blanka the st.lk becomes a far one, and sometimes WIFFS (wth?), you cannot combo cr.lk st.lk/st.lp on Blanka, at all, cr.lk x 3 into MK pinwheel wont knock him either.
To sum it up:
cr.lk, st.lk, st.lk xx mk.PW works on everyone at point-blank except Blanka, Sagat and Hakan.
Against Blanka, or if you’re not at close enough range against the other characters, use cr.lk, cr.lk xx mk PW
After cross-ups use either st.lk st.lk (starting with a mid…) or cr.lk cr.lk (ruining tick-throw), though often you end up close enough to be able to do cr.lk > close lk
Against Sagat or Hakan use cr.lk st.lp st.lk xx mk.PW instead
On some characters, if they’re hit blocking, the mk Pinwheel will wiff the last hit, haven’t tested if that makes it unsafe or not, but keep that in mind.
Last hit wiffs on:
Balrog
El Fuerte
C.Viper
And probably some more characters
After Ex Shikusen (the dive kick), just hold forward jump, and spam HP. I tried in training against Makato, both at mid screen and near wall.
After Ex Shikusen land, opponent should bounce to where you land.
whatever hit xx short release, EX pinwheel
more consistent than trying to land c.forward or sweep midscreen, though if you’re too far the pinwheel won’t combo and you lose. Generally better to combo a regular pinwheel and keep your fireball? shrug