Been messing around in training mode with fireball holds. (held QCF HK) j.MK, s.MK, release HK, c.hk does 238 damage plus knockdown, and you don’t have to keep your lk button tied up. I’ll try and do cooler stuff later tonight.
Edit: You can FADC after the fireball release, I’ll toy with that. I don’t really have the tech skill to look into it though.
held HK can also replace held LK in c.mk release sweep
I tried to do EX Dive> activate FSE>s.lp>dash underabout a million times today, shit doesnt work.
It was mentioned a couple of posts back but I’m too lazy to look for it.
I’ll be glad to be proven wrong but seriously I tried it almost once every match today, I used FSE like 90% of the time and I’ve been playing for 13 hours straight lol
I’m not sure if these are known or not, but I don’t feel like reading 9 pages.
Other Ultra Combo 2 Combos:
1. From a little outside Sweep range when opponent is in corner: EX Fireball (LK + HK air version) -> Ultra 2
Both fireballs must hit and you have to do the ultra pretty early.
2. Low hitting LK air dive kick (one hit) -> Ultra 2. May only work in corner… though I do think I hit it mid screen. You can also combo into EX-Pinwheel or EX-Low Fireball if you don’t have Ultra 2.
Don’t really feel like reading back but everyone probably knows this by now. Juri’s Kara throw is great. You can jump in with whatever normal, do 2 lk’s or lp’s and still be in kara throw range.
Remember… Kara throw with Juri starts with mp, then immediatly followed by throw command. It’s a great mixup if you have someone in a block string.
Yeah no doubt about that! But how are you finding doing her kara throw in battle ? hard, easy, cant do it at all unless in training ? i want to know cause as ive said i find it hard
Oh i see, cause im use to Kens one seen as hes my main.
Switching my finger to hit MP -LP&LK is hard. Well MP is the hard part lol
Plus thats the same with Ibuki but its just MK - LP&LK without pressing forward!
Im certain that people already know this but i didn’t at the time and just found it out due to mess around.
I was testing yesterday, seeing if I could replicate an accidental mid-screen FK Shikusen > Ultra 2 I pulled off yesterday (I’m starting to believe I hallucinated the whole thing). But, anyway, I found something potentially better.
Against projectile-wielding characters (Ryu, Sagat), Juri can Instant Dive Kick > EX Pinwheel. This is roughly 200 dmg, as opposed to 400 dmg for FK Shikusen > Ultra 2. The spacing and timing for this is somewhat specific (you pretty much have to aim for the opponent’s shins/feet, and EX Pinwheel immediately after). It’s far easier to do against smaller opponents than larger ones, because larger opponents seem to hit the ground faster. (While in juggle state, the part that Juri actually hits is their back, and the larger characters’ backs hit the ground quicker than smaller characters).
This seems to be a good anti-shoto strat, but I need to test it in live play a bit more.
so i watched some video where a guy did aerial mp overhead into a dive kick immediately after the mp hit, then ultra when dive kick landed. apparently it doesn’t work on bigger character models (hakan, gief, t.hawk, etc.) but wow. maybe i’m like the last person to figure this out but that’s pretty cool.
About the cr.MK > release LK > cr.MK > pinwheel combo. Can this also be used from a jump-in? So it will be like:
j.MK > cr.MK > release LK > cr.MK > pinwheel
The only problem I’m having is figuring out the distance for the second cr.MK to connect. Sometimes it hits, but barely with the bottom of Juri’s foot and sometimes it just misses.
Charge lk and mk fireballs
j.hk -> cr.hp > release mk fireball > cr.mk > release lk fireball > cr.mk > hk.Pinwheel
No meter, 398 damage, 652 stun.
You also build a fraction less than 1 super bar (not including the charges of the fireballs) for landing it, and if it gets blocked, and generate about 3/4 of a meter if it’s blocked, ending in a lk.pinwheel just so you’re safer at the end of the string.
Works on crouching opponents because the cr.hp makes them stand again so that the mk.fireball hits them.
I discover something that could be useful about Juri, not sure if its new or not.
After Ex Counter(the teleporting move), you can choose to teleport to whatever direction you want, you would almost ALWAY want to teleport to forward jump.
Why? After you teleport to air, Juri’s straight jumping HK (U + HK) will come out instead of the forward/backward jumping J.HK (UF/UB + HK) even tho your jumping forward.
One great thing about her straight jumping HK is that it hit both direction, more priority, and easier to combo. Let’s say if Ryu do F+HP, and you use Ex Counter jumping forward, J.HK, your HK will cross over, and you can connect with ultra, super, or cr.mk xx ex wheel.