"We're through playing around." Juri Combo Thread

It’s a little bit iffy that j.HK after the Diagonal Forward EX Teleport. It won’t hit if you’re too close to them, on Ryu anyway.

I’m a Juri noob, but…

Small Corner Combo Juggle
J.mp> AA>Super…
or
J.mp>s.mk>pinwheel… good 7 Hit combo ( i think) :clown:

nothing flashy and I’m not sure if it has been stated but, her lk fireball can combo with her normal dive kick. It’s a sweet little zoning tool.

I’m absolutely loving Juri. I haven’t gotten to read the entire thread yet but I’m curious is it viable to do

c.lk, s.lk. xx fuhajin(hold) on crouch blocking opponents? I haven’t been getting punished for it because the hit from fuhajin pushes Juri pretty far back but I’m pretty bad at reading frame data and I’m just wondering if I should work this into my game more or just drop it for something that might be safer?

I’ve been trying to mix it up with c.lk, s.lk kara throw and c.lk s.lk c.mk xx lk. pinwheel on standing opponents I’m just afraid that particular option isn’t as safe as I hope it is because I really like the range it pushes me too.

Ending combos with fuhajin is pretty good, and it’s easier and safer than using Pinwheel.

I use the c.lk s.lk c.mk xx fk.pinwheel combo, even though I screw it up most of the time. I’m finding, though, that c.mk xx l.lk fuhajin ® c.mk xx fk.pinwheel is safer and more reliable.

Funny, I was just experimenting with that c.lk s.lk c.mk xx lk.pinwheel, I’m pretty sure that ending that in the lk.pinwheel is a bad idea, it can be punished on block if the opponent is crouching.

I’m testing out the c.lk, s.lk. xx fuhajin now.

c.lk s.lk xx fuhajin kick is safe.

Tell that to Ryu’s super.

Edit: My bad, c.lk s.lk xx fuhajin kick is completely safe, it’s the c.lk s.lk c.mk xx lk.pinwheel that is punishable on hit and block.

Edit2: s.lk c.mk xx fuhajin is even safer, it pushes them the tiniest bit further away on block.

Sweet, thanks. I appreciate it. I was first doing the c.lk, s.lk, c.mk xx fuhajin on crouching opponents but I found the fuhajin raise leg tended to miss. so now I’ve been doing c.lk, s.lk xx fuhajin with better results.

I need to try s.lk c.mk xx fuhajin out. I’m really enjoying the pushback of fuhajin on block it seems to put me exactly where I need to be to anti-air or continue applying pressure. I’ve only had the opportunity to try it out a lot vs my friends Guy it seemed to put me far enough out to where I could spot his C.HK and counter/block it or stuff his jump in attempts with S.HP/C.HP/Dash.

I found a neat little trick about her crossups. At the same distance that her j.mk crosses up, her j.hk does not. could lead to some interesting mindgames if you follow both of them up with cr.mk to a fuhajin charge to make them both either hit or be completely safe on block.

Edit: It’s a pity that crossup j.mk, c.mk, fuhajin release can’t get a cr.mk, hk.pinwheel to reach after it.

Edit 2: crossup (and regular) j.mk c.mk, fuhajin release by itself is punishable by Ryu’s super (on hit. It is 100% safe on block), but it pushes far enough away to probably not be punishable by much else.

Probably not best used against characters that have fast screen traversing moves, but otherwise safe.

Random mindgame thoughts:
If your opponent is over the other side of the screen, and they see you charge three fuhajin, they’d immediately assume you charged all 3 versions, but if you charged hk, charge mk while letting go of hk, then charge hk when letting go of mk, you have both lk and mk free, and your opponent logically now thinks that you can neither focus attack nor grab, when in actuality both buttons are free for this. This is of course just silly mindgames, and perhaps I’m giving the people I face too much credit to deduce this, but it’s just something I thought up.

OK, so I’m trying to learn how to hit confirm consistently at the moment.

If you guys use cr.lk x 3 pinwheel, do you hold d, db, or df before the pinwheel?

I’m not particularly good at combos, but I can do it reliably from d or df, which is bad in the case I drop a lk. :-/

Any advice would be appreciated. If there is a way to do it from db.

In a match against people who can actually react to shit like that, it would help. Online, against randoms, you’re branching into playing a different game from them. Your friends, this would be dope, but against scrubs, you’re just doing it for the sake of a replay because they’re not going to change their strats.

Has J. FK, St. HP, Super (LK/MK) 496 (dependent on timing otherwise est. 460) already been mentioned before?

I’m starting to love s.jab > cr.fierce xx pinwheel. Great damage and decent hit comfirm. Prolly not for everyone, but something to think of implementing.

Yeah, against Abel though, that might come in handy if they like to roll to close the gap as they may assume they won’t be able to get thrown out of it.

I’ve been messing around in training mode trying to find some stun combos.

Found something that probably won’t be too practical but its funny as hell.

(in Corner) J.HK C.HP low Fuhajin ® C.HP xx ex Pinwheel

Abel

400 dmg 673 stun

Hakan

418 dmg 693 stun

You can also do J.HK C.HP low Fuhajin ® Standing Far.HP for 324 dmg and 580 stun and that worked on Ryu, Abel and Hakan.

The first combo works midscreen too just FADC the fuhajin release. 670+ stun for 3 bars and it’s actually a lot more practical. I think anyway. Oye and if anyone with better dexterity than me could confirm if

J.HK C.HP > Mid Fuhajin Release FADC C.HP Low Fujahin Release FADC C.HP xx HK pinwheel works? or did someone already posted a video of it if it does?

There are quite a few characters that I’ve found so far that don’t let a cr.mk connect after a j.mk, cr.mk, fuhajin release.

Sagat, Seth, Makoto, Abel, Deejay, Vega, Adon, Rose and Juri are the ones I know it doesn’t work on, but there’s sort of something else you can do instead.

A sort-of solution to anyone that j.mk, cr.mk, lk.fuhajin®, cr.mk, hk.pinwheel doesn’t work on is:
Instead, do j.hk, cr.mp, mk.fuhajin® cr.mk, hk.pinwheel, though this whiffs on crouching opponents who block the first attack, so it isn’t really all that viable.

-Neither of these combos work on Guy, Guile, Fei-long, or either of Gen’s stances.
-hk.pinwheel whiffs on sakura, lk connects though.
-It definitely seems a LOT harder to make the regular combo connect on Cody, it does work though.

I’m not going to test it right now, but I am 100% positive that j.mk, cr.mk, lk.fuhajin®, cr.mk, hk.pinwheel will connect on anyone if they are crouching though.

Edit again: Oh god what is going on, cross-up j.mk, cr.mk, lk.fuhajin®, cr.mk, hk.pinwheel hits on crouching opponents. But the cr.mk after the fuhajin release always wiffs on standing opponents.
What is this, I don’t even
This is getting very silly indeed.

Yo FearTheBadgers, I’m not sure if it might help you out but on post #131 I tested every character for j.mk, c.mk xx release low fb, link sweep. I tested Standing and Crouching, Crossup and Non-crossup. There are plenty of characters who move out of range of followup’s (ie, the sweep, or say another c.mk) for various reasons. It’s possible that using c.mp might fix a few of those though. But if that information helps you at all, it is there.

Cross unders and Fuhajin hold

I found out when you do the against an juming opponent anti air j.mp then again j.mp s.lk forward dash BnB.
Its a nice option but if you dont wanna play shenanigangs and go for the damage just cancel the 2nd j.mp in dive kick.

If i space whith fireballs what do you think is best to safe?
should i store a high fireball for a jump in… or rely on cr.mk?

LK Fu release xx Ultra 2 works in the corner
j.HK xx Ultra 2 works too, anywhere on the screen.