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

Welcome to Juri.

I do this a lot if my opponent doesn’t have anything I’d fear from full screen. It doubles as not only a very interesting mind game but it forces your opponent to react because if they let you sit for 5 ~ 10 seconds or so, you can go from having no/some meter to full meter. (At least at the rate I charge fireballs)

wait wut… j.HK xx Ultra 2 anywhere on the screen works? For Juri? Really? o.o;;
How hard is that to hit confirm?

i would imagine it has to be deep just like most other jump in hk/hp XX ultras

A couple random questions:

  1. When writing out combos that include Fujahin release, how do you distinguish between ones where you start the combo with it stored already, or where you perform the move (and release immediately) during the combo?
  2. How practical is the Jump-in, Inst. OH J.MP xx divekick, ultra2 combo in a game? Or even just the instant OH J.MP xx divekick? I played around with it in training mode and was having a hard time figuring out the spacing/timing needed to get the J.MP to hit.

I usually just say either Fujahin charge or Fujahin release, although Fujahin© and Fujahin® could easily be used if everyone knew what it meant.

It doesn’t look too practical, whenever i got the overhead to connect on a crouching opponent and then do EX Dive Kicks it never connects the final wallbounce kick, for me at least.

I reckon that combo would work without the 1st FADC on some characters (Mid-screen), In the corner it would work without any FADCs at all, you might need to switch the last 2 C.HP’s in the string for C.MK though…

This guy kind of answered some questions for me [media=youtube]UlXb9Dd8IiA[/media]

For those who haven’t seen the front page vid; Unblockable ultra set ups!
[media=youtube]FvLiBxXTKWI&feature=player_embedded[/media]
[media=youtube]6wipDw9_MGE&feature=player_embedded[/media]

Theres a couple FSE three fireball corner combos too, for those who crave the impractical flash.

Cool, that video did answer quite a few questions. Thank you!

Currently I’m working on leading into FSE with a large amount of stun and then just keeping the pressure on until the gauge is almost empty. After that I want a really high stun combo that can explode the opponents stun gauge quickly and let me finish the match like a G. Probably won’t work like I want it too but I figure that would be the best use of FSE for my playstyle.

wow, thanks for that vid SkamCallous. gonna be watching that real soon.

Try this:

Charge LK Fuhajin > j.hk > cr.mk > Release LK Fuhajin > cr.mk > HK/EX Pinwheel. Very high stun.

Aye, good stuff . Just not enjoying the combo whiffing on certain characters =(. I actually find myself doing a lot of NJ.HK > C.HP xx HK/EX pinwheel in matches. Its good stun and seems to make up for the lack of consistency with the c.mk > release combos

I’m still working out cr.HP combos. Unfortunately, I’ve been training myself to do cr.MK, it’s very hard for me to reprogram muscle memory. xD

Still, that seems like a smart bet. You might also want to try using Fuhajin Release as combo enders so that you can reset for more mixups.

Remember that you can link a cr.mk after a close cr.mk > fuhajin release on any character if they’re in crouching stance.

Not gonna dig through the thread to see if this has been posted but you can do LK pinwheel 1 hit FADC ultra as an anti air mid screen. Kinda hard but hey it’s there.

that’s actually pretty useful info right there. glad to see i didn’t have to search through a mountain of pages to find it.

If you release on the first hit of close MK it doesn’t push them as far and c.MK will reach much more consistently. Even after a crossup j.MK which generally puts you farther away than a frontal jump-in j.HK. Can’t check the damage numbers right now, but the first hit of close MK might be so weak that using a c.LP might be pretty much the same though slightly tougher on your fingers.

The first hit of close MK does 30 damage.

If you really want to combo to EX pinwheel after, for example, j.mk c.mk lk fireball release in the open, just cut out the follow up c.mk and it combos into the EX pinwheel just fine. I.E j.mk c.mk lk fireball EX Senpusha. Normals are interchangeable of course, doesn’t have to be mk.

You lose a little damage (I think) but going straight to EX pinwheel allows it to combo on everyone I have tried so far, reason being Juri gets launched horizontally during the startup of EX pinwheel, pushing her into range. Also a little something else, lk pinwheel combos after lk fireball release as a link if you are meterless and too far for a sweep as is sometimes the case.

Don’t know if anyone’s pointed this out, but you still take stun damage when you use the Kasatushi teleport move, but you won’t actually get stunned until a move actually connects and damages you, even if you have a 950/950 stun meter.

Hrmm

cross up j.mk > cl.mk(1 hit) > Low Fuhajin Release > c.mk xx HK pinwheel does 266 dmg 344 stun. Ex pinwheel 290 dmg

cross up j.mk > c.lp > LF release > c.mk xx HK/EX pinwheel seems to push characters back farther than just releasing out of the first hit of s.mk and does the same amount of damage “266” but slightly more stun 0_- …ya got me on that one.

cross up j.mk > c.mk > LF release > ex pinwheel 296dmg 370 stun

I don’t know.