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

I know it isnt a part of this topic really, But my friend dared me to try to use Juri with my feet in training mode. I can do the following combos with my feet:

HK fireball store: walk up,s.mk xx release fireball

EX divekick xx EX pinwheel

EX divekick xx EX fireball low

Lmao it was so funny and awesome at the same time. The entire time I was doing the EX divekicks I was trying to hit confirm Ultra2 from ex divekick. Couldnt do the motion for Ultra with my feet fast enough.

Wow this thread is amazing, I just got alot of great pointers. What do u guys use most? Feng Shui Engine for combos, or a straight up Ultra Attack? Im a combo Guy.

I use Kaisen. Ultra2. Personally like it better to get confirmed damage off some moves. FSE dosnt assure damage.

I wouldn’t say it doesnt give damage, If you put the right combo into play with FSE it will start to drop health fast…

You still have to factor in the risk of dropping in due to bad execution, as well as the fact that such a combo has yet to be found. U2 is easy 520 damage of EX Dive Kick, so it’s the preferred Ultra for now.

U1 with the unblockable setup is pretty awesome, the set up is easy enough to do.

A good advantage about U1 is that at 50% or 100% rage, it will do the same damage, since it will be based on your execution, and no combo will take the entire 100% bar.

Ex dive kick is good, but the angle and range are pretty horrible, if only you can choose to use the HK dive kick arc as Ex.

Alright noob question but can someone PLEASE tell me how to connect 2 cr. lk into pinwheel!?! Or cr. lp xx cr. lk into pinwheel…or any other of her specials for that matter. It’s driving me insane

I don’t know what it is, with Ryu can cr. lp xx cr. lk into hadou, or any other character of that nature. Is there a special timing? Anyone have problems with this before? I just have no idea what I could be doing wrong, but it’s killing my game with her not being able to hit-confirm.

Thanks to anyone who answers,
Densetsu

I’m more consistent with U2, but I’m experimenting with U1 to see if my theory on its use is correct. The main draw for FSE (Ultra 1) is that your Ultra meter is never, ever going to sit unused in a fight unless your opponent is rushing you down absolutely relentlessly.

I use U1 after knockdowns (both techable and untechable) almost as soon as I get the meter so that I can dictate the pace of the match. Sure, I may get to do absolutely nothing, but in this state, my opponent knows that any 4 frame opening is a guaranteed 200 - 400 damage punish for me. I can utterly control the fight unless my opponent is either fearless or I screw up execution. Also, the U1 meter continues building even after you use it, so if you get hit or focus while FSE is activated, you can potentially gain another meter before the first ends.

Right now, though, I can’t seem to pull off my FSE combos in a real match. In Training, I can do it with roughly 70% success, but Juri’s normals are weird as hell and the tiniest change in spacing can mean the difference between a standing MK that’s an automatic 2-hit or a whiff that costs me a match.

Basic Link combo rules:

If you press 2 jabs or shorts too quickly, you’ll cancel them rather than link them. Canceling means that the next hit comes out before the previous completely finishes, and linking means that you timed it perfectly so that the last attack was executed immediately after the first.

SF4 has the stupid stipulation that if you cancel one normal into the next, you cannot cancel the last normal into a special move/super move. This means that if you want to execute cr.lk cr.lk xx MK Pinwheel, you need to do the second cr.lk more slowly.

yo the first post really needs combos off of ex dive kick

ok i have been watching the videos for the unblockable setup on U1 but then i can never get it right like the fireball always gets blocked when i activate ultra or the fireball goes through the person. does anyone know how precisely i would have to time the fireball?

ok i have been watching the videos for the unblockable setup on U1 but then i can never get it right like the fireball always gets blocked when i activate ultra or the fireball goes through the person. does anyone know how precisely i would have to time the fireball?

I don’t really have time to dig through 11 pages, but I do apologize for these questions if they’ve been repeatedly asked. I have some combos down, although still working on a few links to get them into muscle memory and whatnot, but I wanted to know what were some good pokes that she has, and which moves are safe/unsafe on block (more specifically, is the dive kick safe on block?).

This. Until I learn some really good combos to use in FSE, I will stick with Ultra 2, although I have a bad habit of trying to use it as a reversal and it never works. Either that, or I whiff the Ultra after EX Divekick. I’ve decided to hardly ever use my ultra, and instead stock up on meter.

I’m sure someone will come by and correct me if I’m wrong but I’ll try.

dive kicks aren’t safe on block if aimed above the waist.
LK pinwheel is the safest strength of pinwheel but only if blocked high
MK/HK/EX pinwheel can all be punished on block so best to only use in combos
fuhajin leg rise is safe as far as I know. fireball release can be punished the same as any fireball.

c.mk probably her best poke. c.mp, s.lk s.mk are good pokes although I wouldn’t stick s.mk out without a plan.

  • As for unblockable ultra setups, make sure “quick rise” is turned on. Practice with U2 for a bit so you get an idea of what it looks like. Videos are good but sometimes you need a “better view” to really get a feel for it. Don’t worry about timing the fireball, just release it fadc and worry about timing the ultra. The ultra has to activate is what really has to be timed to “unblock” the opponent. I sadly have way more success with Rose’s unblockable than I do Juri’s however =/

In my opinion, cr.mp is her best poke. cr.mk is good for its range and low hit factor, but cr.mp has higher priority.

I would have to say I have gotten the most use out of cr.mp

I usually cr.mp if someones getting too frisky trying to get a counter hit. The range alone makes cr.mk a better poke in my opinion but I won’t hate on cr.mp since its saved my Juri’s sexy ass many a time.

a little tidbit coming from an ex-Akuma player looking for an un-techable KD off anything. air to air j.strong > cr.RH is a gdlk KD to set up mix-up options. run with it.

so i just started playing Juri, one thing i’ve been doing recently is get a lk fuhajin stored. c.mp, release,FA LV2, dash into bnb (ending it w/ ex pinwheel). i havent looked at the dmg or stun, i just decided to practice it in training and been using it online. The thing is…is there a better way i can finish this combo off? It uses 3 ex bars, but she builds meter easily so thats not something i should worry about right? It just feels i can do something better, but maybe my execution is holding me back from doing something bigger, plus i play with U1

maybe i shouldnt even do the whole FA LV2 crumple thing…it just looks flashy to me, so that’s why i do it.

If you are consistent with the timing for FA lvl2, there’s always the option of going U2. It’s a very easy setup for landing U2. You don’t really need to FADC to extend combos after LK fuhajin release and it’s not like you can do much in the open anyway. After releasing the fireball you can c.mk EX pinwheel (char specific) or just EX pinwheel (works on everyone) for 1 EX bar, not a whole lot less damage and you save 2 EX bars. If you need the damage for the kill or stun then by all means, but personally I feel there’s better ways to spend EX.