From a damage and stun viewpoint on that combo, it’s better to just end it with cr.HP xx HK pinwheel. You get like 300+ damage and 450+ stun.
You’re right…ill take it into the training mode with the cr.hp combo.
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Hey guys, this is my first post in the Juri forums, normally I’m a Cammy kinda guy. I’ve had my eye on Juri ever since she was revealed. I’ve knocked up a combo video at the link above, let me know what you think. It’s the first one I’ve ever done, and its a bit rough around the edges, and not of the highest quality (as I mention in the description). I’d also stick some tunes on to listen to as I couldn’t attach a song to it thanks to my laptop being a bit ropey at the moment, unless of course you want quiet game effects and me slapping my TE Stick as the soundtrack
I’ve tried to keep everything out of the corners and break it up into sections, although it may not flow particularly well. I used some of the combos listed on the front page of this thread and some stuff I’ve come up with myself. Nothing is ground breakingingly impressive (at least I don’t think so - but all compliments are welcome ). Quick note about the combos is that I personally try to use cr.mp over cr.mk in the combos as it does 10 more damage (when it’s in range), and that I didn’t put in any Fuhajin store combos, didn’t realise that until it was too late, but I believe that they’re pretty interchangeable with the Senpusha while at close range…you can figure it out I’m sure:cool:
Any questions I’ll do my best to answer, might be best to PM me as I don’t visit here everyday.
I think that’s about it…Hopefully someone will find something useful in there.
Peace out
OSB:smile:
a lot of that is true but mk/ex pinwheel is sometimes safe depending on your spacing when it ends. but not really worth it. not sure how lk is cuz usually i have either grabbed or kind of trap them for a cr.mk HK/EX pinwheel leg. but other than that all you said it right from what i know of
So I didn’t see these posted anywhere, but these are some combos I’ve been doing just to get used to the mindset of double fireballs:
Hold HK/LK
FA3/j.MK-c.mk-release HK-c.mk-release LK-FA2-ex dive-ultra 2
j.mk-c.mk-release LK-fa2-c.mk-release HK-fa2-ultra 2
pretty impractical, but they’ve helped me in raw execution with fireball setups, and are just flashy in general
c.MK xx EX Fuhajin Release xx Hashinsho
374 attempt 2 lands 0_0 wtf
leonil talking about dem ibuki moves. Anyways, I haven’t ventured into Fuhajin combos, just how useful are they? Are they worth the hassle/dmg?
And the link from Fuhajin > cr.mk is what? 2 frames?
Haha. Leonil’s with me. He almost never knows what he’s talking about. Hahaha. Cool dude, though. <3
Fuha combos are almost always worth it mainly because they give you more hitstun to work with, without having to worry about sort of pushback. Think of them as your handy-dandy extender kits. Just don’t extend them too far or you’ll look like a peacock. Or just a cock. Whatever.
I might be. I couldn’t really say. All I know is that it’s easy as shit.
*Edit: a combo with a Counter reset.
J.HK , S.MK (1 or 2 hits) , LKR , FADC , GENEI-JIN , combo? , EX Counter Up? , J.HK , combo , (EX) Sen.
?DO NOT DO THIS ON SOMEONE WITH ULTRA OR A SHORYUKEN. YOU WILL DIE.
?Make sure that your opponent REMAINS STANDING.
Now, keep in mind, I have not tested this yet, but I am going to in a little while. If someone else wants to test it, that’s cool too, but this shit would be straight hilarious. Counter to reset the damage scale and start a fresh combo with no knockdown.
No pushback? really!? So that’s why they’re so good. Guess I need to learn that shit then. Good stuff, thanks.
Well, THEY get pushed back, but in the corner, YOU STAY PUT, SON.
Fuha Leg Raise and Release both count as projectiles for some reason (on the LR, look at the hitbox data: green box on both the LR and the R.)
The stored low-ball combos are fun because they’re flashy.
No one ever likes getting hit with c.mk -> lk release -> c.mk -> HK pinwheel…
Fuhajin combos definitely aren’t tight, I’d say there’s at least a 5 frame window dependent on your spacing. I can do them practically every time I go for them now, and I’ve played her for 3 days :I
the only issue with landing them is it’s impossible on a crossup unless there’s something I’m not informed of, everytime I go for a crossup on it it always drops after the release because of pushback
Crossup with j.mk, mk, lk.fuhajin release, cr.mk, pinwheel. That should connect, only it won’t get a low hit in right away.
If that doesn’t work or you want a low hit early, use j.mk, cr.mk, lk.fuhajin release, lk/EX.pinwheel
Though crossup j.mk, cr.mk, lk.fuhajin release, cr.mk, pinwheel works on any crouching opponent.
Zujira and fellow Juri players on SRK. Thank you for the combo thread (it really does help a lot for newbies like me).
I was just going through most of the combos in the front page, and I had some different numbers come up (for stun and/or damage). I’ve checked them at least 3 times over just so I’m not making any weird mistakes.
I also decided to post the stun damage value for few combos that didn’t have stun value listed.
Here are some discrepancies I found (all combos were performed mid-screen on Ryu, unless otherwise stated)
Counter hit
F+MK -> st.lp cr.mp xx EX pinwheel
–I got stun damage to be 347, instead of the listed 374.
Fuhajin release
- cr.mk xx release low fuhajin -> sweep 182 damage + untechable knockdown.
–Stun damage is 230 for this combo
3)cr.mk xx release low fuhajin FADC cr.HP xx HK pinwheel 288 damage, 420 stun.
–I got 316 damage, 440 stun instead.
3)j.HK -> cr.HP xx release -> c.mk xx release -> c.mk xx EX/RH Pinwheel (corner) - 414 damage Stun damage is 664 for this combo
4)c.MK xx release low fireball -> c.mk xx EX Pinwheel - 302 damage
–I got 263 damage, 339 stun for midscreen & 284 damage, 360 stun for corner*
5)j.HK -> cr.HP xx release -> c.mk xx release xx HK Super (corner) - 497 damage
I got 467 damage, 540 stun
*First few hits of ex-pinwheel whiffs when done at midscreen.
To add another one to the list. I saw Ed Ma doing this combo today.
Anti-air
Anti-air j.Strong -> land -> cl. st.hp -> EX pinwheel - 270 damage, 374 stun.
Same thing happens to me. I thought cross-up makes your opponent “push back” into you on hit. Please correct me if I’m wrong.
Alright it’s been a while since I updated the thread so I decided to take care of it tonight. I pretty much purged it of all the combos that were either unnecessary, impractical, or had better alternatives. I also spaced it out a bit more so that it’s not a giant clusterfuck.I hope that’s alright with everyone.
I also found a pretty simple 400+ damage FSE combo off of an overhead so I added that as well. Unfortunately, I couldn’t find a combo that does 300+ damage off of an overhead that’s simple and ends with a sweep, but if anyone wants to try to figure something out or already knows something just let me know.
I’m still messing with this, but in FSE, if you delay a little after a c.mp/s.mk, you can get far s.mk/hp to come out for a bit more dmg.
so this, for ex: c.lk > c.mk > s.mp > s.hk > c.hp > EX pinwheel
would become: c.lk > c.mp (delay) > far s.mk (delay) > far s.hp > s.hk > ex pinwheel
sry if it was mentioned already, havent read this thread in a while
edit: try it on rufus, its pretty easy on him.
Crossups tend not to put you as close as possible to your opponent and actually further away from them than a frontal jump-in. This was true in vanilla SF4 as well. I don’t know if it has to do with the pushback from jump-ins being very small and so the forward arc of your jump putting you a tiny bit further or maybe it’s the inhabiting hitboxes being wide when hit and thus pushing you further away. The same crap gets me mad when trying to combo on an opponent getting up, they’re so wide that when they get up I’m actually half a character width away from them.
@ Ladon
Releasing on first hit of Close MK has less pushback, letting you combo c.MK on almost everyone (misses on Ibuki afaik) even after crossup. I posted it on the previous page too and after trying c.LP instead I noticed c.MK leaves you closer. It’s not JUST the pushback but close MK seems to move Juri forward a bit during the animation so that when it’s canceled you stay in that forward position.
You’ll notice the same thing in FSE combos. Try LK > MP > MK and after try LK > MK > MP you end up closer to your opponent after the second combo because of the close MK moving her forward when canceled.
I’ve been messing around with that as well, only seems to work on fatties/tallies. Kinda sucks because far s.mk does very good damage if both hits connect.
It’s best to just go for c.RH after a cross up Fuhajin release combo. c.Forward will usually whiff after the low Fuhajin release so get the untechable knockdown and get the mix up game.
Also, my new safe BnB off of a j.Short is s.Shortx2, c.Forward, Pinwheel. The timing is much easier then c.shortx3, pinwheel due to the fact you can’t cancel from a chain and you always have to link the 3rd c.short. I always had issues comboing into c.short after a j.short because the j.short has to hit deeper for c.short to combo, however, s.short will combo easier from a j.short that hits higher up. s.Short is also 3f startup and is +2 on block so it’s relatively safe as a guard string and leads into kara tick throw attempts.
Dunno if it has been already mentioned, but combo 7) on Super and Ultra 2 Combos section can be done without FADC in the corner. The timing is strict, though