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

That the same data that was in the prima guide or is it different? I can’t open the file so I don’t know.

full frame data

Haven’t seen this posted anywhere so I chuck it out here

mk pinwheel is super cancelable on something like either the first or second hit (only works midscreen, super whiffs in the corner)

Found this whilst trying to do the armour cancels from her counter, I’ll post a video up later to show the timing.

Edit: Here [media=youtube]7YFgxkpvdJ8[/media]
As you can see it’s got to be canceled on the first hit, also heard about divekick to ultra but divekick to super also works so I tagged that on as well, hope this turns out useful.

What am I supposed to do with it?

If you don’t have a program to open xlsx files then download microsoft’s converter and convert the file to a regular excel file. From there if you don’t have MS Excel just use zoho.com and open the file from there.

or you can just look here for all the characters’ frame data and not need any external program other than a browser.

http://shoryuken.com/wiki/index.php/Super_Street_Fighter_IV

Juri’s
http://shoryuken.com/wiki/index.php/Juri_(SSFIV)#Frame_Data
this is missing some of the notes, but anyone can update it since it is a Wiki. So it should be updated before too long.

Also, there are many discrepancies in both the Prima Guide and Japanese Master Guide frame data. Neither is 100% unfortunately. So bear that in mind.

lk and mk super whiff in the corner (well, you get a couple of hits) but hk doesn’t as she does a somersault backwards first. In the open it’s the other way around an hk super mainly whiffs because of the somersault but lk and mk work fine.

I posted a combo video up a few pages back that shows the pinwheel cancel into super and what happens when you try and use the hk version mid screen. You can cancel form hk pinwheel to lk or mk super midscreen though.

In short, hk super in the corner. lk or mk midscreen

To clarify even further, LK keeps you in place while MK moves you ever so slightly forward so if you feel you’re somewhat far away from your opponent at the point of cancel, MK will do the trick. If you’re really close, MK has a chance to whiff the last hit or two.

air-to-air j.mp into ultra2 works really consistently, you just have to wait for them to fall to about the height of your head. Seems a lot more reliable than that j.mp EX divekick ultra2 setup. Does 450ish damage.

Cr.lk x 3 > EX pinwheel

What is the trick to do this combo?
Maybe succeeded once or twice so far.
Any hint?

You need to link the shorts (well, the third one at least) instead of chaining. Try doing them slower.

Fse

"Combos into Feng Shui Engine :

1)j.MK -> activate FSE st.lk/lp -> go to town.

  1. cr.mk xx low fuhajin release FADC activate FSE -> st.lk/lp -> go to town."

I need help with this. Are there any tricks? how fast do you need to be to activate FSE for each method in order to continue the combo? Ive been in training mode for hours and cannot get either method to combo after FSE activation. I obviously need to be faster, but are there any tips to increasing the speed?
or
Maybe my issue is after the FSE animation that im not linking properly (pressing lk to late?)

The only luck I have is on 2) with a crumple FA dash forward FSE. Cant get it with FADC.

Any tips/tricks will be appreciated.

Thanks

I’m not sure how fast you need to be for the crossup one, I’ve seen sh1nd do it and he has a vid for it, so maybe watching that will help. As for the link from U1, you might be doing the st.lk too early, it’s a pretty weird link but definitely doable.

I need a serious seminar on how to properly use the FSE. I’ve used U1 since day 1 and I’ve decided that I want to give up on it. Where do I start? What do I need to know about the FSE?

Speaking of FSE, what’s the timing for the cr.mk after f+mk? I can’t seem to get this one >:

here this helped me you have to do it old school. after you do the first 2 cr.lk put the stick to neutral position so 5 then down and lk you should be fine that spaces the timing right

Though already explained, I’d thought I’d start sharing =)

Juri’s Super: Mid-screen works with c.Forward -> lk.Super, c.Forward -> mk.Super if you’re far out, c.Forward -> hk.Pinwheel xx lk.Super if you’re really far out
Corner works with c.Forward -> lk.Super or if you’re far out, c.Forward -> hk.Pinwheel xx hk.Super.

And it’s not just slightly that mk.Super moves you forward =\ It’s pretty significant.

This is pretty tight (i think). I find it easier to time when you are NOT in the corner, or atleast not on top of your practice dummy. Take it out of the corner and you can pretty much start to get a better feel for it. A general tip just to get you started, do the cr.mk right when Juri’s foot lands from the f+mk. This should help you start up and get it once in a while, then you need to just get the feel for it on your own.

Sorry I cant help any more… i am pretty much a noob still lol.

I’ve started to use another “BnB” (not really since I can’t do it consistently): cr.LK, st.LP, cr.HP xx EX pinwheel. It’s a 1-frame link, plinkable. Obviously, it’s pretty damaging but it’s also quite dangerous, if you don’t time the cr.hp right it will whiff, and is easy to punish on reaction.
The ground-only version works on every character I’ve tried. You can start the combo with a jumping HK, but the cr.hp will always whiff on some characters (mk cross-up work just fine)

Also, after looking the framedata I think we should be able to link cl.HP after cl.LP or cr.LK, and then EX Pinwheel or EX QCF+K. Haven’t tried it, though

U1 is starting to become my go to ultra. U2 is guaranteed damage … But not guaranteed. With u1 you activate it and ppl are running scared, and you don’t need any real risky setups to combo into it.