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

Maybe it’s just me but I find her kara throw pretty easy. I haven’t worked it into my game just yet as I’m working on other things, but it feels much easier than Ken’s.

I just tilt my hand to the right and let my middle finger index and thumb roll on to the buttons. I’ve been getting like 75% of it in training mode. (teleporting from side to side)

Her Kara-throw isnt hard, it confuses me though coz my other main has a different input for the kara-throw and I keep mixing them up >_<

Interesting (though not incredibly useful) things i’ve noted;

Outside of FSE, f.HK will hit any crouching character.

In FSE, you can combo f.HK to super for a beefy 480ish damage.
However, in FSE, for some reason her f.HK whiffs on nearly every crouching character >=/ A few characters (such as Hakan) lean back when they’re hit while crouching, so if you combo into it, f.HK will connect. (tested with f.MK -> f.HK)
f.HK -> mid fuhajin release can combo if you’re not at tip distance, too.

f+mk, cr.mp, cr.mk, st.hk (2 hit) xx low release, cr.mk, cr.hk (361 dmg)

Works only in the corner and uses a release but it does respect the three conditions.

Maybe it’s not so practical but it does good damage and allow you to continue the pressure on wake up.

they might be listed but here a small combo I use

cr.lk x2, cr.lp x ex pinwheel or mk pinwheel (decent on ryu and bigger character hitboxes)

does decent damage =/ (damage 170 stun 231)

x-up lk, cr.lk, st. lk, cr.lk x ex-pinwheel (seems easier =/)

(damage 206, stun 286)

oh and a stupid combo I use alot lol sorta like kens

st.lp, cr.lp, st. lp, st. mp x ex pinwheel

just fun using it and does pretty good damage

Sagat Specific, as the hk fireball WILL NOT hit anyone else. Nope, not t hawk and not Zangief. The damage itself isn’t worth the meter you waste doing it, but hey, this is the combo thread.
[media=youtube]PtNmT5xP_xw[/media]

apologize in advance if someone else said it, but i looked through most of the thread and didnt see it. its not listed in under “combo into ultra 2” either

you can cheese into U2 with j.HK just like ken’s U1 and ryu’s U2

j.HK > U2 is all there is to it

not practical unless you are punishing or something since it has to be pretty deep and cannot be hit-confirmed at all but it can be used nonetheless

a block string that puts you at a safe distance from your enemy.

cr short st short if they standing st jab if not cr jab far st mk. puts you at a good distance away

dont have to FC the low fireball to hit the ultra but eh what do i know

i always kara throw… Ever since I noticed how ass her throw is, I made the switch quick… her kara throw really isnt hard to do its like doing kens minus the forward movement. just with mp

Instead of starting a thread its probably better do simply post this here:
I’m looking for different mix up options for my rushdowns, so far i use a simple over head HK into C.HK
then either sekku or the dreaded MK>C.HP xx EX Pinwheel.
What come ins do you use?

I made a vid of a super combo. It’s pretty easy and could be useful. I didn’t find this in the super combo or counter list.
Maybe this doesn’t really count as a combo because after the Kasatushi this can be blocked. But if it isn’t blocked the rest is a combo :slight_smile:
You have to hit the HK in the middle of his body (so as late as possible) for the super to combo:

HP Kasatushi (Counter) -> HK -> Super. 470 damage, 200 stun.
[media=youtube]duYj8XiLV94[/media]

While trying this combo for the vid, i also made some mistakes. But these also were a combo. Maybe they are also useful.

i wouldnt call it a taunt combo. i would just call it a N j rh combo…

I don’t know what a N j rh combo is.
Well maybe it can be useful as a surprise attack. 470dmg is pretty decent.

That means neutral jump roundhouse. It’s essentially the same as a jump in combo and I haven’t included those simply because you shouldn’t be getting free jump-ins unless your opponent made a big mistake.

ow ok. tnx. yeah that’s true :).

Found this corner only FSE Fuhajin combo that seems to work on everyone. I need to actually test it on every character in the cast but I’ve tested it on a character representing mid height, short. and tall characters but this doesn’t account for fucked up hit boxes that some characters have when in hit stun.

Short or Forward Fuhajin Store (Corner Only):
j.RH, c.Strong, c.Fierce, Fuhajin release, c.Forward, far s.Strong, close s.RH (2 hits), RH Pinwheel/EX Pinwheel (447 Damage/456 Damage)

Some attacks are interchangeable and/or omit-table like j.RH. You will, however, need c.Fierce as it’s the only normal that forces the opponent to stand from a crouching position on hit. You add more hits but it causes more pro-ration so it’s better to keep it simple.

Found some reset setups in the corner. The following combo serves as a base for the corner resets.
Short Fuhajin Store (Corner Only):
j.RH, c.Strong, c.Fierce, Fuhajin release, c.Forward, far s.RH, Short Pinwheel (417 damage) From here you can do the following
->FADC, c.Short, s.Strong, finish the combo or go for the overhead reset…
->Overhead, c.Forward, s.Strong, s.RH (2 hit), RH Pinwheel, if you want to blow the extra meter you can…
->FADC, c.Short, s.Strong, etc…

Works anywhere on the screen and all characters regardless of crouching or not.

c.Strong, c.Fierce, Short Fuhajin release, FADC, c.Strong, c.Forward, c.Fierce, c.RH (381 dmg)

Edit : Found one even better that didn’t need a fireball.