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

i cant hit confirm that. I cant see if someone is standing quick enough to hit that s.lp

yea, that EX Senpusha doesnt mess around

hey i think i figured out a combo. not usre if anyone posted this but um you can release a light projectile and then use a dive kick from afar. this works at a far distance

Juri’s combos are boring and impractical imo.

c.hp xx H/EX Senpusha deals more damage than anything else. So why should I bother to try risky links that do less damage and stun? To show off?

I prefer doing less hits and more damage/space control.

Also, rushdown shenanigans/blockstrings/mindgames > any 20 hit combos. :slight_smile:

I’ve noticed that as well, since I use fireball > divekick as “block string” to approach turtles sometimes. Prevents them from ultraing your divekick I believe, although I’m not sure if there’s some clever trick they could pull off to catch me :stuck_out_tongue:

I often do that myself. Very useful to get close.

Using the same idea from far/jump distance: (the following combos only work when opponent is cornered)

-L Fuhajin release, dash Sekku.
-L Fuhajin release, dash S.HK.
-Fuhajin release, H Dive kick xx Ultra.
-L Fuhajin release, dash C.MK, L Senpusha xx FA- backdash. (bait combo, 2 bars)

I like the first one a lot. Because when they see that low projectile coming, they immediately start blocking low. So you can easily surprise them by linking the overhead.

And like deice- mentioned, even if it doesn’t connect, they still are very good and safe blockstrings.

I dont see any what they can catch the person maybe akuma’s air fireball or ibuki’s kunai. those r pretty good ideas for block strings. ill practice them. the first one is pretty good cause you wont deal major dmg but you might be able to gain a counter attack

Some Feng Shui Engine combos I found yesterday:

c.LK xx s.MP xx s.HK xx M Fuhajin (release) > (far) s.HP xx (close) s.HK (2nd hit) xx EX Senpusha - 392 damage
c.LK xx s.MP xx s.HK xx M Fuhajin (release) > (far) s.MP xx (close) s.HK xx EX Senpusha - 388 damage
c.LK xx s.MP xx s.HK xx M Fuhajin (release) > (far) s.HP xx c.HK - 330 damage, untechable knockdown
c.LK xx s.MP xx s.HK xx M Fuhajin (release) > (far) s.MP xx c.MK xx c.HK - 327 damage, untechable knockdown

For the first combo, the timing for getting the second s.HK to hit the second hit seems extremely strict; it seems much more likely to get the first hit to connect, making the combo do only 377 damage instead. Also keep in mind that you can’t use Sekku while holding a M Fuhajin, which can significantly reduce your FSE rushdown capabilities.

EDIT: These combos were only tested on Ryu.

U2 combos more damage than FSE?

Speaking of FSE. What are the best go to U1 combos? I’ve been using U2 mostly so far because it seems more solid.

In the first two posts it shows that we clearly get more damage from U2 combos than U1 so I don’t see U1 as anything more than a scare tactic unless someone has combos that deal more damage than whats on page 1.

Well, how often do you even get to use U2? Seems you kind of have to be psychic as it is really hard to hit confirm into it… U1 you can bust out whenever you want. Rose is in your avatar… which one of her ultra’s do you use? Seems most players use the orbs, because U1 can be pretty difficult to land, or only able to land it at precise times.

As far as damage from FSE, it’s not like you only get one combo and that’s it. You have the chance to land a good two or three. I think the damage potential is far greater for FSE. Also, if you whiff a U2, you can be punished severely. If you miss a link with FSE, at most you’ll eat a fireball, shoryuken, or a normal.

Even if you don’t land anything, it puts your opponent on the defensive, and can be a total momentum shifter.

FSE Pros:
Possibility of landing multiple 300+ damage combos.
Puts opponent on defensive.
Don’t get punished as bad if you whiff some stuff.

FSE Cons:
Not guaranteed damage.

U2 Pros:
Comboable out of some very specific situations.
Good damage.
Using it on other female characters is hot.

U2 Cons:
Expect harsh punishment on a whiff.
Timing can be finicky.
Sure, it’s comboable, but it’s definitely not that hit confirmable.
I’m no Juri expert by any means… in fact, I’m absolutely terrible at fighting games… but for Juri I really like FSE over U2.

Yeah, I’d say U2 is more of a punish / ease of use ultra. It works very well if the opponent makes mistakes (whiffs slow move, eats random EX dive kicks, eats FA lvl2+), you can just raw Ultra 2 and land big damage. It is also comboable: EX dive kick, Dive kick 1-hit, FADC off a fireball, far fireball hit -> dive kick -> u2 etc. But in high level play, your whole gameplan can’t be “punish opponent’s big mistakes”, so in the long run its not that good.

On the other hand, FSE requires more dedication since you have to learn to combo with it, otherwise you’ll just eat reversal’s when missing combos. But it is far more versatile, and can also be use as a punish, although for a little smaller damage than raw U2. But it really works in any gameplan, and can be used to pressure opponents. It can also be comboed into just as well as U2, if not better.

Having said all that, I still use Kaisen Dankairaku, since I don’t feel confident with doing FSE combos yet, and I have larger gaps in my game I need to fix before figuring out FSE :sweat: I’m still on training wheels :karate:

Hey guys, this is my first time posting on the Juri forums and thought I would chime in with a few of my thoughts. For starters I have only been using her for a short while so by no means am I an expert at Juri. I do however have a experience with defensive/zoning characters, and I feel that Juri falls into this category.

First of all, I dont think people “fear” FSE anymore. If you want to talk about situation ultras, I feel that FSE is more of a situational ultra. The only reliable situations to use FSE is in an untechable knockdown situation or after a landed pinwheel in the corner. Imo Ultra 1 takes Juri out of her gameplan by people you to rushdown with her. Her activation is by no means a momentum changer and most times can get you in a lot of trouble. I compare Juri’s ultra 2 to M bison’s ultra in vanilla. It is very situational, but it is there, so people have to worry about it.

I wanted to touch on the pros and cons list as well:

FSE Pros:
Slight possibily of landing multiple 300+ damage combos.
Reliable after a untechable knockdown.

FSE Cons:
Not guaranteed damage.
Forces Juri to rushdown and look for opening that may or may not be there (guessing)
Unreliable as a punish.

U2 Pros:
Comboable out of some very specific situations.
Good damage.
Can be used on reaction to some specials. (E Honda Headbutt, Balrog Dash punch)
Solid anti-air against characters with high jump arcs (Chun-li, Ibuki, M. Bison)
Using it on other female characters is hot.

U2 Cons:
*Expect harsh punishment on a whiff.
*Timing can be finicky.

*These Con’s listed fall under the same circumstance, and are true for all most ultras in the game.

I really dont see any cons of U2, except for the fact that you dont have FSE. From the videos I have seen, Ultra 1 is usually used as a desperate way to make a comeback. There are a FEW videos where someone actually pulls off 2 or 3 combos to get the win, but for every one of those videos there are countless more where someone gets killed trying to rush down after activation.

Hey Sid,welcome to the Juri forums. You were the first to welcome me on the Honda forums,so ill be the first here. :stuck_out_tongue:

im trying to improve on my FSE game, but i got a couple of FSE questions, first, when do you time the s.mk after the ex pinwheel? this is like a reset right?? so itd be nice to know.

second: any1 mind typing up some overhead & lk fuhajin combos…nothing special, just some basic ones that get the job done, im obviously still a beginner to the fse game, but i do know the basic combos of it. sorry if im asking for 2 much :wonder:.

FSE con: Not much time…

You’d probably be nearly dead by the time the meter is full and to use it at half meter is almost pointless. Sure there is time to land 2-3 combos but at high level play people are not standing around like the training dummy. U2 has enough setups and both Ultras can be comboed off of release xx fa2 or fadc.

With rose U2 is my fav for its many uses. See my blog:
http://shoryuken.com/blogs/mr-flowers/i-love-rose-u2-2057/

but at the end of th day I play my opponent. Against floaty jump and wall dive type characters I always go U1 unless its a 2 bar connection. Plus Rose U1 has some other setups. She can ultra after fadc in a combo or fadcing another move and catching you out, or after you try to jump a spark she throws. She can even U1 you if you try to focus absorb a spark at the wrong distance.

I’d rather spend hours in training mode honing all the Juri U2 setups than some gimmicky U1 stuff that gets scaled to death anyway. Juri U2 combo timings are not finicky (except maybe after 1 hit dive kick). They are all to do with the type of setup and spacing. Much like C. Viper U1. You just have to learn the timing on each setup then its guaranteed. We get alot of visual clues aswell.
AS for U1 putting people on the defensive; I’d rather not encourage jump back hard kicks in the corner ty.

Another U2 setup in corner. hk releaseif they neutral jump then Ultra or fadc it mid screen if you see it coming. I know its already on the first page.
Also lets not forget the old lk release>U2 in corner. Timings a bit tight but I’d practice that first before any U1 stuff that does less damage.

Its not like I hate U1. I really like it but tbh even in the match up thread alot of match ups U2 is recommended. Alot of characters have ways to escape and a player with good defense will block anything U1 can throw at them. At least Rose U2 can chip and cross up with Soul throw or you can safely spiral and spark them from a distance.

How are U1 combos for stun though? Does it cause any? I know meter doesn’t build but I haven’t looked at stun.

[media=youtube]1FNQreVzXko[/media]

that video pretty much nails EVERYTHING you need to know about FSE, there is literally nothing else you can do with its fundamentals besides what is shown on that video. The most comfortable damage you can get out of it, with no FB or meter is the FSE punisher (sometimes have to leave out the cr.fierce at the end like on Guy it whiffs), while the Overhead followup is universal and works on all of the cast, there really is not anthing else you need to learn besides what is shown in that video, fireball FSE combos are effecitvely useless without FADC because you have to sacrifice a button press in your string for a fireball and you need to find time to store it safely and get in there ANOTHER time. The points of FSE is to rushdown safely, so stick by it at all costs, if you want to try out some fireball combos in your spare time go for it, they can often get a tiny bit more damage, but imo not worth it, you can only go so far until it becomes a gimmick.

Well the problem with these long combos with FSE is time vs damage output. Why am I gonna waste precious seconds on…max 390 points of damage? This isn’t to give a better suggestion as to how to use it, but I have a hard time balancing the most out of FSE with the time spent. A very defensive player is going to do well against my FSE activation. Well the problem now is that time can run out. Now if they’re trying to zone me with fireballs…then thats one thing…but someone holding down back and poking to keep me back out is tough.

But up close when I have FSE in their face and you get a hit, confirm it, hard attack xx sempusha. Get the damage, and get out. I believe FSE’s best asset is getting your opponent to let their guard down to get a KD, not huge damage…and all the while putting them in the corner.

So on a hit, why would I continue a long combo thats getting scalled to hell?

the scaling isnt so bad considering you are linking something like 5-6 normals and a special.

u2 against abel = golden

Kaisen Dankairaku Glitch. Dunno if you guys have seen this, but this is something I stumbled on while in training mode. The main problem with hitting Kaisen Dankairaku is height (I believe). Most of her setups dont allow her to juggle into it because of her weird hitbox and probably juggle properties. Playing around with ex fuhajin I was “abel” to make Ryu skip with her fuhajin. Im sure we’ve all seen this. So I tried to hit Kaisen during the first one and got a weird outcome.

It actually combo’s! But wait, not full. Like Ken’s Shinryuken, it doens’t got to cinematic. But Looking at the outcome, it looks weird…like…its struggling to go to cutscene but cant!

The set up is easy enough. Sc.hp xx low ex fuhajin > FADC > Kaisen Dankairaku. The trick is, not to dash immediately. Doing so will cause Ryu to be “pushed” into the second hit. Charge the Focus Attack for a hair of a moment and dash forward. This will cause him to “Skipping Rocks” (As HK_Karakusa puts it)

This ONLY works for 4 people. Ryu, Ken, Sakura, Bison. In no way am I saying this is a good way to land kaisen. It’s a waste of meter and its really iffy. I did this with a dummy doing the motion so if there is another timing for this on others…I havent tried it.

[media=youtube]ErmsscgAI6E[/media]

I then took those principles and tried to find other things that I can hit on Ryu. Also…unconventional. I haven’t tested these on the rest of the cast, maybe another day. I’m finding Kaisen to be very Illusion Sparkish. You can combo into it on the ground but it takes meter and silly spacing. I dont see how any of these would be useful in an actual match But if you can think of something, let me know.

[media=youtube]Mk0taROz6lQ[/media]

Yes, the first two are close but one shows both hitting and second only 1 hitting. Just to see if it would work.