^
You don’t even want to know how I manage to do it lol.
But seriously, it’s actually not that bad.
^
You don’t even want to know how I manage to do it lol.
But seriously, it’s actually not that bad.
^
You don’t even want to know how I manage to do it lol.
But seriously, it’s actually not that bad.
I’d imagine Fuhajin storing would be a nightmare to manage.
if ur doing normal divekicks, always aim for the opponents knee cap (or around that area), thats when u can combo into ultra, super, or pinwheel. tk divekicks is something id like to do also. so i gotta practice.
I hold mk and LK Fuhajins with my thumb. Sounds bad but it’s not that bad lol.
playing juri on pad is pretty easy now. it was hella uncomfortable during the first week tho.
This. Still, as soon as I dual mod my stick, it’s peace out to pad.
for me, it’s more like “if i ever get my arcade stick up to my pad level” kind of thing lol.
thanks for the combo list
gotta get working on my Juri!
i want her to be my main one day
Hehe, I personally just stopped playing pad altogether when I got my stick. Even though it took me a month of frustration to rewire my brain to use it, then a few more to really get comfortable. I should try pad again someday to see how far my stick Juri is beyond my pad Juri.
Definitely recommend the change, its a lot more comfortable doing fuhajin store combos and the like with stick. But don’t despair if you can’t afford a stick, its still very possible to play Juri with a pad.
Sorry if this has been mentioned before, but I just discovered an extremely easy FSE combo which yields 324 guaranteed damage with only a few button presses:
:d::lp: (or :lk:> :d::hp: > :hk: > HK Senpusha (Pinwheel)
Guaranteed 316 damage (324 on Counter Hit) no Fuhajin (Fireball) charge or EX meter required. In fact, EX Pinwheel seems to do less as a combo finisher.
Note: If you’re too far, :d::hp: will whiff and the rest of the combo won’t connect. At some distances, :d::hp: will connect but standing :hk: will be the “far” version instead of the “close” version. It doesn’t matter. The timing for canceling into HK Senpusha is no different, and the damage is equal.
I just found out that when doing combos involving senpusha xx super it’s best to use LK for the senpusha because of higher damage. In training cancelling LK senpusha showed 60 damage, MK senpusha 45, and HK senpusha 50.
The nice thing is that the index finger is close to LK, so it’s not troublesome as I thought it was going to be,
Hmm… I could have sworn that was common knowledge by now. Odd D:
I was messing around with Feng Shui Engine today, seeing if it might be possible to lock down an opponent after landing Shikusen midscreen. Here are some possible followups I found:
far s.MP xx far s.HK (miss)
Frame advantage: -4
The Shikusen has to hit as low as possible in order for this to work. It could be viable, since it’s not punishable by 5-frame reversals. It lands you close enough to the opponent to do some combos, but not everything will work.
close/far s.MP xx Sekku (miss)
Frame advantage: -6
This puts you right in front of the opponent, but the crappy recovery on Sekku makes it easy to punish. I don’t think it’s viable against any competent players.
close s.MP/far s.MK xx L Senpusha (miss)
Frame advantage: -4
Again, this gets you close enough to do some combos, but not everything. Far s.MP is not special-cancellable, which is why you have to use either close s.MP or far s.MK for the reset. Far s.HP also works pretty well on big characters like Sagat.
close/far s.MP xx EX Focus Cancel
Frame advantage: +8?
This can put you right next to the opponent and can even go behind them, depending on how you hit them initially. The really nice thing about this is the frame advantage, which allows you to walk up a bit if you didn’t land very close. It also makes it pretty easy to do a meaty poke afterwards, or anything else you want. This is probably the most preferable option.
Another interesting thing to note is that if you do not have Feng Shui Engine activated, and you hit the opponent very low with Shikusen, it is possible to activate and still have enough time for this reset.
close s.HP xx mid EX Fuhajin
Well, it combos.
Yeah, on the rare occasions I use FSE, I try to do low shikusen > activate > st.mp for a reset. Never really messed around with tk shikusen mid-fse, cool stuff.
Canceling a sempusha is just asking for reversal. Why not just dash up, jump in, or cancel to a fuhajin store?
Doesnt a blocked pinwheel fadc leave Juri at -2 ?
You mean the FSE setup I mentioned above? It doesn’t work on shotos or grapplers, but otherwise, a reversal is what you want them to do.
Can’t almost anyone reversal you with this setup?
It puts you at -3, so it should be safe against most characters’ reversals.