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

So I almost got through all of Juri’s challenges (got to 21), and I must say, FSE will be beast when I get the hang of it. I knew it was good, but the game just encourages you to mash attacks! Her challenges were easy up till the 20s for me.

The last cr.lk before pinwheel has to be canceled for the pinwheel to come out. The timing of it is quite fast. Technically, you have the first cr.lk to confirm the hit before you can do another cr.lk xx pinwheel.

Also, HK pinwheel is too slow on startup. The only pinwheels that link from cr.lks are LK and MK pinwheels.

Ah yes, from my earlier post…

Lv 3 FA. close.fp > Super: 479 damage, 360 stun.

I’ve found it’s a LOT easier to get the super out using lk… not quite sure why.

So I can’t get c. lk, st. lk, c. mp to work…how tight’s the timing between st. lk and c. mp?

c. lk, st. lp, c. mp/c.mk works fine though.

I knew this before reading your post, but it’s so EASY to abuse her gimmicks right now because nobody has a clue! lol

Still, I will try practice for the eventual day when HK Pinwheel/dive spam no longer works :wink:

It’s a 1f link. st.lp is a 2f.

which kick do you activate super with? I think if you do a non crossup mk cr.mk release lk fuhajin. Lk supercancel should hit. I can’t try it now but please post your results :slight_smile:

@ahFuah

With the second option (close.fp) I was using lk. to go into the Super. It really works a charm, and if you FA crumple in before the fp. you’re laughing. It doesn’t fully connect in the corner, sadly.

I can’t remember with the first one… I’m sure it must have been lk. I thought it strange that I couldn’t get a non-crossup version to land, but it certainly seemed that way. I’m not the most technically proficient player, so I could be off the mark on this one… but it always seemed to miss the last few hits of the super.

Just to clarify, the Super does come out. But it misses the a number of hits and is therefore quite a waste.

I’ll have a look later.

Using HK Super causes Juri to do a little backflip before doing the Super, which gives you more room to juggle with the fireballs. That might help.

Thank you! That explains why I’ve been whiffing it from time to time in my combos! I knew something wasn’t right!

That second combo does work from a normal j.mk. I must have just been getting the execution slightly wrong earlier.

Aww, yeah! :rofl:

Fierce punch -> Super, surely?

Tested it. Non-crossup MK, cr.mk release lk fuhajin, super cancel works.

No problem. Just for reference in case anyone else needs it, HK Super moves Juri back, MK Super moves her forward (I believe) and with LK Super she stays in place, IIRC. I think that’s right. I’m in class right now (being very productive, obviously) so I can’t check, but if nobody verifies by the time I get back I’ll check it really quick.

Just tested, it’s true.

Yep… I confirmed it for you earlier. Guess you just missed my post, heh.:tup:

Just a question, why isnt anyone talking about c.mk (or w/e) xx fuhijan release, j.mp xx ex dive kick -> ultra 2?

I believe the whole thing combos and its the only way to hitconfirm into the ex dive kick that i know of (even if you cant hitconfirm the first c.mk)

I thought that was awesome and no1s talking about, is there a reason for that?

Interesting glitch … when if you do c.MPx2 in quick succession she moves forward a bit as long as the first one whiffs.

There is actually a thread dedicated to the j.mk xx pinwheel.

st.lp should combo into cr.hp against any character without the CH since you get +7 (on hit) from st.lp and the start up of cr.hp is 7. The only thing the CH does is make it slightly easier to combo into cr.hp due to the extra +1 frame you get off the st.lp.

It’s actually a pretty useful BnB/hit confirm on standing characters;

Example:

cr.lk>st.lk>st.lp>cr.hp xx pinwheel.

Isnt it corner + standing only? Cool for combo videos, for a match… impractical and useless