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

They don’t need to be in quick succession at all, the move itself moves her forward if you are doing the far version – that is the move that would be used for her Kara Throw. You would input MP~LP+LK and her throw range is pretty substantially increased.


Something I also noticed is that instead of the one (or two) frame links that are listed here, for example,
cr.LK > s.LK > cr.MK xx Whatever
and
cr.LK > s.LK > cr.MP xx Whatever

If you are having trouble with them, substituting the s.LK in the middle of the combo for s.LP makes life much, much easier. Her standing jab and standing short both do the same amount of damage, but it looks like it is much easier to link off standing jab than standing short. Obviously we don’t have frame data to verify this, but that’s my observation so far.

Also, here are a few decent combos that are comprised of only normals:
cr.LK > s.LP > fs.MK = 130 / 106 damage (130 if you are close enough for far standing MK to hit twice)
cr.LK > cr.LP > s.LP > fs.MP = 130 damage

i posted those combos maybe a page back ~<3 but yeah these should be used unless you can confirm your cr.mk or cr.mp into hk pinwheel.

these combos are good as they mix in some of her good pokes (even a slight bit of hesitation or attempts at button pressing on the opponent’s end will result in counter hits). you can fish out a dozen counter hits in a set by using her pokes as pressure. of course, against characters with strong reversals, don’t abuse it. rather, bait out their reversal and start poking from there, or punish.

i’ve been paying close attention to damage, and i think i can safely say under no circumstances you should use ex pinwheel in a combo. if you’re allowed an hk pinwheel because you linked it from cr.mp, cr.mk, or cr.hp, do that. ex pinwheel only tacks on maybe 12 more damage and it’s not worth the meter usage. you’re much better off saving your meter for ex dive kick ultra setups and breaking low pokes and blockstrings with ex pinwheel. yes, juri builds meter really fast, but still. :bgrin:

didn’t see posted; deep cross-up j.mk combos into u2. 454 dmg. not sure if it works on all chars, I’ll try em out.

edit: can get it on everyone midscreen except sim/rose.

This is alot easier to land in corner since you’re not gonna overshoot the jump.

Hmm. Interesting to know, but probably not practical as j.MK wouldn’t give you enough time to hitconfirm Ultra.

Tonight I went up to 1k BP with toying around with Juri, and from what I saw so far, I did alot of J.mk>cr.mk>>MK Pinwheel for crossups/jump ins and lp>cr.mk>>mk pinwheel for ground BnB’s. It was really good tonight, but that might just be because noone knows how to play eachother still.

The only reason for doing st.lk is so that it hits crouching opponents too.

Cr. lk, s. lk. cr. mk xx pinwheel is a good BnB for a couple reasons

1)You can hit confirm
2)Nice range on s. lk and cr. mk
3)The timing to cancel the cr.mk into pinwheel is much easier than when cancelling linked s/cr.lk’s into pinwheel.
4)Doesn’t consume meter

edit: Haha, just read the OP. Nvm. GJ.

Been messing around in Training room, and I know many people have been having some trouble with fuhajin release combos outside of the corner…but I think I found a “Fuhajin release BnB”. testing it on all the characters at the moment, confirmed on Ryu/Ken/Honda/Ibuki. Works on standing and crouching characters. Charge Lk fuhajin:

(j.mk, standard crossup/fake crossup range) c.mk xx release lk fuhajin, link sweep.

without the j.mk, does 230 stun and 182 damage.
with j.mk, 233 damage and 310 stun.

Very easy to do and you get that sweep knockdown. Unfortunately you dont have time to both charge another fuhajin AND make the jump of your choice (they’ll stand as you finish charging…) but if you have a charge going seems like a decent setup starter. I’ll confirm the rest of the characters and edit this post, but for now, it works on:

Full Edit: Sigh, more of a mixed bag of results than I hoped it would be, but I tested every character. Point of the combo is to link sweep after a lk fuhajin release. The combo needs to be started deep, hence why I was choosing to jump in with j.mk as that works for both cross-up and non cross-up jump ins. If you’re poking with c.mk and release a low fuhajin on hit, you wont be in range for a sweep. For what its worth however its very easy to FADC your fuhajin release and followup with whatever you want.

Works Flawlessly On:
Ryu
Ken
E.Honda
Makoto
Gouken
Akuma
Dan
Juri
Chun-Li
C.Viper
Cammy
Hakan
Zangief
Rose

Characters with Stricter timing on the Sweep Link:
Ibuki (standing requires more strict timing after j.mk, she pushes back easily)
Dhalsim (standing and crouching dhalsim must be hit very deep with j.mk to be in range for sweep)
Abel (cross up j.mk on standing needs to hit deep, sweep timing is strict)
M.Bison (same as Abel)
Blanka (Very weird, I hit j.mk cross up and got the sweep once, then never again…wonky ass Blanka)
Rufus (Similar to Ibuki, sweep is stricter timing)

Characters with complications -
First, the List of characters where I couldn’t get the sweep after crossing up with j.mk on a STANDING opponent:
Gen
Sagat
Guy
Guile
Vega
Balrog
Fei Long
T.Hawk
Adon

Second, a List of characters where I couldnt get the sweep after crossing up with j.mk on a CROUCHING opponent:
Dudley
Cody

And Finally, a List of characters where I couldn’t get the sweep after a cross up j.mk, whether they were standing or not:
Seth
Sakura
Dee Jay
El Fuerte

And thats all 35. Looking forward to new findings soon.

Just in case you guys hadn’t found this, at certain ranges(probably max ultra range) you can LINK U2 off of lk fire ball release, which you can combo into from c.mk, probably other stuff too. Very finicky combo, but I’ll test it more tomorrow.

edit: Tested it some more, its definitely a corner combo, but I think it will work on some characters midscreen. If I remember I think it hit blanka midscreen when I first discovered it.

U1, short/LK fireball charged, corner:
(twd+forward) c.forward > s.strong > close s.RH xx LK release, far s.strong > c.forward > s.RH xx RH pinwheel
417, no meter, tested on Ryu

Yes, 417 off overhead and off low. Leaves you with plenty of CC time to go for another mixup into combo. You can end with sweep instead of s.RH xx pinwheel to get another fireball charged. Still have to test this for character specifics and such but it’s something to build on.

-edit-
replace RH pinwheel with EX pinwheel, close s.fierce- 449 off c.forward starter, 436 off twd+forward starter

Not sure if juri’s Fuhajin is an example of negative edge…but this is the first time I’ve ever experienced holding down a button then releasing it haha. Does anyone know if there are any reasons to TK a Dive kick?

Played around with her for a couple hours and from what I see, her cr.lk x(2or3)->lk wheel & cr.lk,st.lk,cr.mk->wheel/EX are the best bnb’s for hit confirming. Cr.mp & Cr.sp are good AA’s. Her footsie game is pretty decent, but could have been better if her walking speed was a bit faster.

Sorry if these things have been discussed already, but this is just my take after 1 day.

I was talking about c.MP, rather than s.MP.

Dont think this was posted yet, I’ve been doing j.mp, land, cl.hp, ex pinwheel. seems to do nice damage, i don’t have the game yet so i can’t give you guys exact damage.

also… is pinwheel safe on block at the right distance? i usually use the lk pinwheel after doing c.lk, s.lk, c.mk, lk pinwheel. it seemed to have been working for me as a pressure string given the right distance. (either that or they weren’t punished properly). I know that ryu’s super punishes it clean every time, but aside from that… i seem to have been getting away with it.

double post sorry ><

I skimmed this thread to make a cheatsheet and this is what I came up with:

BnB

c lk, s lp ~ c mk xx ex pinwheel - 224 damage, 310 stun whiffs on crouchers.
c lk, clk xx ex pinwheel - 184 damage, 248 stun.
c lk xx clk, clk xx ex pinwheel - 182 damage, 270 stun. Easier to hit confirm, deals more stun.
c lk, s lk, c mk xx ex pinwheel - 224 damage, 310 stun.
c lk xx s lk, c mp xx hk pinwheel - 204 dmg, 290 stun.
c lk xx s lk, c mp xx ex pinwheel - 232 dmg, 310 stun.
s lp, c mk xx mk pinwheel
c lk xx s lk xx s lp, c hp xx pinwheel
c LK xx s lk xx c lk xx mk Pinwheel
c LK, s mp xx fireball kick - is good for knockdown

Blockstrings

c lk xx s lp, s mk = 130 / 106 damage
c lk xx c lp xx s lp, s mp = 130 damage

Punisher

c hp xx ex Senpusha = 280 damage, 385 stun.
FA level 2 -> ex Shikusen -> ex Senpusha - 313 damage, 371 stun

Release

c mk xx release low fuhajin -> sweep 182 damage + untechable knockdown.
c mk xx release low fuhajin -> c mk xx HK/EX pinwheel - 256/263 damage 340/339 stun.

Juggles

j mp xx ex dive kick into u2
j mp, ex pinwheel

Kara

mp>lk+lp

formatted in the format that I’m used to read :slight_smile:

I believe it is corner only, but i think you guys are jumping the gun really really quick on calling stuff inpractical.

You are talking about a 1 bar combo (which does require the charge, thats true), that works on the corner. I dont believe its that much different than a ex tatsu -> ultra or ex foreball ultra with ryu in the corner, and just like ryu can set that up by playing good footsies in the corner, or by doing tick throw setups and walking back (for example c.lp c.lp walk back opponent whiffs his throw and ryu does c.mk -> ex fireball). Just like that juri can get a c.mk in… and thats all she needs to get that thing going… just release fuhijan and go to town.

Granted, opponent has to be standing, but anyone who can play decent footsies can get that c.mk to hit on the corner on a standing opponent. Specially with the pokes that juri has, she CAN play footsies, she also has a kara throw, that means opponents have to respect that… and with such good footsies it also mean she can jump in on her opponent after out footsiing him. I see no reason why someone good with juri wouldnt be able to hit a c.mk and relase the fuhijan.

I really see a lot of people deeming combos inpractical as soon as there is a release involved in them… i think juri NEEDS those releases to be able to compete.

I think the biggest issue Juri players need to get around is how to compensate for not being able to throw or focus attack when holding a charge. Obviously with HK Fuhajin that’s not really an issue, as I think people can do without their taunt – but I think we’re all agreed that for combos, MK and LK Fuhajin release are the most practical.

Constantly holding down the LK button (which, to me, is the easiest to link Ultra off of, if not the only one) eliminates Juri’s throw game, which makes the tick throw setups you’re talking about impossible.

I agree that a player with good footsies would be able to land cr.MK xx LK Fuhajin Release in the corner, but it’s GETTING there first. I mean, let’s be honest, how are you going to do tick throw setups with no throw? Lol.

I’m not saying you’re wrong, because I do think that it’s practical, and that someone, eventually will figure out a way to do this.

it is still possible to do tick throw set ups if you have a fireball charged if you release the button when it’s impossible to throw a fireball(jumping, dashing, blocking, recovery of a normal that’s not special cancelable)

Air to air MP is the shit! Probably already known, but if you hit at the right height, there’s no need to dive kick, you can just U2 when you land. Or sweep, or anything else you like. But since the j.mp > dive is kind of odd to execute, just j.mp > Ultra. Also allows you to reset and dash under for potential mixups. I’m loving her!

Didn’t see it posted anywhere, but I was messing with u1

Ex Dive -> U1 ->s.fp -> ex pinwheel
Ex Dive -> U1 -> s.fp -> ex fuhajin

Good for getting into the engine.

That honestly isn’t posted over 200 times(sarcasm)