U1 corner combo I posted seems to work on everybody, smaller characters the pinwheel will miss a hit so it does a bit less (like 408 IIRC). Forgot to write down how much ending with sweep will do.
Midscreen U1 with LK fireball, 50% bar:
c.forward > close s.strong > close s.RH xx release FADC c.short > s.strong > c.forward > [close s.RH xx RH pinwheel] or c.RH
~360 or so IIRC? Turned off training mode and forgot to write it down. Pretty easy to do. Works on crouching Cammy, might be able to get more on fatter/standing characters.
Also in U1, far s.RH combos into short/forward/EX pinwheel. There were some weird meterless freestyle/situational midscreen combos with far s.RH that I was starting to do on accident, something to play with.
So here’s an interesting block string… dunno if anyone’s pointed this out yet.
I sometimes miss the c.lk, s.lp, c.mk xx Pinwheel when I’m playing against others (they block the c.mk). In this situation I’ve found that instead of doing c.mk xx Pinwheel that c.mk xx Fireball Kick is actually pretty solid… if they react, the kick will beat them. If they don’t react, it will push you a reasonable difference away with a fireball stocked should they attempt to do anything.
Thoughts?
Edit: Seems like it only works in the corner/against certain characters. Disregard I guess. Thought I was on to something here. Will still work off some pokes (such as blocked overhead into blocked c.mk) or just straight up c.MK though… just not c.lk s.lp c.mk (does work on s.lp, c.mk though)
Re-edit:
Another combo that’s probably not worth the meter but could be worth it in a pinch: cross up j.mk, cl.hp, super (must use LK or MK version. HK version whiffs). 466 damage, 300 stun.
Okay, so I was messing around in the lab, trying to find ways to combo together all three Fuhajin releases. Here is what I came up with:
j.MP > cr.LP xx HK Release > cr.MP xx MK Release > cr.MK xx LK Release > Sweep
j.MP > cr.LP xx HK Release > cr.MP xx MK Release > cr.MK xx LK Release > cr.MK xx Senpusha
j.MP > cr.LP xx HK Release > cr.MP xx MK Release > cr.MK xx LK Release > cr.MK xx Senpusha xx Super
j.MP > cr.LP xx HK Release > cr.MP xx MK Release > cr.MK xx LK Release xx FA Level 2 xx Backdash xx EX Shikusen (Dive Kick) > Ultra
j.MP > cr.LP xx HK Release > cr.MP xx MK Release > cr.MK xx LK Release xx FADC > Ultra
Practical? Not at all. Flashy / fun to do? You bet.
None of these combos do enough damage to be worth the trouble, but it’s nice to know that you CAN combo all three Fuhajin releases together.
For the record, the only way HK Fuhajin release will combo is off a LP or LK (as far as I know), so your options for varying up this particular combo are very limited. I was noticing that by the time I had already released the HK Fuhajin, I was too far away to use anything more interesting than cr.MK, like cr.HP for example.
Oh! I should also mention how I did it:
Obviously, I did this on a stick. I assume it would be possible on a pad, but just thinking about it makes my wrists hurt.
What I did was hold down LK, MK and HK with my thumb, ring finger and pinky respectively. This allowed me to use my index and middle fingers to hit LP and MP, which were the only other buttons I needed (I couldn’t reach HP with my middle finger reliably, so I didn’t use it lol).
Anyway, I hope at least one of you finds this entertaining.
I recorded a video of me doing these combos but it came out weird, I’ll try recording it again sometime tonight or tomorrow and posting it on YouTube if you guys want.
How do I do Juri’s “Feng Shui” Ultra? I have no idea how to do it, do I press punch 3 times in a row after doing the down, diagnal, forward 2 times and then punch 3 times? It never works?
You don’t press punch 3 times in a row, it’s all 3 punches at the same time.
On another note…I think I see why the cr.lk 3x xx pinwheel cancel doesn’t come out at times. It seems that if you chain the lk’s together the final one wont wont cancel. However if you link them then the cancel will happen just fine.
It may be just me, but I think the best way to remedy this issue is to change the middle (second) cr.lk into a st.lk. After doing that the combo becomes literally 100x easier. I just started linking today and I do cr.lk st.lk cr.lk XX mk pinwheel pretty much 100% of the time. It makes the combo SO much easier to do.
Edit: I’m having the hardest time with Juri’s fireball combos. It’s not the timing, but more the fact that I need to hold a button…It’s just so limiting. Suddenly, it becomes hard for me to get in on my opponent, and I feel like it’s harder to accurately push buttons because of the awkward hand positions required. I feel like I lose so many options when holding the fireball, which makes me wonder, is it even worth it to use the fireballs to combo?
Dive Kick into U2(Corner) - dive kick has to to be spaced so that it hits low, such that Juri is completely below the opposing body when she bounces them (tested on Deejay - standing)
at first I really didn’t use the the fireballs at all but they do help when you have say a life lead and you want to kind of sit back on characters that are harder to get into
I also think they are good for hit confirm combos
and this maybe harder but you can store them and then if you do want to use it you can release it when you’re in a position where you can’t release a fireball so you just lose it
ex. you’re holding one and the opponent jumps at you, you can then jump release while air born and meet air to air with j.mp land j.mp again
cancel that into divekick (ex if you have it and finish the wall bounce combo)
I just finished posting a video on my 3x Fuhajin release combos. It’s nothing spectacular, but if you’re interested feel free to give it a look.
[media=youtube]3YPZ7BHK5uQ[/media]
I actually just realized after finishing with editing this video that there is another way to connect all three fireballs and deal slightly more damage.
j.MP, cr.MP xx MK Release, cr.LP xx HK Release, cr.MK xx LK Release
Will still allow the HK fireball to hit, and since MP does more damage than LP, it makes more sense to use it earlier on in the combo before scaling starts reducing damage.
Sakura crouches under close s.strong during U1. Just replace close s.strong with c.strong, problem solved.
Revisiting my day 1 U1 combo - c.forward > close s.strong/c.strong > close s.RH (2 hits) xx short release, far s.strong > c.forward > close s.RH xx RH pinwheel
Anomalies-
Aforementioned Sakura issue. Just do c.strong instead of close s.strong for the starter and it works fine.
RH pinwheel misses 1 hit against Sakura, Cammy, Chun, Rose… pretty much most of the girls. You lose like 9 damage total.
The last close s.RH misses a hit on crouching Cody, standing Juri/Guy, and possibly others (list to come soon). For Cody, it misses the first hit, just cancel to pinwheel when 2nd hit connects or do a sweep ender instead. For Juri/Guy, do c.forward > close s.RH xx short release, far s.strong > c.forward > close s.RH xx pinwheel- both hits of close s.RH add more damage to the combo than any strong or forward move. More modifications on other characters to come once I test everything.
Wow…Just wow!
That’s some crazy stuff I will soon need to learn! I’m actually trying to get a good setup for my pad/stick so that I can hold down all three, I’m sure when I get challenge trial number 24 down, I should be close to pulling off something like that. Online play, I’m sorta trying to get used to storing fireballs and using them in combos/block strings.
I havent had much luck with U1, I always eat Reversal or run out of time trying to chase their asses around the Stage >.<
and no I dont activate it randomly, i do it after stuff like backthrow and close fierce, but damnit its too fuckin scary to approach and try to do a Mix up when they have a painful reversal up their sleeves X(
This video shows you can combo FSE after FADC low fireball, similar to how you would pull of Ultra 2. Requires 2 Bars, obviously. I’m no good at pulling these things off, but anything to help out
[media=youtube]WcQ-82z8MUQ[/media]
EDIT: oh and Snake’s 3 fireball combo… I was just trying out the motions on my fightstick… that’s some crazy finger dancing going on there