Juri has alot of character specific setups, we discuss this in the general questions thread often but have yet to write any of it down in concrete for all to see, just snipets here and there with vague words to pick apart alot of the time too. Ive held onto these notes of mine for awhile and figured its about time i took the time to share them with the users of the forum.
The threads rules are simple, post information relating to setups, combos or otherwise that tend to rather than work universally, have to vary from character to character and ill add it in when i can.
The Thread in Spreadsheet form: https://spreadsheets.google.com/spreadsheet/ccc?key=0AiNVoPvrYUGOdHFKcFZlRElXTXRFMVA0anlDaVVTWGc&hl=en_US#gid=0
Although its reccommended you read the section first, ive written it in a way that i would understand it, but ofc you may download it and edit it to your preference.
Ive written a few, but obviously i give credit to other contributors, if you spot a mistake let me know:
Mid Screen Full BnB Pinwheel Combo On Standing Characters
The syntax for the full combo is something like:
[Jump in Attack] xx cr.mk/mp xx LK Fuhajin release xx cr.mk xx HK/EX Senpusha
its standard BnB and racks up the damage as well as pushs the opponent far into the corner however the combo needs to be done at point blank range or the cr.mk after the fireball wont connect. However it needs to be altered altogether because the cr.mk whiffs anyway on half the cast of characters, so the new combo would be something like:
[Jump in Attack] xx cr.mk/mp xx LK Fuhajin release xx EX/LK Senpusha/cr.hk
The list below is done on STANDING characters, the combo still works on all the cast if caught crouching.
The Full Combo Works On:
Special Attention to:
*Sakura (the final pinwheel has to be lk pinwheel, mk doesnt knockdown and leaves you with negative frames and hk + ex pinwheel dont combo)
Who It Doesnt Work On:
Corner Combo into U2
In the corner its possible to do a Instant Air j.mp after a low fuhajin release if you are point blank with your opponent. This is a small list but within this it gets a step further in depth, first ill explain the combo which is:
cr.mp/mk xx lk.Fuhajin release xx IA j.mp xx lk.Shikusen/ex.Shikusen xx Kaisen Dankairaku
Now the point is that ex divekick whiffs on some characters in the corner, and lk divekick into U2 juggle doesnt work very well on a certain couple of characters. So heres the list and character specific notes:
- Seth (Ex divekick Whiffs
, Lk divekick into U2 Works
- Juri (Both setups Work
- Abel (Ex divekick Whiffs
, Lk divekick into U2 Works
- C.Viper (Both setups Work
- Sagat (Ex divekick Works
, too hard to juggle into U2 after Lk divekick, As an added bonus its possible to substitute cr.mp/mk with cr.hp xx fuhajin release for extra damage in the combo)
- Zangief (Ex divekick Works
, Lk divekick into U2 Whiffs
- Vega (Ex divekick Whiffs
, Lk divekick into U2 Works
Credit goes to Kail for that video, its a good video showing both the combo and ways with which you can end up at the same result, giving you a general idea of how to apply it beyond just cr.mk/mp as a starter.
Jump in MPxxLK DivekickxxUltra 2
This list includes the characters you can connect a U2 after the LK divekick cancelled off a jump in mp. The corner is a big factor to this setup, it often allows you to connect the U2 on characters that you cant mid screen and increases reliability overall on your timing. For best results make sure the j.mp (the tip of the hand even) connects on their head/in their face. Ive arranged this list in terms of difficulty:
* = Easy, always worth doing and its even easier in the corner (if done midscreen).
** = Medium, worth the risk if you connected the j.mp properly, theres still leniency. If its ** midscreen, consider it * if done in the corner.
*** = Hard, dont do it unless your desperate, execution must be flawless in terms of landing the j.mp and timing of your ultra input and even then doing this is pretty gimmicky. If its *** midscreen its probably */** in the corner.
Who it works on midscreen:
-Evil Ryu: *
-Fei Long: *
-Abel : **
-El Fuerte: **
-Sakura (need to hit deep with mp for the dive kick to hit otherwise use mk dive): ***
Only Works on in the Corner:
Credit to Vulcan Hades for that.
Dashing Under Fireballs (Credit: deice-)
Juris forward dash dips towards the middle of its animation and hence makes her hitbox slightly smaller allowing her to dash under some fireballs. The utalization of her dash can be applied to jump ins to make them whiff as well but for now this is for the casts fireballs.
Fireballs you can Dash Under:
* Sagat high tiger shots
* Akuma(all of them)
* Cody's knife
Fireballs you Cant Dash Under:
* Evil Ryu
Credit to True Tech, Once again the video is short and doesnt demonstrate everything but its just to show you the general idea.
St.lp hitting on Crouchers (Credit: deice-)
Basically in her set of BnB the difference between a close standing lk and a close/far standing lp is the frame advantage and range. The difference between a close lk and a far lk is damage and frame advantage, far lk is 40 damage and +4 on hit and close lk is 30 damage and +6 on hit. With close standing lk you can link into your crouching medium moves (preferably using plinks) but with far you cant. St.lp meets them in between, dealing 30 damage and has just abit more range than close lk (before it becomes far). But the main attraction is the +7 frame adv on hit, meaning you can link into cr.hp or make the cr.mk/mp link easier, so very important you land this. Unfortunatly lp tends to whiff on crouchers and its even harder to react to, but heres a list of characters that it doesnt whiff on crouching:
St.lp can Hit on Crouching:
Ex-Dive Kick xx J.HP
The only followups after doing an Ex-Dive Kick are:
*Jump Forward Hp
*FSE (Ultra 1) Versions of Medium and Hard Normals (both close and far but only the second hit of close mk and hk)
If you have Ultra 2, do Ultra 2, if you have Ultra 1, go for a normal into a reset, if you have one meter go for Ex-Pinwheel and then heres the toss up; should i do lk pinwheel or jump forward HP?
The advantage for going for jump forward HP is simply more damage (50 more than going for Lk-Pinwheel). At the possible sacrifice of giving yourself less time to setup another round of offence (if they tech the knockdown) but none the less its almost certainly the better option of the two.
But why am i making a list for it? Simple, it doesnt connect on everybody, each character bounces off the wall (after an Ex-Dive Kick) at a different distance, the closer to the wall they are when they bounce off, the harder to land the j.hp. So this list concerns how hard it is to land a jump forward HP after an Ex divekick, midscreen, keep in mind as you get closer to the corner this setup becomes easier for everyone...except Cody, which ill explain later:
* : This means its easy, always go for it because they will come right towards you.
**: This means they are abit far away, to land it you need to close the distance by landing the ex-dive kick on their upper body or having caught them a certain way in a jump (you will have to judge spacing).
***: Too hard, dont do it, do Lk Pinwheel, unless you start getting close to the corner.
-C Viper: *
-Cody: * (Whiffs if Ex Divekick is Done in the Corner) + [Read Disclaimer At Bottom of Section]
-Dee Jay: *
-E Honda: *
-El Fuerte: * (Whiffs if Ex Divekick is Done in the Corner)
-Evil Ryu: **
-Fei Long: **
-Guy: * (Whiffs if Ex Divekick is Done in the Corner)
-M Bison: **
-T Hawk: *
Disclaimer regarding Cody: Basically hes got the weirdest wall bounce, he lands right next to you if not directly above you, at midscreen ALWAYS go for jump Hp, lk pinwheel whiffs and ex pinwheel flicks him off after one hit. You can still land U2 midscreen and as you make your way to the corner, however if your ex dive kick lands directly the corner, U2 completely whiffs, so does jump HP, so if done in the corner, you need to do lk pinwheel/ex pinwheel they are your only options.