Combo thread that consists of...
BNB combos
Specific combos on characters
Fuzzy guard set ups.
Combo challenges/Trials created by other Juri players.
Please keep things on topic. Off topic discussion will get you reported and your post deleted.
JOIN THE LILI ARMY! FOFOFOFOFOFOFO!
SFXTekken: Ken x Lili (Money Inc) and maybe juri and sakura, and rolento, and maybe nina too!
2012; Majors Gone to: Winter Brawl, Civil War 4, Capcom 25th Anniversary NYC
Lili Reset Guide &
Video Guide by yours truly JKF
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cr LK, s LP, s MP xx LK fuhajin store, walk forward, and either
s MP, s HP/HK
s MP, MK fuhajin store (whiffs, but you get a second store)
s MP, MK pinwheel (only like 1-2 hits, but you end up right next to their knockdown)
sweep
any easy link into cr MK, cr MP, or s MP, xx MK pinwheel, super
corner
any easy link into cr MK, cr MP, or s MP, xx HK pinwheel, cr HP jc Dive kick (one hit), s HP xx LK fuhajin store
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that's all I really got. looking forward to air-to-air counter hits/j MP combos, and combos off of anti air cr HP.
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0 • Off Topic Disagree Agree Like"Time you enjoy wasting is not wasted time" - T.S. Elliot
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0 • Off Topic Disagree Agree Likec.hp x jc, lk dive, c.hp x jc, lk dive, c.mp x lk pw/store/super
on some characters you can use
c.hp x jc, lk dive, c.hp x jc, j.hp, c.mp x lk pw/store/super
Max damage when Juri comes in after a tag seems to be:
c.hp x jc, lk dive, c.mp x lk pw/store/super
or
c.hp x jc, j.hp, c.mp x lk pw/store/super
depending on character
Style isn't everything, but fighting without style is less than nothing!
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0 • Off Topic Disagree Agree Like324 Anti-Air
c.Fierce -> JC j.Strong -> cl.Fierce -> LK.Senpusha
404 Counter Poke
Conditions: Corner
c.Forward -> HK.Senpusha -> c.Fierce xx JC Dive Kick -> cl.Fierce -> LK.Senpusha
410 Hit Confirm
Conditions: Short.Fuhajin Stored, Corner
c.Forward xx Release -> c.Fierce xx HK.Sepnusha -> c.Fierce xx JC Dive Kick -> cl.Fierce -> LK.Senpusha
510 Dat Damage (meterless)
Conditions: Charge Senpusha Flash, Forward.Fuhajin Stored, Corner
j.Fierce -> c.Fierce xx Release -> c.Fierce -> HK.Senpusha -> c.Fierce xx JC Dive Kick -> cl.Fierce -> LK.Senpusha
576 Juri Super (midscreen)
Conditions: Charge Senpusha Flash
j.Roundhouse -> c.Fierce -> MK.Senpusha -> Super
633 Juri Super (corner)
Conditions: Charge Senpusha Flash, Forward.Fuhajin Stored, Corner
j.Fierce -> c.Fierce xx Release -> c.Fierce -> HK.Sepusha -> c.Fierce xx Super
"Time you enjoy wasting is not wasted time" - T.S. Elliot
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0 • Off Topic Disagree Agree LikeJ.Fierce -> C.Fierce xx Store -> C.Fierce (jump cancelled) -> J.Fierce -> St.fierce xx lk pinwheel(446 damage)
J.Fierce -> C.Fierce xx Store -> C.Fierce (jump cancelled) -> J.Fierce -> St.fierce xx store (430 damage) + a fireball store
J.Fierce -> C.Fierce xx Store -> C.Fierce (jump cancelled) -> J.Fierce -> St.fierce xx cross arts or super arts ( you might need to cr.mk for super, it does 577 )
J.Fierce -> C.Fierce xx Store -> C.Fierce (jump cancelled) -> J.Fierce -> Tag
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0 • Off Topic Disagree Agree Likedidn't know about the HK pinwheel in the corner allowing for juggles. I'll keep that in mind.
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0 • Off Topic Disagree Agree Likei believe the notation is as follows....
j.mk, st.lp, st.lk, c.mk, mk.senpusho, super.....
my problem is linking c.mk and mk.senpusho....
when i take it out of the combo and i just do j.mk, c.mk, mk.senpusho it combos just fine....
it apprears to me that the timing is changed once the special is attempted after 2 on the ground normals...i cant seem to figure out the timing...
so can some one please help me out and explain...
just to contribute a bit i guess.....
in the corner.....
j.mk, c.mp, mk.senpusho, c.hp, jump cancel, lp.shikusen,st.lp, st.mp, st.hp, super
you can also replace lp.skikusen for an ex skikusen then perform a character switch in the middle of the ex shikusen, then you can let your imagination roll....
what i did was use lili's ex fiesty rabbit, hk to catch the wall bounce....but it seems like big waste of meter...but it looks cool....
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0 • Off Topic Disagree Agree LikeIn SFxT there are chains, where if you press , for example, cr LP, cr MP, cr HP rapidly you cancel the move into the next. However, you cannot cancel these normal moves into special moves unless they are EX special moves.
However, you can "link" - that is, timing more slowly, a normal attack into another normal attack. For example, Ryu can "link" cr MP into cr MP. Try out this timing, then you will see how you are supposed to "link" s LK into cr MK for that trial. It is a similar timing.
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0 • Off Topic Disagree Agree Likewell my problem isnt linking normals, i do understand difference between a chain and a link....but my problem is linking a special after a normal....
or more specifically a special after a a minimum of 2 on the ground normals....
see for example i can perform c.mk , mk.senpusho fairly easliy, this is a cancel, as mk.senpusho cancels the recovery frames of the c.mk.
as i understand sf x tk so far... all characters can cancel most normals into a special after one hit....after 2 hits though the special has to be linked....in my case im trying to link mk.senpusho after c.mk
j.mk, st.lp, st.lk, c.mk, mk.senpusho
i kno its possible because its in trial mode....
when i try the timing for a link after the c.mk the opponent seems to recover too fast, which can be explained by my timing being off....but the part the gets me though is when i was watching juris trail mode be completed it didnt look like a link, it looked more like a cancel since i didnt see juri bring back here foot after c.mk? am i mistaken or was that a cancel? if so then how?....
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0 • Off Topic Disagree Agree Likethe link is st LK into c MK.
you can't special cancel c MK if you chain st LK into c MK, only if you link it.
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0 • Off Topic Disagree Agree Likealright thx man now i understand.....
so basically what i thought was a link st.LK into c.MK was actually a chain based off of my timing, since i was performing that string as fast a could becuase i knew st.LK can be chained into c.MK the mk.senpusho wasn't falling through...but now that i delayed my timing between the st.LK and c.MK and made a link instead of a chain the c.MK became cancelable, since you can't special cancel chains...... coo thx phantasy lol you have know idea how excited i am...more depth to my combos shall begin.....
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0 • Off Topic Disagree Agree LikeSFXTekken: Ken x Lili (Money Inc) and maybe juri and sakura, and rolento, and maybe nina too!
2012; Majors Gone to: Winter Brawl, Civil War 4, Capcom 25th Anniversary NYC
Lili Reset Guide & Video Guide by yours truly JKF
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0 • Off Topic Disagree Agree LikeCurrently a practitioner of the Kitchen Fist Fire Chaos Style!
"Fall down seven times, get up eight." - T.O.M.
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0 • Off Topic Disagree Agree LikeYou can also do anti-air cr.hp jump canceled to j.hp, st.hp xx LK Senpusha for 354 DMG (with counter hit) or 332 DMG (without).
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0 • Off Topic Disagree Agree Likecomboing into pinwheel, c.hp x jc, j.hp, c.mk x lk pw/store/super in the corner is so broken, lol :)
Style isn't everything, but fighting without style is less than nothing!
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0 • Off Topic Disagree Agree Likeedit: Re-uploaded a shorter version (old video was 9 minutes long :/). Hope you guys will find something interesting in there.
For some reason I don't like Juri's english voice in this game. :(
TTT2 - Yoshimitsu, Christie
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeAnything that leads into hk pinwheel or launcher
Style isn't everything, but fighting without style is less than nothing!
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0 • Off Topic Disagree Agree Likej.hk>c.mp>light fuhajin release>s.lk>s.mk.>s.hk>cross rush
that combo does work midscreen and will still connect even if u throw in c.mp>mid fuhajin release, before you get to the part that links low fuhajin. the far standing light kick just barely connects but it always does. If you get rid of the jump in, it turns into a great punish with a tag at the end as long as you have one fuhajin already stored
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0 • Off Topic Disagree Agree LikeMidscreen you want to do cr.hp xx jc instant dive kick. The dive kick combos, and if you're a few frames too late it's still good to apply pressure/frame trap. Note that cr.hp xx jc alone setups up a good cross-up opportunity with j.mk or j.lk.
With 1/2 fuhajins stored you can extend your cross rush and get like 344 meterless damage into tag (compared to 160-222 without fuhajins). Just remember to use cr.hp > High or Mid fuhajin release and then use far standing mp to advance forward and stay in range.
If you cross someone up with j.mk I suggest ending fuhajin combos with cr.mk, fs.hk > launch. cr.forward is to avoid close roundhouse or close fierce to come out instead which would make the launcher whiff or not come out.
TTT2 - Yoshimitsu, Christie
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0 • Off Topic Disagree Agree LikeAlso, thanks for the launcher suggestion. I've been toying with what would be ideal after a FB release.
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0 • Off Topic Disagree Agree LikeTTT2 - Yoshimitsu, Christie
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0 • Off Topic Disagree Agree LikeFor new players:
c or cr = crouching
cs = close standing
fs = far standing
j = jump (usually forward unless specified)
nj = neutral jump
xx = cancel
jc = jump cancel
rel = fuhajin release
store = any fuhajin store
l/m/h = light/medium/heavy
p/k= punch/kick
cross-up Hit confirm Cross-Rush:
j.mk, cr.lk, cs.lk, fs.lk, cs.mp, cs.hk (2 hits), Launcher (222 damage)
j.mk, cr.hp, H fuhajin release, fs.mp, L fuhajin release, cr.mk, fs.hk, Launcher (344 damage, 1H+1L fuhajin stored required)
Midscreen Super:
j.hk, cr.hp xx H fuhajin store, H fuhajin release, Super (551 damage, 2 bars)
j.hk, cr.hp, L fuhajin release, fs.mp xx M Pinwheel, Super (555 damage, 2 bars, 1L fuhajin stored required)
Corner Cross Rush:
j.hk, cr.hp, fuhajin release, cr.hp xx M pinwheel, cr.hp xx jc dive kick, Launcher (448 damage, 1 fuhajin stored required)
Corner Hit Confirm Super/Cross Art:
j.hk, cr.hp xx fuhajin store, cr.hp xx jc j.hp, cr.mk xx Super (577 damage, 2 bars)
j.hk, cr.hp xx fuhajin store, cr.hp xx jc j.hp, cs.hp, Cross Art (600+ damage, 3 bars)
Corner Oki:
j.hk, cr.hp xx jc L dive kick, cr.hp x jc L dive kick, cs.hp xx fuhajin store (378 damage)
j.hk, cr.hp, L fuhajin release, cr.hp xx M pinwheel, cr.hp xx jc dive kick, cs.hp xx fuhajin store (457 damage,1 L fuhajin stored required)
Anti-Air into Tag:
cr.hp xx jc j.hp, Launcher (270 damage)
cr.hp xx jc j.hp, cs.hp, Cross art (500+ damage, 3 bars)
H fuhajin rel, jump H dive kick, Launcher (180 damage)
Anti-Air into Super:
cr.hp xx jc j.hp, cr.mk xx Super (503 damage, 2 bars)
Anti-Air Oki:
cr.hp xx jc j.hp, cs.hp xx fuhajin store (304 damage)
Anti-Air send full screen:
cr.hp xx jc dive kick 3 strikes (216 damage, less damage but sends opponent far away and allows you to zone or get closer to the corner)
Midscreen Dive Kick into Tag:
j.mp xx L Dive Kick, Launcher (190 damage)
Dive Kick, s.lp, fs.lk, fs.mp, cs.hp, Switch (161 damage, 1 bar, if you're desperate to tag Juri out)
Dive Kick, cr.mk xx Cross art (400+ damage, 3 bars)
Midscreen Dive Kick into Super:
Dive Kick, cr.mk xx Super (390 damage, 2 bars)
Dive Kick, fs.mp xx fuhajin store, negative edge Super (413 damage, 2 bars)
j.mp xx L dive kick, fs.mp xx fuhajin store, negative edge Super (442 damage, 2 bars)
Dive Kick, cr.mk xx EX high or mid fuhajin, Super (461 damage, 3 bars)
Midscreen Dive Kick Oki:
j.mp xx L Dive Kick, fs.mp xx fuhajin store (200 damage)
Corner Dive Kick into Tag:
Dive Kick, cr.hp xx jc, dive kick, Launcher (232 damage)
Dive Kick (deep), cr.hp xx jc.hp, cs.hp, Cross Art (500+ damage, 3 bars)
Corner Dive Kick into Super:
Dive Kick, cr.hp xx jc dive kick, cr.mk xx Super (446 damage, 2 bars)
Dive Kick, cr.hp xx fuhajin store, negative edge Super (443 damage, 2 bars)
Corner Dive Kick Oki:
Dive Kick, cr.hp xx jc dive kick, cs.hp xx fuhajin store (261 damage)
Dive Kick (deep), cr.hp xx jc j.hp, cs.hp xx fuhajin store (309 damage, self cornered)
TTT2 - Yoshimitsu, Christie
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0 • Off Topic Disagree Agree Likewondering if there are other chars this'll happen to, unless i'm just missing timings.
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0 • Off Topic Disagree Agree LikeI've done more testings with fuhajin combos and I found out that midscreen using 2-3 fuhajins gives optimal damage but in the corner 1 fuhajin actually does more damage than using 2 or 3.
For example: j.hk, cr.hp, fuhajin release, cr.hp xx M pinwheel, cr.hp xx jc dive kick, Launcher
That combo does 448 damage for 1 fuhajin. But if you use 2 fuhajins the damage scales down to 434. And using 3 fuhajins to extend the same combo does 436. 12 less damage than if you used the easiest version with only 1 fuhajin. Just a heads up. Using 3 fuhajins in the corner is still good I guess if you're looking to build more meter or maybe get a time out. But if you're going for the kill or if you have trouble doing the triple fireball consistently you're better off using only one.
TTT2 - Yoshimitsu, Christie
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0 • Off Topic Disagree Agree LikeCan you make it a fake cross-up with j.HP with the right spacing?
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0 • Off Topic Disagree Agree LikeNot really, you can however fake your crossup early with a divekick, but the cr.hp doesnt keep them in blockstun for long so you need to do the divekick pretty early, I dunno its abit weird to apply properly since divekick is still unsafe in this game, its not safe pressure but i guess you can work with it. You still get decent damage off a divekick in this game so its probably worth going for.
Off a backthrow you can do > One step forward > Jump forward > Fake crossup J.Hp/Crossup J.Mk. Both options make reversals go in the opposite direction but it loses to forward rolls :( so even thats pretty weak i guess, you still need to guess on the tech roll.
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0 • Off Topic Disagree Agree Like-Overhead is +3 on hit, and +5(i think) on counterhit, you cant grab directly atfter a normal hit because they are still in hitstun, but she no longer has any 3 frame normals (no one does in this game afaik), on counterhit you can 2f link into her lights or cr.mp (which i believe is now a 4 frame normal).
-Far lk > Links into far.mp/cr.mp/cr.mk
-Cr.mp links into another Cr.mp
-St.lp links into cr.hp ala SF4
Not sure about anything else, the only thing worth going for on a Charge right now seems to be overhead so you can combo off of it, but it also seems pretty predictable i dunno...
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0 • Off Topic Disagree Agree LikeUnfortunately, all the shotos still have their 3f normals.
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0 • Off Topic Disagree Agree LikeHK Pinwheel floats less so you can't jc into j.fp which is why the dive kick is necessary to continue the combo. The purpose for this is that you keep the opponent in the corner which most of the other cr.fp jc j.fp combos give up, although the timing is a bit stricter. You can also use MK Pinwheel for an easier juggle at the cost of damage.
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0 • Off Topic Disagree Agree LikeP4U: Akihiko, Mitsuru
SFxT: Law/Juri
Injustice: Nightwing, Batman, Catwoman
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0 • Off Topic Disagree Agree Likeno one does really
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