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== Feng Shui Engine ==
== Introduction ==
A super model and world champion judoka, Manon is an idealist, forever seeking self-improvement in the pursuit of beauty. She struts the catwalk of street fighting to become the world's strongest model.
 
Manon's distinct playstyle features center around '''long, far reaching normals that control the opponent's position and enhance her strike/throw game,''' mixed with '''command throws that scale up in damage every time she manages to hit with them''', which gives her a lot of power once she has the momentum.
 
The centerpoint of Manon's gameplan is based on '''medals'''. Landing her '''Manège Doré''' command throw or her '''Renversé''' hitgrab will grant her an additional medal, up to a maximum of 5. Each medal gained increases the damage of both these moves by a notable amount, and also increases the damage of her Level 3 Super Art, Pas de Deux; Manège Doré itself becomes one of the strongest command grabs in the game if Manon manages to hit 5 medals. Additionally, these medals are carried over between rounds, giving Manon incredible potential to mount powerful comebacks and dominate a match-point game with a well-placed Manège Doré or Pas de Deux; this is especially dangerous when Manon has enough Drive Meter to go for a Drive Rush Manège Doré, as its effective range increases drastically when used this way.
 
To complement these two moves and her medal system, Manon's long limbs let her play a strong mid-range game to poke and prod the opponent, with quite a few of her grounded and jumping normals having long reach, and several moves having target combo follow-ups that pull the opponent in or otherwise reposition them for Manon to throw them. Many of her special moves and even a few of her Super Arts are also built for callouts or helping Manon to maneuver past tricky situations; Renversé can be feinted for projectile invulnerability, or canceled into a fairly far reaching kick that retains a little of that invulnerability too. She can also use '''Dégagé''' to either duck under attacks with the light version, use the medium version punish opponents at long range or end combos, or go for an advancing overhead with the heavy and Overdrive versions. Her 2HP is one of her moves with a target combo follow-up, allowing her to turn anti-air situations to her advantage by dropping the opponent right in front of her, and both her Level 1 and Level 2 Super Arts ('''Arabesque''' and '''Étoile''') function as powerful reversals for the ground and against air attacks respectively.
 
Manon mainly struggles if she lacks Drive Meter, as many of her strongest conversions and pokes or oki setups may require her to Drive Rush Cancel her normals in order to be a threat. Some of her neutral tools also have noticeable recovery windows in exchange for their speed and reach, meaning that a wary opponent can punish her for them if they make the right call on what she's going to do; this is especially true when trying to land Manège Doré, as it has a notable recovery time on whiff. If you like to dance around opponents and see them fly through the sky, then pirouette into place with Manon.
 
 
{{ ReasonsToPick
| pick=
* Large moves with above average reach
* High reward on anti-airs and perfect parries
* Converting hits into strike/throw mix using your many knockdowns and vacuuming target combos
* Snowballing your correct guesses into permanent damage buffs that can easily turn a good round into a won match
| avoid=
* A distinct lack of plus frames on block, needing to spend resources or land a hit to force strike/throw mix
* Risky neutral options that may urge you to gamble or play reactively
* Having to build up medals to really threaten with your command grab
}}
<br>
 
===Classic & Modern Versions Comparison===
 
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern Manon
|-
! style="text-align:left;" | Missing Normals
|
* Crouching Medium Punch {{clr|M|(2MP)}}
* Standing Heavy Kick {{clr|H|(5HK)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Punch {{clr|M|(j.MP)}}
* Jumping Heavy Punch {{clr|H|(j.HP)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* Tomoe Derrière {{clr|H|(3HK)}}
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* Renversé {{clr|4|(2S)}}
** Light/OD Only
|-
! style="text-align:left;" | Miscellaneous Changes
|
* Révérence {{clr|H|(4HP)}} is both {{clr|H|4H}} and the {{clr|H|H}} Auto Combo starter
* {{clr|L|2L}} is {{clr|L|2LK}} but switches to {{clr|L|2LP}} if chained into
** {{clr|L|2LP}} is unavailable outside of chains
|}
 
===Patch History===
 
{| class="mw-collapsible mw-collapsed wikitable"
! colspan="2" | Patch History:
|-
|'''1.05'''
* {{clr|M|5MK}} less pushback on hit
* {{clr|L|2LP}} Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} (allows much stronger conversions on Punish Counter or after {{clr|4|DR}})
* {{clr|M|2MP}} extends a hurtbox on whiff until end of recovery
* {{clr|L|2LK}} less pushback on hit/block
* {{clr|M|2MK}} Hit Advantage {{sf6-adv|P|+2}} -> {{sf6-adv|P|+3}} and reduced pushback (allows much stronger conversions after {{clr|4|DR}})<br><br>
* {{clr|H|3HK}} increased juggle limit
* {{clr|M|4MK}}~{{clr|M|MK}} less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents
* {{clr|H|4HP}} Block Advantage {{sf6-adv|M|-3}} -> {{sf6-adv|P|+1}}, reduced pushback on hit (much stronger meaty tool)<br><br>
* {{clr|OD|236PP~K}} startup 11 -> 10 (now combos from {{clr|H|4HP}} for much stronger juggle routes)
* {{clr|OD|236KK}} 1st hit now cancels to {{clr|SA|SA2}}/{{clr|SA|SA3}}; 1st hit has more range vs. grounded opponents
** Damage distribution: 400,400 -> 500,300 (improves damage if 1st hit is canceled; still does 400 damage if only 2nd hit connects)<br><br>
* {{clr|SA|SA1}} improved hitbox against opponents juggled above Manon
* {{clr|SA|SA2}} final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently
* {{clr|SA|SA3}}/{{clr|SA|CA}} now does more damage at higher Medal levels
** Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600
|-
| '''1.04'''
* {{clr|M|4MK}} retains greater momentum out of Drive Rush
* {{clr|SA|SA2}} juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished)
|}
 
 
= Feng Shui Engine =
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"


Here it is, Juri's signature install super, the Feng Shui Engine. In exchange for giving Juri amazing conversion ability and access to setups she normally would not, the skill floor goes way up to effectively use it. While this definitely is daunting at first, it becomes second nature once you get past the initial learning curve. The basics to learning FSE are: learning how to enter it, basic combo theory when activated, and where to spend stocks/drive.
Here it is, Juri's signature install super, the Feng Shui Engine. In exchange for giving Juri amazing conversion ability and access to setups she normally would not, the skill floor goes way up to effectively use it. While this definitely is daunting at first, it becomes second nature once you get past the initial learning curve. The basics to learning FSE are: learning how to enter it, basic combo theory when activated, and where to spend stocks/drive. <br> <br>
The Gatling route goes as follows: LP/LK > MP/MK > HP/HK <br>
She can not cancel buttons of the same type and strength into each other. For example: 5MP > 5HP works, 5MP > 2MK works, but 5MP > 6MP does not. Furthermore, once she has canceled a button into another of the same strength, she must go to a higher strength to continue the string. Therefore, 5MP > 2MK > 6MP does NOT work.


=== Activation ===
== Activation ==
<tabber> Juggling into FSE =
<tabber> Juggling into FSE =
{{TheoryBox
{{TheoryBox
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| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = 2HP > 214HK, 214214[P]... <br> j214KK~K, 214214[P]... <br> PC 5HK, 214214[P]...
| Recipe    = 2HP > 214HK, 214214[P]... <br> j214KK~K, 214214[P]... <br> 236MKHK > 214214[P]... <br> PC 5HK, 214214[P]...
| content    = 214HK and OD Divekick allow Juri to juggle into the dash version of FSE, notated as 214214[P]. Sometimes, this link must be done so that it hits as low as possible, but in the corner, she can buffer the input as quickly as possible. From there, she has a few different options depending on her screen position and what she wants.
| content    = Heavy Fuhajin, OD Go Ohsatsu, and OD Shikusen allow Juri to juggle into the dash version of FSE, notated as 214214[P]. Sometimes, this link must be done so that it hits as low as possible, but in the corner, she can buffer the input as quickly as possible. From there, she has a few different options depending on her screen position and what she wants.  
}}
}}
{{TheoryBox
{{TheoryBox
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}}
}}
{{TheoryBox
{{TheoryBox
| Title      = Assorted Routes
| Title      = Sample Routes
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty =  
Line 36: Line 120:
| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = 2HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.jMK > j214K~K - Midscreen damage <br> jMP > j214KK~K, 214214[P] > 4HK > 2HP > jc jMP > jMK > jHP > jHK - Corner 50/50 setup
| Recipe    = 2HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.jMK > j214K~K <br> 236MKHK(2) > 214214P > 236HK <br> 236MKHK(2) > 214214[P] > 4HK(1) > 2HP > jc jMP > jMK > j214K <br> jMP > j214KK~K, 214214[P] > 4HK > 2HP > jc jMP > jMK > jHP > jHK  
| content    = These are sample combos to show what they would look like in full. The "50/50 setup" will be explained in another section. Lastly, to clarify what "dl." is referring to: If a normal is pressed while Juri is rising, the routes will be different from pressing that same button when Juri is close to or at the apex of her jump.
| content    = These are sample combos to showcase how one may put these pieces together. Lastly, to clarify what "dl." is referring to: If a normal is pressed while Juri is rising, the routes will be different from pressing that same button when Juri is close to or at the apex of her jump.
}}
}}
|-| Cancelling into FSE =
|-| Cancelling into FSE =
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| Youtube    =  
| Youtube    =  
| Recipe    = 5HP > 214214P... <br> 6HP > 214214P... <br> 5MP, 2MP > 214214P... <br> 2MK > 214214P...
| Recipe    = 5HP > 214214P... <br> 6HP > 214214P... <br> 5MP, 2MP > 214214P... <br> 2MK > 214214P...
 
| content    = Activating FSE directly from a normal is powerful thanks to Juri's already strong neutral game and the frame advantage allowing strong follow-ups afterward as long as she cancels off anything stronger than a light attack. Naturally, activating in neutral can cause spacing issues so a microwalk may be required if activating from further distances. Though, if range is still a concern, the dash version is a serviceable alternative that sacrifices damage.
| content    = Activating FSE directly from a normal is powerful thanks to Juri's already strong neutral game and the good scaling allowing strong follow-ups afterward. Naturally, this can cause spacing issues so a microwalk may be required if activating from further distances. Though if range is still an issue, the dash version is a serviceable alternative that sacrifices damage.
}}
}}
{{TheoryBox
{{TheoryBox
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| Youtube    =  
| Youtube    =  
| Recipe    = ... 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere <br> ... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen <br> ... 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K - Corner
| Recipe    = ... 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere <br> ... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen <br> ... 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K - Corner
| content    = 6MP and 5MK are usually interchangeable as 6MP has more range in exchange for about 100 or so damage. Once activating from footsies range, 6MP sees a lot more usage because only the weaker 2nd hit of 5MK will connect.
| content    = 6MP and 5MK are usually interchangeable as 6MP has more range in exchange for about 100 or so damage. Once activating from footsies range, 6MP sees a lot more usage because only the weaker 2nd hit of 5MK will connect.
}}
}}
{{TheoryBox
{{TheoryBox
| Title      = Assorted Routes
| Title      = Sample Routes
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty =  
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| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = 5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere damage <br> 5MP, 2MP > 214214P > 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen corner carry <br> 5HP > 214214P > 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK - Corner 50/50 setup
| Recipe    = 5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP <br> 5MP, 2MP > 214214P > 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K <br> 5HP > 214214P > 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK
 
| content    = These are sample combos to showcase how one may put these pieces together. It should be noted that very few routes require specific delays and spacings aside from the juggle routes. Treat them like a target combo, one after another.
| content    = Sample routes off grounded activation and their purposes. It should be noted that very few routes require specific delays and spacings aside from the juggle routes. Treat them like a target combo, one after another.
}}
|-| Activating FSE on block =
{{TheoryBox
| Title      = From Normals
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 5HP/6HP/5MP/2MP/2MK/6MP
| content    = Even on block, Juri is plus enough to start pressure again by canceling into normals that move her forwards. To get the best pressure, she must consider the distance before committing to a button. 5MP and 6MP often leave her close enough to simply link into 5MP again. However, 2MP, 2MK, 5HP, and 6HP are a bit more troublesome. From closer, they can link into 2MK > 5MP, but from further they must do 2MK > 6MP, somewhat weaker pressure. If connecting from the very tip range of 5HP, Juri can only do 5HP to keep a gapless string.
}}
{{TheoryBox
| Title      = OD Go Ohsatsu
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 236MKHK
| content    = By spending 2 drive bars, Juri can cancel into FSE by using OD Go Ohsatsu as a surprise tool in neutral a la V Trigger activation in SFV. Canceling the 2nd hit is recommended because she can frametrap walk up 5MP.
}}
}}
</tabber>
</tabber>


=== In-Engine ===
== In-Engine ==
<tabber> Starters =
<tabber> Starters =
{{TheoryBox
{{TheoryBox
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| Youtube    =  
| Youtube    =  
| Recipe    = 5MP, 2MP > 2MK... <br> 5MK/2MK > 6MP... <br> PC 5MP, 5HP...
| Recipe    = 5MP, 2MP > 2MK... <br> 5MK/2MK > 6MP... <br> PC 5MP, 5HP...
| content    = Juri's already strong mediums in neutral become much safer as they become essentially DI-safe by buffering into other mediums. This is a theme in Feng Shui Engine. Furthermore, links from 5MP allow stronger routing because we can briefly ignore the cancel rules.  
| content    = Juri's already strong mediums in neutral become much safer as they become essentially DI-safe by buffering into other mediums. This is a theme in Feng Shui Engine. Furthermore, links are incredibly powerful in FSE because they let us briefly ignore the cancel rules and lead to overall stronger routes.  
}}
}}
{{TheoryBox
{{TheoryBox
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| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    =  5HK > 623HP/214MK <br> 5HK > 6HP... <br> 5HP/2HP/6HP > 5HK ... <br> 5HP/2HP/6HP > 236MK!, 6MP...
| Recipe    =  5HK > 623HP/214MK <br> 5HK > 6HP... <br> 5HP/2HP/6HP > 5HK ... <br> 5HP/2HP/6HP > 236MK!, 6MP... <br> PC 6HP/2HP, 5MP...
| content    = 5HK, which is already safe and strong, is now DI-safe and leads to knockdowns with 623HP/214MK, however, 236HK does not work. In FSE, heavies have unique properties when canceled into, such as 2HP's jump cancel. However, if a heavy is linked into or starts the string, it retains normal properties. For example, 2MP > 2HP allows you to jump cancel but DR~2MP, 2HP does not.
| content    = In FSE, heavies have unique properties when canceled into, such as 2HP's jump cancel. However, if a heavy is linked into or starts the string, it retains normal properties. For example, 2MP > 2HP allows you to jump cancel but PC 2MP, 2HP does not. Another example is with 214LK: 5MP > 5HP > 214LK combos and 5MP > 5HK > 214LK also works. But 5MP > 5HK > 5HP > 214LK does not work because 5HP launches off the ground and decreases the juggle limit.
}}
}}
|-| Enders =
|-| Enders =
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| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = ... 5HP/5HK > 214MK <br> ... 5HP/HK > 214LK > 623HP <br> ... 5HK > 5HP > 236HK > 623HP <br> 4HK(1) > 214HK > 623HP
| Recipe    = ... 5HP/5HK > 214MK <br> ... 5HP/HK > 214LK > 623HP <br> ... 5HK > 5HP > 236HK > 623HP <br> ... 2HP/4HK(1) > 214HK > 623HP <br> ... 2HP > DI
| content    = Activating FSE directly from a normal is powerful thanks to Juri's already strong neutral game and the good scaling allowing strong follow-ups afterward. Naturally, this can cause spacing issues so a microwalk may be required if activating from further distances. Though if range is still an issue, the dash version is a serviceable alternative that sacrifices damage.
| content    = Given that Juri only has a limited amount of time she can spend in the engine, combo length is another factor to consider. For example, spending less time on light combos makes sense because they are scaled harshly anyways. The strengths of the slightly longer 236HK route include strong corner carry and good oki if she chooses to forego the 623P ender. This is a reasonable choice because it can fall out easily if timed incorrectly or if she is too far in the first place.
}}
}}
{{TheoryBox
{{TheoryBox
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| Youtube    =  
| Youtube    =  
| Recipe    = ... 6MP > 4HK(1) > 2HP... <br> ... 5HK > 2HP...
| Recipe    = ... 6MP > 4HK(1) > 2HP... <br> ... 5HK > 2HP...
| content    = 6MP and 5MK are usually interchangeable as 6MP has more range in exchange for about 100 or so damage. Once activating from footsies range, 6MP sees a lot more usage because only the 2nd hit of 5MK will connect, which will lower the damage.
| content    = Should Juri need to take to the skies, the freedom of FSE allows her to easily route into 2HP and go for an aerial combo. By doing so, she exchanges damage for somewhat further corner carry. However, when she is already in the corner, she can access her most powerful okizeme setups by launching her opponents into the air.
}}
</tabber>
 
=== The 50/50 Setup ===
{{TheoryBox
| Title      = Corner 50/50
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ... 5HK > 2HP > jc dl.jMP > jHP > jHK
| content    = Bless Capcom for giving Juri 50/50s in the corner. The general idea is as follows: Chain into 2HP > Air Combo and have the last jHK hit as low to the ground as possible. This is so that an instant jump is plus enough for 2LK/Throw to be true and a slightly delayed jump leads to safejump jHK. There are a variety of ways to do this but the route listed seems to be the simplest to access.
}}
=== Midscreen Safejump ===
{{TheoryBox
| Title      = 214HK Safejump
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ... 6MP > 4HK(1)/2HP > 214HK <br> ... 2HP > 5HK > 214HK
| content    = Similar to how Juri can normally attempt a safejump off 214HK, she can do so in FSE only this one is autotimed in exchange for leaving her slightly further from the opponent. Though this problem is mitigated by FSE's forward-advancing normal cancels and spacing traps. This safe jump can work with either jMK or jHK though jHK is harder to properly time.
}}
 
== Spending Resources ==
<tabber> Fuha Stocks =
{{TheoryBox
| Title      = Saihasho/Go Ohsatsu
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 236LK!/236HK!
| content    = Enhanced Saihasho remains a strong tool in neutral as a wall that Juri can approach behind and Go Ohsatsu still leads to solid oki on its own. What makes them truly remarkable is how they synergize in FSE. Any route that leads to 236HK! juggling opponents in the air and then canceling into the fireball, such as the ...5HK > 5HP BnB, gives Juri particularly powerful midscreen okizeme. The fireball does not hit meaty which is actually a benefit in this case because it prevents the opponent from mashing out while Juri can safely wait and respond to her opponent's choices.
}}
{{TheoryBox
| Title      = Ankensatsu
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 236MK!
| content    = Enhanced Ankensatsu is different from the other 236K specials in that it's purely a combo tool. While it may be lacking in utility, it makes up for this simply because it allows Juri to link back into her mediums, giving her the most options in terms of routing. It sees use in longer FSE combos because it can combo from mediums using 236LK! > MK but this is not recommended for shorter combos because it scales harshly.
}}
|-| Drive =
{{TheoryBox
| Title      = OD Shikusen
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = j214KK
| content    = OD Shikusen is a uniquely great corner carry tool in Feng Shui Engine simply because she can access it more often than she normally does. For a basic conversion, 236HK will usually juggle. However, for 1 drive bar, she can Drive Rush into a string that pushes her into the corner. To have enough juggle potential for this string to work, she must not cancel into 2HP from a heavy and she must only do 1 jump attack before cancelling into j214KK.
}}
{{TheoryBox
| Title      = Drive Rush Cancels
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = MP+MK/66
| content    = Despite being a defining feature of SF6, Drive Rush does not have an obvious niche in FSE, given that it already has ungodly conversion ability. Furthermore, heavies launching when canceled makes converting from DR rather difficult. 6HP is the exception to this in that it is fairly easy to DR into 4HK/4HK(1) > 2HP. Lastly, DR sees use in long, looping combos where it is activated before Juri cancels into a heavy so that she can use her exceptional links bolstered by the added frame advantage.
}}
}}
|-| Assorted Routes =
{{TheoryBox
{{TheoryBox
| Title      = Launchers
| Title      = OD Tensenrin
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 623PP
| content    = OD Tensenrin has a fairly standard but ultimately beneficial role as a strong ender if Juri needs more damage or if she is unsure about the juggle potential. For example, if she is unable to Drive Rush after j214KK, 623PP is likely to combo provided she is close enough. That last part is important because, unlike 623HP, the OD version has a trajectory comparable to 623MP, making it fall out of the 236HK route outside of the corner.
}}
{{TheoryBox
| Title      = OD Ankensatsu
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 236LKHK
| content    = OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump by first whiffing 5LK. This is important because, in certain routes, she would not be able to juggle anything else meterless. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.
}}
|-| Super =
{{TheoryBox
| Title      = Sakkai Fuhazan
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 236236K
| content    = Juri's Level 1 Super is the only one she can access for the duration of FSE and, thankfully, is rather easy to combo into while also doing a decent amount of damage especially if she chooses to spend a stock. It also functions as a high-damage anti-air.
}}
{{TheoryBox
| Title      = Sample Routes
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty =  
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| Anchor    =  
| Anchor    =  
| Youtube    =  
| Youtube    =  
| Recipe    = ... 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere <br> ... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen <br> ... 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K - Corner
| Recipe    = 6MP > 5HK > 5HP > 236HK, 236236K - Anywhere <br> 5HP > 4HK(1) > 214HK, 236236K - Anywhere <br> 2LP > 2LP > 5HP > 214MK, 236236K - Anywhere <br> 6HP > 5HK > 236236K - Anywhere <br> 5HP > 5HK > 236LKMK, 236236K - Corner <br> 5MP > 5HK > 2HP > jc jMP > jHP > jHK, 236236K - Corner <br> 5MP >  2HP > jc jMP > jMK > j214KK~dl.K, 236HK, 236236K - Midscreen
| content    = 6MP and 5MK are usually interchangeable as 6MP has more range in exchange for about 100 or so damage. Once activating from footsies range, 6MP sees a lot more usage because only the 2nd hit of 5MK will connect, which will lower the damage.
| content    = It just works.
}}
}}
</tabber>
</tabber>


=== Combo Tables ===
== Combo Tables ==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Basic Routes
|+ Activation
|-
|-
! Combo !! Position !! Drive !! Super !! Fuha Stocks !! Notes  
! Combo !! Position !! Drive !! Super !! Fuha Stocks !! Notes  
|-  
|-  
| ... > 6MP > 5HK > 5HP > 236HK, 623HP || Anywhere || 0 || 0 || -1 || Damage conversion that works anywhere. 623HP can be substituted for 236236K for more damage.
| 5HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.jMK > j214K~K || Midscreen|| 0 || 0 || +1 || Midscreen route for damage off juggle activation.
|-  
|-  
| ... > 6MP > 4HK(1) > 2HP > jc.MP > j.MK > j.214K || Midscreen || 0 || 0 || 0 || Midscreen route for okizeme. Do the j.MP while rising.
| ... 6MP > 4HK > 2HP > jc jMP > jMK > j214K || Midscreen || 0 || 0 || +1 || Midscreen route for okizeme. 5HK > 2HP also works but does slightly less damage.
|-  
|-  
| ... > 5MK > 5HK > 2HP > jc.MP > j.HP > j.HK > j.214K~K || Corner || 0 || 0 || 0 || Corner combo optimized for damage, omit the divekick for enough frame advantage for a safejump. Do the j.MP while rising.
| ... 5HK > 2HP > jc jMK > jHP > jHK > j214K~K || Corner || 0 || 0 || +1 || Corner combo optimized for damage.
|-  
|-  
| 214214[P] > 5HK > 2HP > ... || Juggle || 0 || 0 || 0 || Important to note that any routes with 5HK > 2HP can also work after an air connect 214214[P], such as after 214HK.
| ... 4HK > 2HP > jc jMP > jMK > jHP > jHK || Corner || 0 || 0 || +1 || Corner route to immediately enter into a 50/50.
|-
| 236MKHK(2) > 214214P, 236HK || Anywhere || -2 || 0 || 0/-1 || Advancing OD activation route.
|- 
| 236MKHK(2) > 214214[P] > 4HK > 2HP > jc jMP > jMK > j214K || Midscreen || -2 || 0 || 0 || Advancing OD activation route that focuses on corner carry.
|-
| 5HP > 214214P, 6MP > 5HK > 5HP > 236HK, 623HP || Anywhere || 0 || 0 || 0/-1 || Route that works anywhere on the screen off grounded activation. 5MK and 6MP are mostly interchangeable
|-
| ... 6MP > 4HK(1) > 214HK || Anywhere || 0 || 0 || +1 || Midscreen stock positive safejump route. 4HK(1) reaches slightly further than 2HP but does less damage.
|-
| ... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K || Midscreen || 0 || 0 || 0 || Midscreen route for corner carry. 6MP is much more consistent here than 5MK.
|-
| ... 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K || Corner || 0 || 0 || 0 || Corner combo optimized for damage.
|-
| ... 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK || Corner || 0 || 0 || 0 || Corner route to immediately enter into a 50/50. It's really that simple.
|-
| ... 6HP > 236MK!, 6MP > 5HK > 6HP > DR~4HP > 2HP > jc jMP > jMK > j214K ~K || Anywhere || -3 || 0 || -1 || Corner to corner combo. Can go into 50/50 routing if close enough to the corner.
|}
|}




{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Using Less FSE Time
|+ In-Engine
|-
|-
! Combo !! Position !! Drive !! Super !! Fuha Stocks !! Notes  
! Combo !! Position !! Drive !! Super !! Fuha Stocks !! Notes  
|-  
|-  
| ... > 5HP > 5HK > 214MK || Anywhere || 0 || 0 || +1 || Easy and quick stock gain combo, works from pretty much any starter.
| 2LK > 2LP > 2LP > 5HP > 214MK || Anywhere || 0 || 0 || +1 || Easy and quick stock gain combo, works from pretty much any light starter.
|-
| ... 5HP > 214MK, 623HP || Corner || 0 || 0 || +1 || Corner version of the above combo. The additional height from 5HP's launch lets this combo work.
|-
| ... 6MP > 2HP > 214HK || Anywhere|| 0 || 0 || +1 || Safejump combo off lights. 4HK(1) also works as a substitute for 2HP.
|-
| ... 6MP > 5HK > 5HP > 236HK, 623HP || Anywhere || 0 || 0 || 0/-1 || Must first use a medium to route into the BnB. 623HP ender adds ~300 damage.
|-
| ... 6MP > 2HP > jc jMP > j214KK~dl.K, DR~5MP > 4HK > 2HP > jc jMP > jMK > j214K~K || Anywhere || -3 || 0 || 0 || Alternative corner to corner route off lights. DR extension is finicky depending on height.
|-
| 5MP, 2MP > 2MK > 5HK > 5HP > 236HK, 623HP || Anywhere || 0 || 0 || 0/-1 || Essentially the FSE BnB because of the 236HK launch which gives the choice of oki, damage, and a super.
|- 
| ... 2MK > 5HP > 214MK || Anywhere || 0 || 0 || +1 || A shorter version of the above combo. Can add 623HP ender in the corner.
|- 
| ... 2MK > 5HK > 5HP > 236HK, 623PP || Corner || -2 || 0 || 0/-1 || 623PP ender only works in the corner. Autotimes slightly meaty 5MP.
|- 
| 5MP, 2MP > 4HK(1) > 214HK || Anywhere || 0 || 0 || +1 || An altered version of the safejump route to fit the BnB. May fall out from further ranges.
|- 
| PC 5MP, 5HP > 236MK!, 6MP > 2HP > 5HK > 214HK || Anywhere || 0 || 0 || 0 || Stock neutral DP punish that leads to safejump. Can link into 623HP or 236236K to sacrifice safejump.
|- 
| 2MK > 6MP > 5HP > 214MK || Anywhere || 0 || 0 || +1 || Neutral buffer that is safe to Drive Impact and also pulls Juri closer to the opponent on block.
|-
| 5HP > 5HK > 214MK || Anywhere || 0 || 0 || +1 || Buffer in neutral from heavies. Can substitute 214MK for 214LK to allow 623HP ender in the corner.
|-
| 5HK > 6HP > 236HK, 623HP || Anywhere || 0 || 0 || +1 || Does not work as easily from further distances. 623HP ender does not work on PC 5HK.
|-
| 6HP > 4HK(1) > 214HK || Anywhere || 0 || 0 || +1 || Heavy punish starter. Can choose between damage or safejump with 623HP ender.
|-
| 6HP > 236MK!, 6MP > 5HP > 214MK || Anywhere || 0 || 0 || 0 || Typical heavy punish starter with stocks.
|-
| ... > 5HK > 2HP > jc dl.jMP > j.HP > j.HK || Corner || 0 || 0 || 0 || Looping corner 50/50 setup. Works from any hit in the corner, even lights.  
|-  
|-  
| ... > 5HP > 5HK > 214LK, 623HP || Corner || 0 || 0 || +1 || Corner version of the above combo. The additional height from 5HP's launch lets this combo work.
| PC 6HP, 5MP > 5MK > 5HK > 5HP > 236HK, 236236K || Corner || 0 || -1 || 0/-1 || High damage DP/Super punish.
|-  
|-  
| ... > 5HK > 2HP > jc.MP > j.HP > j.HK || Corner || 0 || 0 || 0 || Looping corner 50/50 setup. The j.HK should hit as low to the ground as possible, and the j.MP should be done at the apex of her jump. Immediate jump after landing from j.HK will let her meaty with 2LK or throw, whereas slightly delaying the jump will safejump instead.
| DI 6MP > 5MK > 4HK > 2HP > jc jMP > jMK > jHP > jHK || Corner || 0 || 0 || 0 || Way to access 50/50 if DI wallsplats, works on hit and on block.
|}
|}

Latest revision as of 00:26, 24 November 2024

Introduction

A super model and world champion judoka, Manon is an idealist, forever seeking self-improvement in the pursuit of beauty. She struts the catwalk of street fighting to become the world's strongest model.

Manon's distinct playstyle features center around long, far reaching normals that control the opponent's position and enhance her strike/throw game, mixed with command throws that scale up in damage every time she manages to hit with them, which gives her a lot of power once she has the momentum.

The centerpoint of Manon's gameplan is based on medals. Landing her Manège Doré command throw or her Renversé hitgrab will grant her an additional medal, up to a maximum of 5. Each medal gained increases the damage of both these moves by a notable amount, and also increases the damage of her Level 3 Super Art, Pas de Deux; Manège Doré itself becomes one of the strongest command grabs in the game if Manon manages to hit 5 medals. Additionally, these medals are carried over between rounds, giving Manon incredible potential to mount powerful comebacks and dominate a match-point game with a well-placed Manège Doré or Pas de Deux; this is especially dangerous when Manon has enough Drive Meter to go for a Drive Rush Manège Doré, as its effective range increases drastically when used this way.

To complement these two moves and her medal system, Manon's long limbs let her play a strong mid-range game to poke and prod the opponent, with quite a few of her grounded and jumping normals having long reach, and several moves having target combo follow-ups that pull the opponent in or otherwise reposition them for Manon to throw them. Many of her special moves and even a few of her Super Arts are also built for callouts or helping Manon to maneuver past tricky situations; Renversé can be feinted for projectile invulnerability, or canceled into a fairly far reaching kick that retains a little of that invulnerability too. She can also use Dégagé to either duck under attacks with the light version, use the medium version punish opponents at long range or end combos, or go for an advancing overhead with the heavy and Overdrive versions. Her 2HP is one of her moves with a target combo follow-up, allowing her to turn anti-air situations to her advantage by dropping the opponent right in front of her, and both her Level 1 and Level 2 Super Arts (Arabesque and Étoile) function as powerful reversals for the ground and against air attacks respectively.

Manon mainly struggles if she lacks Drive Meter, as many of her strongest conversions and pokes or oki setups may require her to Drive Rush Cancel her normals in order to be a threat. Some of her neutral tools also have noticeable recovery windows in exchange for their speed and reach, meaning that a wary opponent can punish her for them if they make the right call on what she's going to do; this is especially true when trying to land Manège Doré, as it has a notable recovery time on whiff. If you like to dance around opponents and see them fly through the sky, then pirouette into place with Manon.


Pick if you like: Avoid if you dislike:
  • Large moves with above average reach
  • High reward on anti-airs and perfect parries
  • Converting hits into strike/throw mix using your many knockdowns and vacuuming target combos
  • Snowballing your correct guesses into permanent damage buffs that can easily turn a good round into a won match
  • A distinct lack of plus frames on block, needing to spend resources or land a hit to force strike/throw mix
  • Risky neutral options that may urge you to gamble or play reactively
  • Having to build up medals to really threaten with your command grab


Classic & Modern Versions Comparison

List of differences with Modern Manon
Missing Normals
  • Crouching Medium Punch (2MP)
  • Standing Heavy Kick (5HK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Tomoe Derrière (3HK)
Shortcut-Only Specials
  • Renversé (2S)
    • Light/OD Only
Miscellaneous Changes
  • Révérence (4HP) is both 4H and the H Auto Combo starter
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains

Patch History

Patch History:
1.05
  • 5MK less pushback on hit
  • 2LP Hit Advantage +2 -> +3 (allows much stronger conversions on Punish Counter or after DR)
  • 2MP extends a hurtbox on whiff until end of recovery
  • 2LK less pushback on hit/block
  • 2MK Hit Advantage +2 -> +3 and reduced pushback (allows much stronger conversions after DR)

  • 3HK increased juggle limit
  • 4MK~MK less pushback on 1st hit; 2nd hit causes OTG bounce vs. airborne opponents
  • 4HP Block Advantage -3 -> +1, reduced pushback on hit (much stronger meaty tool)

  • 236PP~K startup 11 -> 10 (now combos from 4HP for much stronger juggle routes)
  • 236KK 1st hit now cancels to SA2/SA3; 1st hit has more range vs. grounded opponents
    • Damage distribution: 400,400 -> 500,300 (improves damage if 1st hit is canceled; still does 400 damage if only 2nd hit connects)

  • SA1 improved hitbox against opponents juggled above Manon
  • SA2 final hit damage 850 -> 950; new hitbox to make 3rd hit juggle more consistently
  • SA3/CA now does more damage at higher Medal levels
    • Lv.2 +100, Lv.3 +200, Lv.4 +400, Lv.5 +600
1.04
  • 4MK retains greater momentum out of Drive Rush
  • SA2 juggles more consistently; if opponent drops out, their knockdown period is extended (less likely for Manon to be punished)


Feng Shui Engine

Here it is, Juri's signature install super, the Feng Shui Engine. In exchange for giving Juri amazing conversion ability and access to setups she normally would not, the skill floor goes way up to effectively use it. While this definitely is daunting at first, it becomes second nature once you get past the initial learning curve. The basics to learning FSE are: learning how to enter it, basic combo theory when activated, and where to spend stocks/drive.

The Gatling route goes as follows: LP/LK > MP/MK > HP/HK
She can not cancel buttons of the same type and strength into each other. For example: 5MP > 5HP works, 5MP > 2MK works, but 5MP > 6MP does not. Furthermore, once she has canceled a button into another of the same strength, she must go to a higher strength to continue the string. Therefore, 5MP > 2MK > 6MP does NOT work.

Activation

Launchers


2HP > 214HK, 214214[P]...
j214KK~K, 214214[P]...
236MKHK > 214214[P]...
PC 5HK, 214214[P]...

Heavy Fuhajin, OD Go Ohsatsu, and OD Shikusen allow Juri to juggle into the dash version of FSE, notated as 214214[P]. Sometimes, this link must be done so that it hits as low as possible, but in the corner, she can buffer the input as quickly as possible. From there, she has a few different options depending on her screen position and what she wants.

Enders


... 5HK > 2HP > jc dl.jMK > j214K~K - Midscreen
... 6MP > 4HK > 2HP > jc jMP > jMK > j214K - Midscreen
... 5HK > 2HP > jc jMK > jHP > jHK > j214K~K - Corner

Outside of the corner, j214K is the main way to end aerial combos from FSE because it allows Juri to dash up and get pressure whereas ending with the followup will often leave her too far. The first route requires a slight delay when activating FSE so that the 5HK hits low enough to connect to 2HP, the others do not.

Sample Routes


2HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.jMK > j214K~K
236MKHK(2) > 214214P > 236HK
236MKHK(2) > 214214[P] > 4HK(1) > 2HP > jc jMP > jMK > j214K
jMP > j214KK~K, 214214[P] > 4HK > 2HP > jc jMP > jMK > jHP > jHK

These are sample combos to showcase how one may put these pieces together. Lastly, to clarify what "dl." is referring to: If a normal is pressed while Juri is rising, the routes will be different from pressing that same button when Juri is close to or at the apex of her jump.

Starters


5HP > 214214P...
6HP > 214214P...
5MP, 2MP > 214214P...
2MK > 214214P...

Activating FSE directly from a normal is powerful thanks to Juri's already strong neutral game and the frame advantage allowing strong follow-ups afterward as long as she cancels off anything stronger than a light attack. Naturally, activating in neutral can cause spacing issues so a microwalk may be required if activating from further distances. Though, if range is still a concern, the dash version is a serviceable alternative that sacrifices damage.

Enders


... 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere
... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen
... 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K - Corner

6MP and 5MK are usually interchangeable as 6MP has more range in exchange for about 100 or so damage. Once activating from footsies range, 6MP sees a lot more usage because only the weaker 2nd hit of 5MK will connect.

Sample Routes


5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP
5MP, 2MP > 214214P > 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K
5HP > 214214P > 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK

These are sample combos to showcase how one may put these pieces together. It should be noted that very few routes require specific delays and spacings aside from the juggle routes. Treat them like a target combo, one after another.

From Normals


5HP/6HP/5MP/2MP/2MK/6MP

Even on block, Juri is plus enough to start pressure again by canceling into normals that move her forwards. To get the best pressure, she must consider the distance before committing to a button. 5MP and 6MP often leave her close enough to simply link into 5MP again. However, 2MP, 2MK, 5HP, and 6HP are a bit more troublesome. From closer, they can link into 2MK > 5MP, but from further they must do 2MK > 6MP, somewhat weaker pressure. If connecting from the very tip range of 5HP, Juri can only do 5HP to keep a gapless string.

OD Go Ohsatsu


236MKHK

By spending 2 drive bars, Juri can cancel into FSE by using OD Go Ohsatsu as a surprise tool in neutral a la V Trigger activation in SFV. Canceling the 2nd hit is recommended because she can frametrap walk up 5MP.

In-Engine

Lights


5LP/5LK/2LP/2LK...
5LP/5LK/2LP/2LK > 6MP...
PC 5LP, 2HP...

Light confirming in FSE is rather easy because of Juri's low pushback on lights allowing her to do multiple in a row. The simplest route for light confirms is X number of Lights > 5HP > 214MK (> 623HP in corner). In order to go into slower heavies, such as 5HK, we have to first cancel into 6MP. Although other mediums will work, 6MP simplifies spacing as it moves Juri forward.

Mediums


5MP, 2MP > 2MK...
5MK/2MK > 6MP...
PC 5MP, 5HP...

Juri's already strong mediums in neutral become much safer as they become essentially DI-safe by buffering into other mediums. This is a theme in Feng Shui Engine. Furthermore, links are incredibly powerful in FSE because they let us briefly ignore the cancel rules and lead to overall stronger routes.

Heavies


5HK > 623HP/214MK
5HK > 6HP...
5HP/2HP/6HP > 5HK ...
5HP/2HP/6HP > 236MK!, 6MP...
PC 6HP/2HP, 5MP...

In FSE, heavies have unique properties when canceled into, such as 2HP's jump cancel. However, if a heavy is linked into or starts the string, it retains normal properties. For example, 2MP > 2HP allows you to jump cancel but PC 2MP, 2HP does not. Another example is with 214LK: 5MP > 5HP > 214LK combos and 5MP > 5HK > 214LK also works. But 5MP > 5HK > 5HP > 214LK does not work because 5HP launches off the ground and decreases the juggle limit.

Grounded


... 5HP/5HK > 214MK
... 5HP/HK > 214LK > 623HP
... 5HK > 5HP > 236HK > 623HP
... 2HP/4HK(1) > 214HK > 623HP
... 2HP > DI

Given that Juri only has a limited amount of time she can spend in the engine, combo length is another factor to consider. For example, spending less time on light combos makes sense because they are scaled harshly anyways. The strengths of the slightly longer 236HK route include strong corner carry and good oki if she chooses to forego the 623P ender. This is a reasonable choice because it can fall out easily if timed incorrectly or if she is too far in the first place.

Launchers


... 6MP > 4HK(1) > 2HP...
... 5HK > 2HP...

Should Juri need to take to the skies, the freedom of FSE allows her to easily route into 2HP and go for an aerial combo. By doing so, she exchanges damage for somewhat further corner carry. However, when she is already in the corner, she can access her most powerful okizeme setups by launching her opponents into the air.

The 50/50 Setup

Corner 50/50


... 5HK > 2HP > jc dl.jMP > jHP > jHK

Bless Capcom for giving Juri 50/50s in the corner. The general idea is as follows: Chain into 2HP > Air Combo and have the last jHK hit as low to the ground as possible. This is so that an instant jump is plus enough for 2LK/Throw to be true and a slightly delayed jump leads to safejump jHK. There are a variety of ways to do this but the route listed seems to be the simplest to access.

Midscreen Safejump

214HK Safejump


... 6MP > 4HK(1)/2HP > 214HK
... 2HP > 5HK > 214HK

Similar to how Juri can normally attempt a safejump off 214HK, she can do so in FSE only this one is autotimed in exchange for leaving her slightly further from the opponent. Though this problem is mitigated by FSE's forward-advancing normal cancels and spacing traps. This safe jump can work with either jMK or jHK though jHK is harder to properly time.

Spending Resources

Saihasho/Go Ohsatsu


236LK!/236HK!

Enhanced Saihasho remains a strong tool in neutral as a wall that Juri can approach behind and Go Ohsatsu still leads to solid oki on its own. What makes them truly remarkable is how they synergize in FSE. Any route that leads to 236HK! juggling opponents in the air and then canceling into the fireball, such as the ...5HK > 5HP BnB, gives Juri particularly powerful midscreen okizeme. The fireball does not hit meaty which is actually a benefit in this case because it prevents the opponent from mashing out while Juri can safely wait and respond to her opponent's choices.

Ankensatsu


236MK!

Enhanced Ankensatsu is different from the other 236K specials in that it's purely a combo tool. While it may be lacking in utility, it makes up for this simply because it allows Juri to link back into her mediums, giving her the most options in terms of routing. It sees use in longer FSE combos because it can combo from mediums using 236LK! > MK but this is not recommended for shorter combos because it scales harshly.

OD Shikusen


j214KK

OD Shikusen is a uniquely great corner carry tool in Feng Shui Engine simply because she can access it more often than she normally does. For a basic conversion, 236HK will usually juggle. However, for 1 drive bar, she can Drive Rush into a string that pushes her into the corner. To have enough juggle potential for this string to work, she must not cancel into 2HP from a heavy and she must only do 1 jump attack before cancelling into j214KK.

Drive Rush Cancels


MP+MK/66

Despite being a defining feature of SF6, Drive Rush does not have an obvious niche in FSE, given that it already has ungodly conversion ability. Furthermore, heavies launching when canceled makes converting from DR rather difficult. 6HP is the exception to this in that it is fairly easy to DR into 4HK/4HK(1) > 2HP. Lastly, DR sees use in long, looping combos where it is activated before Juri cancels into a heavy so that she can use her exceptional links bolstered by the added frame advantage.

OD Tensenrin


623PP

OD Tensenrin has a fairly standard but ultimately beneficial role as a strong ender if Juri needs more damage or if she is unsure about the juggle potential. For example, if she is unable to Drive Rush after j214KK, 623PP is likely to combo provided she is close enough. That last part is important because, unlike 623HP, the OD version has a trajectory comparable to 623MP, making it fall out of the 236HK route outside of the corner.

OD Ankensatsu


236LKHK

OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump by first whiffing 5LK. This is important because, in certain routes, she would not be able to juggle anything else meterless. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.

Sakkai Fuhazan


236236K

Juri's Level 1 Super is the only one she can access for the duration of FSE and, thankfully, is rather easy to combo into while also doing a decent amount of damage especially if she chooses to spend a stock. It also functions as a high-damage anti-air.

Sample Routes


6MP > 5HK > 5HP > 236HK, 236236K - Anywhere
5HP > 4HK(1) > 214HK, 236236K - Anywhere
2LP > 2LP > 5HP > 214MK, 236236K - Anywhere
6HP > 5HK > 236236K - Anywhere
5HP > 5HK > 236LKMK, 236236K - Corner
5MP > 5HK > 2HP > jc jMP > jHP > jHK, 236236K - Corner
5MP > 2HP > jc jMP > jMK > j214KK~dl.K, 236HK, 236236K - Midscreen

It just works.

Combo Tables

Activation
Combo Position Drive Super Fuha Stocks Notes
5HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.jMK > j214K~K Midscreen 0 0 +1 Midscreen route for damage off juggle activation.
... 6MP > 4HK > 2HP > jc jMP > jMK > j214K Midscreen 0 0 +1 Midscreen route for okizeme. 5HK > 2HP also works but does slightly less damage.
... 5HK > 2HP > jc jMK > jHP > jHK > j214K~K Corner 0 0 +1 Corner combo optimized for damage.
... 4HK > 2HP > jc jMP > jMK > jHP > jHK Corner 0 0 +1 Corner route to immediately enter into a 50/50.
236MKHK(2) > 214214P, 236HK Anywhere -2 0 0/-1 Advancing OD activation route.
236MKHK(2) > 214214[P] > 4HK > 2HP > jc jMP > jMK > j214K Midscreen -2 0 0 Advancing OD activation route that focuses on corner carry.
5HP > 214214P, 6MP > 5HK > 5HP > 236HK, 623HP Anywhere 0 0 0/-1 Route that works anywhere on the screen off grounded activation. 5MK and 6MP are mostly interchangeable
... 6MP > 4HK(1) > 214HK Anywhere 0 0 +1 Midscreen stock positive safejump route. 4HK(1) reaches slightly further than 2HP but does less damage.
... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K Midscreen 0 0 0 Midscreen route for corner carry. 6MP is much more consistent here than 5MK.
... 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K Corner 0 0 0 Corner combo optimized for damage.
... 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK Corner 0 0 0 Corner route to immediately enter into a 50/50. It's really that simple.
... 6HP > 236MK!, 6MP > 5HK > 6HP > DR~4HP > 2HP > jc jMP > jMK > j214K ~K Anywhere -3 0 -1 Corner to corner combo. Can go into 50/50 routing if close enough to the corner.


In-Engine
Combo Position Drive Super Fuha Stocks Notes
2LK > 2LP > 2LP > 5HP > 214MK Anywhere 0 0 +1 Easy and quick stock gain combo, works from pretty much any light starter.
... 5HP > 214MK, 623HP Corner 0 0 +1 Corner version of the above combo. The additional height from 5HP's launch lets this combo work.
... 6MP > 2HP > 214HK Anywhere 0 0 +1 Safejump combo off lights. 4HK(1) also works as a substitute for 2HP.
... 6MP > 5HK > 5HP > 236HK, 623HP Anywhere 0 0 0/-1 Must first use a medium to route into the BnB. 623HP ender adds ~300 damage.
... 6MP > 2HP > jc jMP > j214KK~dl.K, DR~5MP > 4HK > 2HP > jc jMP > jMK > j214K~K Anywhere -3 0 0 Alternative corner to corner route off lights. DR extension is finicky depending on height.
5MP, 2MP > 2MK > 5HK > 5HP > 236HK, 623HP Anywhere 0 0 0/-1 Essentially the FSE BnB because of the 236HK launch which gives the choice of oki, damage, and a super.
... 2MK > 5HP > 214MK Anywhere 0 0 +1 A shorter version of the above combo. Can add 623HP ender in the corner.
... 2MK > 5HK > 5HP > 236HK, 623PP Corner -2 0 0/-1 623PP ender only works in the corner. Autotimes slightly meaty 5MP.
5MP, 2MP > 4HK(1) > 214HK Anywhere 0 0 +1 An altered version of the safejump route to fit the BnB. May fall out from further ranges.
PC 5MP, 5HP > 236MK!, 6MP > 2HP > 5HK > 214HK Anywhere 0 0 0 Stock neutral DP punish that leads to safejump. Can link into 623HP or 236236K to sacrifice safejump.
2MK > 6MP > 5HP > 214MK Anywhere 0 0 +1 Neutral buffer that is safe to Drive Impact and also pulls Juri closer to the opponent on block.
5HP > 5HK > 214MK Anywhere 0 0 +1 Buffer in neutral from heavies. Can substitute 214MK for 214LK to allow 623HP ender in the corner.
5HK > 6HP > 236HK, 623HP Anywhere 0 0 +1 Does not work as easily from further distances. 623HP ender does not work on PC 5HK.
6HP > 4HK(1) > 214HK Anywhere 0 0 +1 Heavy punish starter. Can choose between damage or safejump with 623HP ender.
6HP > 236MK!, 6MP > 5HP > 214MK Anywhere 0 0 0 Typical heavy punish starter with stocks.
... > 5HK > 2HP > jc dl.jMP > j.HP > j.HK Corner 0 0 0 Looping corner 50/50 setup. Works from any hit in the corner, even lights.
PC 6HP, 5MP > 5MK > 5HK > 5HP > 236HK, 236236K Corner 0 -1 0/-1 High damage DP/Super punish.
DI 6MP > 5MK > 4HK > 2HP > jc jMP > jMK > jHP > jHK Corner 0 0 0 Way to access 50/50 if DI wallsplats, works on hit and on block.