Super Street Fighter IV/Juri/Feng Shui Engine: Difference between revisions

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== Feng Shui Engine ==
== Feng Shui Engine ==
[[Super_Street_Fighter_IV/Juri|Juri]]'s Ultra I, Feng Shui Engine, is probably the most complex move in the game. Learning how to use it properly is almost like learning a new character. However, once mastered, it can be an extremely dangerous tool. The key is to keep the opponent guessing with a constant barrage of mix-ups until their defense is cracked.
[[Super Street Fighter IV/Juri|Juri's]] Ultra I, Feng Shui Engine, is among the most complex moves in the game. Learning how to use it properly is almost like learning a new character. However, once mastered, it can be an extremely dangerous tool. The key is to keep the opponent guessing with a constant barrage of mix-ups and capitalize on openings.
 
The information on this page has been tested with ''Super Street Fighter IV Arcade Edition''. If something has the "'''[AE]'''" tag, it means that it is new to SSFIVAE.


== Effects ==
== Effects ==
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*A move can only be chained to a button of equal or higher strength.
*A move can only be chained to a button of equal or higher strength.
*Each button can only be used once per chain.
*Each button can only be used once per chain.
*Crouching HK cannot be chained out of.
*Sekku ([[File:Right.gif]] + [[File:Forward.gif]]) can be chained into, but is not itself cancelable.
*Sekku ([[File:Right.gif]] + [[File:Forward.gif]]) can be chained into, but is not itself cancelable.


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*far standing HK (after airborne period ends)
*far standing HK (after airborne period ends)
*crouching HK
*crouching HK
'''Not''' special-cancelable:
Only special-cancelable when chained into:
*far standing MP
*far standing MP


=== Juggle properties ===
=== Juggle properties ===
The following moves gain altered juggle properties: (see [http://shoryuken.com/f315/juggle-mechanics-guide-all-characters-video-guide-250054/ Juggle Mechanics Guide] for details)
The following moves gain altered juggle properties (see [http://shoryuken.com/forum/index.php?threads/juggle-property-guide-all-characters-w-video.115972/ Juggle Property Guide] for details):


Become JP1:
Become JP1:
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The following frame data is changed:
The following frame data is changed:
*Sekku
*Sekku
**frame advantage on hit: +6 (normally +1-2)
**frame advantage on hit: +6 (normally +1 or +2)
*close MP
*close standing MP
**startup: 7 (normally 5)
**startup: 7 (normally 5)
*close MK
*close standing MK
**startup: 8 (normally 6)
**startup: 8 (normally 6)


=== Hitboxes ===
=== Hitboxes ===
The following hitboxes change:
The following hitboxes change:
*far HK
*far standing HK
**active hitbox no longer extends below Juri's leg
**active hitbox no longer extends below Juri's leg
*FSE-chained standing LP
**AE st.LP hitbox buff is not present '''[AE]'''
***active hitbox reduced slightly
***vulnerable box increased during active frames


== Using Feng Shui Engine ==
== Using Feng Shui Engine ==
To reduce clutter and make things easier to remember, all combos are organized in a tree-style format. Unfortunately, there are some character-specific differences between combos, mainly due to c.HP not always working in combos, while also being a good source of damage. '''However, note that c.HP has a lot of knockback, so it may cause unfavorable positioning for wakeup pressure, especially midscreen.'''
The most important part of using Feng Shui Engine is, of course, combos. To reduce clutter and make things easier to remember, all combos are organized in a tree-style format. Unfortunately, there are some character-specific differences between combos, mainly due to cr.HP not always working in combos, while also being a good source of damage. '''However, note that cr.HP has a lot of knockback, so it may cause unfavorable positioning for continuing pressure, especially mid-screen.'''


Here are the lists to remember. They are subdivided into tiers based on how often the characters cause combos to fail.
Here are the lists to remember. They are subdivided into tiers based on how often the characters cause combos to fail.


*'''{A#}''' - c.HP sometimes whiffs
*'''{A#}''' - cr.HP sometimes whiffs
**'''{A1}'''
**'''{A1}'''
***Sakura
***Sakura
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**'''{A4}'''
**'''{A4}'''
***Chun-Li, M Bison
***Chun-Li, M Bison
*'''{B}''' - c.HK whiffs if chained from c.HP
*'''{B}''' - cr.HK whiffs if chained from cr.HP
**Adon, Balrog, Cammy, El Fuerte, Rufus, T Hawk, Vega
**Adon, Balrog, Cammy, El Fuerte, Rufus, T Hawk, Vega


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==== Combos into Feng Shui Engine ====
==== Combos into Feng Shui Engine ====


*''c.MK xx L Fuhajin (release) xx EX Focus Attack (lv.2), Feng Shui Engine, s.MK - s.MP''
*''(qcf+[LK] stored) cr.MK xx ]LK[ (FADC), qcfx2+PPP, cl.MK - cl.MP''
**''s.HK xx EX Senpusha[, far s.MK]'' - 338 damage, SKD / 354 damage, reset [corner] '''{A1-4}'''
**''cl.HK xx qcb+KK[, st.MK]'' - (338, SKD [mid-screen] / 354, reset [corner]) '''{A1-4}'''
**''s.HK - c.HP xx EX Senpusha[, far s.MK]'' - 350 damage, SKD / 357 damage, reset [corner]
**''cl.HK - cr.HP xx qcb+KK[, st.MK]'' - (350, SKD [mid-screen] / 357, reset [corner]) - does not work on Evil Ryu, Yang, or Yun
**''c.HK'' - 276 damage, HKD+) '''{A1} {B}'''
**''cr.HK'' - (276, HKD+) '''{A1} {B}'''
**''c.HP - c.HK'' - 307 damage, HKD+
**''cr.HP - cr.HK'' - (307, HKD+)
 
*''(qcf+[LK] stored) cr.MK xx ]LK[ (FADC), qcfx2+PPP, cl.LK - cl.MP''
**''cl.HK xx qcb+KK[, st.MK]'' - (339, SKD [mid-screen] / 367, reset [corner]) '''{A1-3}'''
**''cl.HK - cr.HP xx qcb+KK[, st.MK]'' - (371, SKD [mid-screen] / 392, reset [corner]) - works on Guile; does not work on Chun-Li midscreen
**''cr.MK - cr.HK'' - (264, HKD+) '''{A1-2} {B}'''
**''cr.HP - cr.HK'' - (288, HKD+) '''{Rufus}'''
**''cr.MK - cr.HP - cr.HK'' - (305, HKD+); works on Vega


*''c.MK xx L Fuhajin (release) xx EX Focus Cancel, Feng Shui Engine, s.LK - s.MP''
Corner only:
**''s.HK xx EX Senpusha[, far s.MK]'' - 339 damage, SKD / 367 damage, reset [corner] '''{A1-3}'''
*''(qcf+[LK] stored) cr.MK xx ]LK[, qcfx2+PPP, cl.LK - cl.MP''
**''s.HK - c.HP xx EX Senpusha[, far s.MK]'' - 371 damage, SKD / 392 damage, reset [corner] - works on Guile; does not work on Chun-Li midscreen
**''cl.HK xx qcb+KK, st.MK'' - (367, reset)
**''c.MK - c.HK'' - 264 damage, HKD+ '''{A1-2} {B}'''
**''cr.MK - cr.HK'' - (264, HKD+)
**''c.HP - c.HK'' - 288 damage, HKD+ '''{Rufus}'''
**''c.MK - c.HP - c.HK'' - 305 damage, HKD+; works on Vega


In the event that you manage to land a jump-in, it is possible to follow up with an FSE combo.
In the event that you land a jump-in, it is possible to follow up with an FSE combo.


*''j.HK, Feng Shui Engine, s.LK - s.MP''
*''j.HK, qcfx2+PPP, cl.LK - cl.MP''
**''c.MK - s.HK xx EX Senpusha[, far s.MK]'' - 384 damage, SKD / 412 damage, reset [corner] '''{A1-4}'''
**''cr.MK - cl.HK xx qcb+KK[, st.MK]'' - (384, SKD [mid-screen] / 412, reset [corner]) '''{A1-4}'''
**''c.MK - s.HK - c.HP xx EX Senpusha'' - 417 damage, SKD
**''cr.MK - cl.HK - cr.HP xx qcb+KK'' - (417, SKD)
**''s.HK - c.HP xx EX Senpusha, far s.MK'' - 441 damage, reset [corner]
**''cl.HK - cr.HP xx qcb+KK, st.MK'' - (441, reset) [corner]
**''c.MK - c.HK'' - 282 damage, HKD+ '''{A1-2} {B}'''
**''cr.MK - cr.HK'' - (282, HKD+) '''{A1-2} {B}'''
**''c.MK - c.HP - c.HK'' - 333 damage, HKD+
**''cr.MK - cr.HP - cr.HK'' - (333, HKD+)


==== Knockdown set-ups ====
==== Knockdown set-ups ====
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After a throw, it is possible to activate FSE and then safe-jump. Only Assatsu Kick (backward throw) works midscreen, but either one works in the corner. Crouching MK or crouching HK can be used as an option-select to catch backdashes and evade certain reversals.
After a throw, it is possible to activate FSE and then safe-jump. Only Assatsu Kick (backward throw) works midscreen, but either one works in the corner. Crouching MK or crouching HK can be used as an option-select to catch backdashes and evade certain reversals.


*''Assatsu Kick, Feng Shui Engine, jump, j.HK, [(option-select)] [...]''
*''b throw, qcfx2+PPP, jump, j.HK, [(option-select)] [...]''
*''Karen Kick, Feng Shui Engine, jump, j.HK, [(option-select)] [...]'' [corner]
*''n/f throw, qcfx2+PPP, jump, j.HK, [(option-select)] [...]'' [corner]


Another set-up is possible after hitting with a Fuhajin store midscreen.
Another set-up is possible after hitting with a Fuhajin store midscreen.


*''Fuhajin (store), Feng Shui Engine, L Fuhajin (release) xx EX Focus Cancel'' [midscreen] - For best results, hit the Fuhajin store from max range, and do everything as fast as possible. If the knockdown is teched, the Fuhajin hits meaty, and 3-frame reversals can be blocked. Otherwise, there is still enough time to safe-jump.
*''qcf+[K], qcfx2+PPP, ]LK[ (FADC)'' [midscreen] - For best results, hit the Fuhajin store from max range, and do everything as fast as possible. If the knockdown is teched, the Fuhajin hits meaty, and 3-frame reversals can be blocked. Otherwise, there is still enough time to safe-jump.


==== Resets ====
==== Resets ====
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*''Focus Attack (lv.2/3)''
*''Focus Attack (lv.2/3)''
**''dash, jump forward, j.LK, Feng Shui Engine, dash [...]''
**''dash, jump forward, j.LK, qcfx2+PPP, dash [...]''
**''dash, jump forward, Feng Shui Engine, s.LK, dash [...]''
**''dash, jump forward, qcfx2+PPP, cl.LK, dash [...]''
**''backdash, Feng Shui Engine, dash, s.LK, dash [...]''
**''backdash, qcfx2+PPP, dash, cl.LK, dash [...]''
**''backdash, jump forward, j.MP, Feng Shui Engine, s.MP, dash [...]'' [corner]
**''backdash, jump forward, j.MP, qcfx2+PPP, cl.MP, dash [...]'' [corner]


''(Note: Focus attack set-ups may not always work correctly on all characters.)''
''(Note: Focus attack set-ups may not always work correctly on all characters.)''


Fuharenjin/Kaisen Dankairaku juggles can also be used as resets for FSE.
Juggle combos that typically lead into Fuharenjin/Kaisen Dankairaku can also be used as resets for FSE.


*''(air-to-air) j.MP, Feng Shui Engine, s.LK, dash [...]''
*''(air-to-air) j.MP, qcfx2+PPP, cl.LK, dash [...]''
*''(air-to-air) j.MP, Feng Shui Engine, s.HP, far s.MK xx L Fuhajin (release) xx EX Focus Cancel [...]'' - The Fuhajin hits meaty, and 5-frame reversals can be blocked.
*''(air-to-air) j.MP, qcfx2+PPP, cl.HP, st.MK xx ]LK[ (FADC) [...]'' - The Fuhajin hits meaty, and 5-frame reversals can be blocked.
*''Shikusen, Feng Shui Engine, s.MP [...]'' - Shikusen must hit very low for this to work.
*''j.qcb+K, qcfx2+PPP, cl.MP [...]'' - Shikusen (j.qcb+K) must hit very low for this to work.
*''EX Shikusen, Feng Shui Engine, s.MP [...]''
*''j.qcb+KK, qcfx2+PPP, cl.MP [...]''


==== Armor-canceling ====
==== Armor-canceling ====


The SFIV armor-canceling glitch can be used to activate FSE at times when it otherwise would not work. In this case, we want to use EX Kasatushi as the armored move, and then immediately use Feng Shui Engine as an attack is being absorbed. This is probably the easiest way to input it:
The SFIV armor-canceling glitch can be used to activate FSE at times when it otherwise would not work. In this case, we want to use EX Kasatushi as the armored move, and then immediately use Feng Shui Engine as an attack is being absorbed. This is probably the easiest way to input it:
[[File:qcb.png]][[File:d.png]][[File:df.png]] + [[File:p.png]][[File:p.png]] ~ [[File:qcf.png]] + [[File:3p.png]]


If you catch your opponent leaving predictable holes in their offense, you can use this to absorb a move and punish them during its recovery. One common scenario is Ryu doing ''c.MK xx Hadoken'' from max range. You would input the armor-cancel Ultra as a reversal after blocking the c.MK. The Hadoken would be absorbed by EX Kasatushi, which would then be canceled into Feng Shui Engine. Ryu is left with significant recovery from the Hadoken, giving you a free combo. If the Ryu player chose not to use a Hadoken, Juri would simply use EX Kasatushi, which would not waste the revenge meter and would most likely not get punished as hard as a blocked Kaisen Dankairaku.
{{ {{qcb}} {{d}} {{df}} + {{p}} p ~ {{qcf}} + {{3p}} }}
 
If you catch your opponent leaving predictable holes in their offense, you can use this to absorb a move and punish them during its recovery. One common scenario is Ryu doing ''cr.MK xx Hadoken'' from max range. You would input the armor-cancel Ultra as a reversal after blocking the cr.MK. The Hadoken would be absorbed by EX Kasatushi, which would then be canceled into Feng Shui Engine. Ryu is left with significant recovery from the Hadoken, giving you a free combo. If the Ryu player chose not to use a Hadoken, Juri would simply use EX Kasatushi, which would not waste the revenge meter and would most likely not get punished as hard as a blocked Kaisen Dankairaku.


=== After activation ===
=== After activation ===
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These are the BnB combos for FSE.
These are the BnB combos for FSE.


*''c.LK - s.MP''
*''cr.LK - cl.MP''
**''c.MK - s.HK xx EX Senpusha[, far s.MK]'' - 323 damage, SKD / 358 damage, reset [corner] '''{A1-3}'''
**''cr.MK - cl.HK xx qcb+KK[, st.MK]'' - (323, SKD / 358, reset [corner]) '''{A1-3}'''
**''s.HK - c.HP xx EX Senpusha[, far s.MK]'' - 356 damage, SKD / 391 damage, reset [corner] '''{A4}'''
**''cl.HK - cr.HP xx qcb+KK[, st.MK]'' - (356, SKD / 391, reset [corner]) '''{A4}'''
**''c.MK - s.HK - c.HP xx EX Senpusha[, far s.MK]'' - 365 damage, SKD / 393 damage, reset [corner]
**''cr.MK - cl.HK - cr.HP xx qcb+KK[, st.MK]'' - (365, SKD / 393, reset [corner])
**''c.MK - c.HK'' - 201, HKD+ '''{A1-2} {B}'''
**''cr.MK - cr.HK'' - (201, HKD+) '''{A1-2} {B}'''
**''c.HP - c.HK'' - 233, HKD+ '''{Rufus}'''
**''cr.HP - cr.HK'' - (233, HKD+) '''{Rufus}'''
**''c.MK - c.HP - c.HK'' - 262, HKD+
**''cr.MK - cr.HP - cr.HK'' - (262, HKD+)


*''Sekku''
*''f+MK''
**''c.MP - c.MK - s.HK xx EX Senpusha[, s.MP]'' - 373 damage, SKD / 408 damage, reset [corner]
**''cr.MP - cr.MK - cl.HK xx qcb+KK[, cl.MP]'' - (373, SKD / 408, reset [corner])
**''s.LK - s.MP - c.MK - c.HK'' - 252 damage, HKD+
**''cl.LK - cl.MP - cr.MK - cr.HK'' - (252, HKD+)
**''c.MK'' - Use this if landing Sekku from further away.
**''cr.MK'' - Use this if landing f+MK from further away.
**''xx EX Senpusha[, s.MP]'' - 274 damage, SKD / 323 damage, reset [corner]
***''xx qcb+KK[, cl.MP]'' - (274, SKD / 323, reset [corner])
**''c.HK'' - 202 damage, HKD+
***''cr.HK'' - (202, HKD+)


Some people like to try to throw Juri when she activates FSE. If predicted, it can be countered with close standing MK, leading into a full combo. These combos can also be used as punishers and focus attack follow-ups.
Some people might try to throw Juri when she activates FSE. If predicted, it can be countered with close standing MK, leading into a full combo. These combos can also be used as punishers and focus attack follow-ups.


*''s.MK - s.MP''
*''cl.MK - cl.MP''
**''s.HK xx EX Senpusha[, far s.MK]'' - 349 damage, SKD / 391 damage, reset [corner]) '''{A1-4}'''
**''cl.HK xx qcb+KK[, st.MK]'' - 349, SKD / 391, reset [corner]) '''{A1-4}'''
**''s.HK - c.HP xx EX Senpusha[, far s.MK]'' - 401 damage, SKD / 436 damage, reset [corner])
**''cl.HK - cr.HP xx qcb+KK[, st.MK]'' - 401, SKD / 436, reset [corner])
**''c.HK'' - 207 damage, HKD+ '''{A1} {B}'''
**''cr.HK'' - (207, HKD+) '''{A1} {B}'''
**''c.HP - c.HK'' - 278 damage, HKD+
**''cr.HP - cr.HK'' - (278, HKD+)


The following combo is a more optimal punisher for Chun-Li and M Bison.
The following combo is a more optimal punisher for Chun-Li and M Bison.


*''c.MK - s.MP - s.HK - c.HP xx EX Senpusha[, far s.MK]'' - 396 damage, SKD / 431, reset [corner] '''{A4}'''
*''cr.MK - cl.MP - cl.HK - cr.HP xx qcb+KK[, st.MK]'' - (396, SKD / 431, reset [corner]) '''{A4}'''


==== Fuhajin stored ====
==== Fuhajin stored ====


s.MK can replace c.LP in these combos for throw bait and punishers.
cl.MK can replace cr.LP in these combos for throw bait and punishers.


*''c.LP - s.MP''
*''cr.LP - cl.MP''
**''s.HK xx L Fuhajin (release), far s.MP''  
**''cl.HK xx ]LK[, st.MP''
**''s.HK xx EX Senpusha, s.MP'' - 419 damage, reset [corner]
***''cl.HK xx qcb+KK, cl.MP'' - (419, reset [corner])
**''c.MK - c.HK'' - 337 damage, HKD+ [corner]
***''cr.MK - cr.HK'' - (337, HKD+ [corner])
**''s.HK xx L Fuhajin (release) xx EX Focus Cancel, s.MP''
**''cl.HK xx ]LK[ (FADC), cl.MP''
**''s.HK xx EX Senpusha[, far s.MK]'' - 392 damage, SKD / 413 damage, reset [corner] '''{A1-4}'''
***''cl.HK xx qcb+KK[, st.MK]'' - (392, SKD / 413, reset [corner]) '''{A1-4}'''
**''s.HK - c.HP xx EX Senpusha[, far s.MK]'' - 414 damage, SKD / 428 damage, reset [corner]
***''cl.HK - cr.HP xx qcb+KK[, st.MK]'' - (414, SKD / 428, reset) [corner]
**''c.MK - c.HK'' - 331 damage, HKD+ '''{A1-3} {B}'''
***''cr.MK - cr.HK'' - (331, HKD+) '''{A1-3} {B}'''
**''c.HP - c.HK'' - 351 damage, HKD+
***''cr.HP - cr.HK'' - (351, HKD+)


*''Sekku, c.MP''
*''f+MK, cr.MP''
**''s.HK xx L Fuhajin (release), far s.MP - s.HK xx EX Senpusha, s.MP'' - 459 damage, reset [corner]
**''cl.HK xx ]LK[, st.MP - cl.HK xx qcb+KK, cl.MP'' - (459, reset [corner])
**''c.MK - s.HK xx L Fuhajin (release), far s.MP - c.MK - c.HK'' - 386 damage, HKD+ [corner]
**''cr.MK - cl.HK xx ]LK[, st.MP - cr.MK - cr.HK'' - (386, HKD+ [corner])


=== Between combos ===
=== Between combos ===
Perhaps the biggest obstacle with FSE is getting a chance to do a combo, especially against determined turtles. Juri has several options for breaking through an opponent's defense, like frame traps, surprise overheads, and throws. Throws don't do anything special during FSE, but damage is damage.
Perhaps the biggest obstacle with FSE is getting a chance to do a combo, especially against determined turtles. Juri has several options for breaking through an opponent's defense, like frame traps, overheads, and throws. Throws don't do anything special during FSE, but damage is damage.


After successfully scoring an FSE combo, there are a few options. Midscreen, you can either end with crouching HK and continue pressure on the opponent's wakeup or end with L Senpusha and go for a reset. In the corner, you can also end with EX Senpusha and reset with close standing MP or far standing MK, which can be followed by dash-under mix-ups. If you're at the end of a round, trying to get a bit of extra damage for a KO, you can also follow up a corner EX Senpusha with close standing HP xx mid EX Fuhajin.
After successfully scoring an FSE combo, there are a few options. Midscreen, you can either end with crouching HK and continue pressure on the opponent's wakeup or end with LK Senpusha (qcb+LK) and go for a reset. In the corner, you can also end with EX Senpusha (qcb+KK) and reset with close or far standing MP, which can be followed by dash-under mix-ups. If trying to get a bit of extra damage for a KO, you can also follow up a corner EX Senpusha (qcb+KK) with cl.HP xx qcf+MK+HK.


==== Frame traps ====
==== Frame traps ====


*''c.LK/s.LK - s.LP (miss), s.LK [...]'' - The light kicks combo on hit, and you can mix in a throw at any point here.[/i]
*''cr.LK/cl.LK - cl.LP (miss), cl.LK [...]'' - The light kicks combo on hit, and you can mix in a throw at any point here.
*''c.LK/s.LK - c.MP, c.MK [...]'' - There is a 7f gap here. It feels awkwardly long because of FSE, so this can bait an opponent into pressing a button or switching to high block. This can be mixed up with a kara throw or an overhead.
*''cl.LK, cr.MP/cr.MK [...]'' - This is a standard 3f frame trap for Juri. You can do a throw after the cl.LK or cancel the animation of cr.MP into a kara throw.
*''s.LK, c.MP/c.MK [...]'' - This is a standard 3f frame trap for Juri. You can do a throw after the s.LK or cancel the animation of c.MP into a kara throw.
*''(qcf+[LK] stored) [...] xx ]LK[ / qcf+LK+MK, cr.MK/cr.MP [...]'' [corner] - This makes a minimum gap of 1-2f, and it allows you to start a new FSE string.
*''[...] xx L Fuhajin (release)/low EX Fuhajin, c.MK/c.MP [...]'' [corner] - This makes a minimum gap of 1-2f, and it allows you to start a new FSE string.


==== Closing distance ====
==== Closing distance ====
Any "safe" pressure strings will continually move Juri backward on block, so it occasionally becomes necessary to take a risk to get back in.
Any "safe" pressure strings will continually move Juri backward on block, so it occasionally becomes necessary to take a risk to get back in.


*'''Fuhajin (release)/Senpusha xx EX Focus Cancel'''
*'''Fuhajin (release)/qcb+K (FADC)'''


You can do this at pretty much any time to keep pressure going. It's the safest option, but it costs 2 EX bars.
You can do this at pretty much any time to keep pressure going. It's the safest option, but it costs 2 EX bars.


*'''Sekku'''
*'''Sekku (f+MK)'''


This makes a gap of around 7-10f, depending on what you canceled it from.
If chained into, this makes a gap of around 7-10f, depending on what it was chained from.


*'''Focus Attack, dash'''
*'''Focus Attack, dash'''
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Level 1 is -3 on block. Level 2 takes 21f to charge, and it is +3 on block.
Level 1 is -3 on block. Level 2 takes 21f to charge, and it is +3 on block.


*'''Shikusen, s.MP'''
*'''j.qcb+K, cl.MP'''


This takes at least 18f to come out from the ground. If it hits, you can reset and continue with more pressure strings.
Shikusen takes at least 18f to come out from the ground, but it is useful because it tends to beat low attacks. If it hits, you can reset and continue with more pressure strings.


*'''Far s.HK'''
*'''st.HK'''


With FSE activated, the part of this move's active hitbox below Juri's leg disappears, causing it to whiff against many crouching characters whom it would normally hit. This causes Juri to recover right in front of an opponent, giving another opportunity to attack. This is very useful for going over an opponent's low pokes and then punishing their recovery, or it can simply be used to catch them off-guard if they are too focused on blocking.
With FSE activated, the part of this move's active hitbox below Juri's leg disappears, causing it to whiff against many crouching characters whom it would normally hit. This causes Juri to recover right in front of an opponent, giving another opportunity to attack. This is useful for going over an opponent's low pokes and then punishing their recovery, or it can simply be used to catch them off-guard if they are too focused on blocking.


==== Sweep follow-ups ====
==== Sweep follow-ups ====


*''[...] c.HK''
*''[...] cr.HK''
**''walk forward, Sekku, c.MK [...]''
**''walk forward, Sekku, cr.MK [...]''
**''walk forward, c.HK''
**''walk forward, cr.HK''
**''walk forward, c.MK - c.HK''
**''walk forward, cr.MK - cr.HK''
**''dash, c.LK [...]''
**''dash, cr.LK [...]''
**''[xx Fuhajin (store),] walk forward, jump, [(discard Fuhajin)], j.MK/j.HK [...]'' - If done correctly, this makes a very ambiguous cross-up with j.MK, which is especially nasty when coupled with Juri's ability to use j.HK to fake a cross-up even when j.MK would normally be a real cross-up. The Fuhajin store is for moving Juri forward if this is used as a follow-up to a midscreen combo where c.HP was used. Effectiveness may vary per character.
**''[xx qcf+[K],] walk forward, jump, [(discard Fuhajin)], j.MK/j.HK [...]'' - If done correctly, this makes a very ambiguous cross-up with j.MK, which is especially nasty when coupled with Juri's ability to use j.HK to fake a cross-up even when j.MK would normally be a real cross-up. The Fuhajin store is for moving Juri forward if this is used as a follow-up to a midscreen combo where cr.HP was used. Effectiveness may vary per character.
**''xx M Senpusha [...]'' [midscreen] - This allows you to switch sides after a sweep, except from long range (usually depends on whether or not c.HP preceded c.HK). There is enough time to do a cross-up afterwards.
**''xx qcb+MK [...]'' [midscreen] - This allows you to switch sides after a sweep, except from long range (usually depends on whether or not cr.HP preceded cr.HK). There is enough time to do a cross-up afterwards.


==== Option-selects ====
==== Option-selects ====
With FSE activated, Juri gains a new way to do option-selects on an opponent's wakeup. From a meaty c.LK, input the next attack in your FSE chain followed by the move to option-select with, followed by the rest of your FSE string. If inputted correctly, the option-select move should come out right after the recovery of the meaty attack ends if it whiffs. If the meaty attack connects, the FSE string should come out, and the option-select is ignored, since it is inputted during the startup of another move.
With FSE activated, Juri gains a new way to do option-selects on an opponent's wakeup. From a meaty cr.LK, input the next attack in your FSE chain followed by the move to option-select with, followed by the rest of your FSE string. If inputted correctly, the option-select move should come out right after the recovery of the meaty attack ends if it whiffs. If the meaty attack connects, the FSE string should come out, and the option-select is ignored, since it is inputted during the startup of another move.


Examples:
Examples:
*''c.LK, c.MK, (c.HK), s.MP'' (easiest)
*''cr.LK, cr.MK, (cr.HK), cl.MP'' (easiest)
*''c.LK, s.MP, (c.HK), c.MK/Sekku''
*''cr.LK, cl.MP, (cr.HK), cr.MK''
 
The cr.HK option-select should work on every character's backdash except Dhalsim and Makoto.
 
==== Fuzzy overheads ====
By taking advantage of some hitbox properties, Juri gains access to some very dangerous mix-ups with instant overheads. Save up your meter for these, as they tend to burn a lot of it, especially mid-screen. Keep in mind that instant overheads can't be reliably hit-confirmed, and j.qcb+K is unsafe on block. If you don't want to take the risk, you can always fall back on your "slow" overhead for safer mix-ups.
 
Not all setups require Feng Shui Engine to be activated, but they will be listed here for convenience.
 
The strings that lead into the mix-ups are not very different from the ones used for maximum damage combos. These sequences are fairly common:
 
* Anywhere:
** ''cr.LK - cl.MP - cr.MK - cl.HK''
** ''cr.MK - cl.MP - cl.HK''
* Mid-screen:
** ''cr.LK - cl.MP - cr.MK - cl.HP - st.HK''
* Corner:
** ''f+MK, cr.MK - cl.MP - cl.HK''
 
 
The setups generally end with the following patterns:
 
* Anywhere:
** ''cl.HP, st.MP (FADC)''
** ''qcf+[K], st.MP (FADC)''
** ''j.qcb+KK, f+MK, walk forward''
* Mid-screen:
** ''cl.HP - st.HK, walk forward''
* Corner:
** ''qcf+[K], cl.MP/st.MP''
** ''qcb+KK, cl.MP''
 
 
From an instant overhead j.MP, these are possible follow-ups:
 
* ''j.qcb+K, cl.MP/st.MP'' - (146/154)
* ''j.qcb+KK, f+MK'' - (266)
* ''j.qcb+KK, j.HP'' - (282)
* ''j.qcb+KK, st.HK'' - (298)
* ''j.qcb+KK, qcb+KK'' - (330)
 
 
===== Abel =====
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]''
** ''cr.LK [...]''
* ''j.qcb+KK, f+MK, walk forward''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''j.qcb+K, cl.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
 
Mid-screen:
* ''cr.LK - cl.MP - cr.MK - cl.HP - st.HK, walk forward'' - (274)
** combo must be started close for IOH
** ''jump forward j.MP [...]''
** ''cr.MK [...]''
* ''cr.MK - cl.MP - cl.HP, st.MP (FADC)''
** ''jump forward j.MP''
** ''cr.MK [...]''
** ''cr.LK [...]''
 
Corner:
* ''j.qcb+K, cl.MP''
** ''j.MP xx qcb+K, cl.MP''
** ''cr.LK [...]''
** (Timing tip: You can cancel cl.MP into cr.MK and then hold uf to hit the IOH.)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285) '''[AE]'''
* ''f+MK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (335) '''[2012]'''
<!-- suboptimal
* ''f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP'' - (311) '''[2012]'''
-->
<!-- obsolete
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP'' - (261)
* ''f+MK, cr.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408)
* ''f+MK, cr.MK - cl.MP - cl.HK (1) - cl.HP, cl.MP''
-->
 
 
===== Balrog =====
 
Anywhere:
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]''
** ''cr.LK [...]''
* ''j.qcb+KK, f+MK, walk forward''
** ''jump forward j.MP [...]''
** ''cr.MK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP (FADC)'' - (236) <!-- I don't think this FADC is needed? -->
** ''j.MP [...]''
** ''cr.LK/cr.MK [...]''
* ''cr.MK - cl.MP - cl.HK (1) xx qcf+[K], st.MP (FADC)'' - (245)
* ''[...] cr.HK xx LK Senpusha (whiff)''
** ''j.MP [...]''
** ''cr.LK/cr.MK [...]''
** (Timing tip: After Senpusha recovers, whiff a throw (24f) or a slightly delayed cl.MP (20f) and then hold uf.)
* ''f+MK, st.MK - st.MP - cl.HK (1) xx qcf+[K], st.MP (FADC)'' - (332)
 
Corner:
* ''j.qcb+K, cl.MP''
** ''j.MP [...]''
** ''cr.LK/cr.MK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC)'' - (397)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP'' - (236)
* ''f+MK, st.MK - st.MP - cl.HK xx qcb+KK, cl.MP'' - (454)
* ''f+MK, st.MK - st.MP - cl.HK (1) xx qcf+[K], st.MP'' - (332)
<!-- suboptimal
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP'' (261)
-->
 
===== C Viper =====
 
Anywhere:
* ''j.HK''
** ''j.MP [...]'' (only if jump-in was blocked)
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]''
** ''cr.LK [...]''
* ''j.qcb+K, cl.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC)'' - (266)
** ''jump forward j.MP [...]''
** ''cr.MK [...]''
* ''cr.MK - cl.MP - cl.HK (1) xx qcf+[K], st.MP (FADC)'' - (245) '''[AE]'''
** ''j.MP [...]''
** ''cr.MK [...]''
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (358)
** ''j.MP [...]
** ''cr.LK [...]
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285) '''[2012]''' <!-- also in AE? -->
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (335) '''[2012]'''
<!-- suboptimal
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP'' - (231) '''[AE]'''
-->
<!-- obsolete
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP'' - (261)
* ''f+MK, cr.MK - cl.MP - cl.HK (1) xx qcf+[K], cl.MP'' - (279) '''[AE]'''
-->
 
===== Dee Jay =====
 
Anywhere:
* ''j.HK''
** ''j.MP [...]'' (only if jump-in was blocked)
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]'' (timing is tight)
** ''cr.LK [...]''
* ''b throw, dash x2''
** ''j.MP [...]''
** ''cr.LK [...]''
 
Mid-screen:
* ''j.qcb+K, st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC)'' - (266) <!-- new in ver.2012? -->
** opponent must be standing?
* ''f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC)'' (306) '''[2012]'''
<!-- suboptimal
* ''cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (256)
-->
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP'' - (310)
** combo must be started very close to connect
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285) <!-- new in ver.2012? -->
** combo must be started somewhat close to connect
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP'' - (261)
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (335) '''[2012]'''
<!-- suboptimal
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP'' - (224) '''[AE]'''
-->
<!-- obsolete
* ''f+MK, cr.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408)
* ''f+MK, cr.MK - cl.MP - cl.HK - cl.HP, cl.MP'' - (358)
-->
 
===== Dhalsim =====
 
''Note: IOH setups only work on Dhalsim when they hit from the front.''
 
Mid-screen:
* ''cr.LK - cl.MP - cr.MK xx qcf+[K], st.MK (FADC)'' - (215) '''[2012]'''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''f+MK, cl.MP - cr.MK xx qcf+[K], st.MK (FADC)'' - (265) '''[2012]'''
<!-- no longer works [2012]
* ''j.qcb+K, cl.MP/st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (251)
** combo must be started close for IOH
** ''j.MP [...]''
** ''cr.LK [...]''
-->
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, cl.MP'' - (397)
** opponent must be standing
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP'' - (310)
** opponent must be standing
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285)
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP, walk forward'' - (335) '''[2012]'''
 
===== Dudley =====
 
''Note: Meaty IOH setups only work on Dudley when they hit from behind.''
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]'' (timing is tight)
* ''b throw, dash x2''
** ''j.MP [...]''
** ''cr.LK [...]''
 
Mid-screen:
* ''j.qcb+K, st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC)'' - (397)
** opponent must be standing
** ''jump back j.MP [...]''
** ''cr.LK [...]''
<!-- no longer works the same way [2012]
** ''jump back j.MP xx qcb+LK, cl.MP''
*** crosses up (puts opponent back in the corner)
-->
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP (FADC)'' - (310)
** opponent must be standing
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC)'' - (261)
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC)'' - (311) '''[2012]'''
<!-- suboptimal
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], cl.MP (FADC)'' - (219) '''[AE]'''
-->
 
===== Fei Long =====
 
''Note: Meaty IOH setups only work on Fei Long when they hit from behind.''
 
Anywhere:
* ''j.qcb+K, cl.MP/st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC)'' - (266) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (306) '''[2012]'''
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC)'' - (397)
** ''jump back j.MP [...]''
** ''cr.LK [...]''
<!-- no longer works the same way
** ''jump back, j.MP xx qcb+LK, cl.MP [...]''
*** crosses up (puts opponent back in the corner)
-->
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC)'' - (261)
** opponent must be standing
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC)'' - (285) '''[AE]'''
** combo must be started close
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC)'' - (335) '''[2012]'''
<!-- obsolete
* ''f+MK, cr.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408)
-->
 
===== Gen =====
 
''Note: Meaty IOH setups only work on Gen when they hit from behind.''
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''b throw, dash x2''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''j.qcb+K, st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (256) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (306) '''[2012]'''
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
** ''jump back, j.MP xx qcb+LK, cl.MP''
*** crosses up (puts opponent back in the corner)
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP (FADC)'' - (310)
** opponent must be standing
** ''j.MP xx qcb+K [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], cl.MP (FADC)'' - (231) '''[AE]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HP, cl.MP (FADC)'' - (300) '''[2012]'''
<!-- suboptimal
* ''f+MK, cl.MP - cr.MK - cl.HK (1) xx qcf+[K], cl.MP (FADC)'' - (281) '''[2012]'''
-->
 
===== Gouken =====
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]'' (timing is tight)
** ''cr.LK [...]''
 
===== Guile =====
 
''Note: Meaty IOH setups only work on Guile when they hit from behind.''
 
Mid-screen:
* ''j.qcb+K, st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HP, walk forward st.MP (FADC)'' - (256) '''[2012]'''
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC)'' - (261)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC)'' - (285) '''[AE]'''
* ''f+MK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HP, cl.MP (FADC)'' - (300) '''[2012]'''
<!-- suboptimal
* ''f+MK, cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP (FADC)'' - (286) '''[2012]'''
-->
 
===== Juri =====
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]''
** ''cr.LK [...]''
 
===== M Bison =====
 
''Note: Meaty IOH setups only work on M Bison when they hit from behind.''
 
Anywhere:
* ''j.qcb+K, cl.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC)'' - (266)
** opponent must be standing
* ''cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (256)
* ''f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (306)
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
** ''jump back, j.MP xx qcb+LK, cl.MP (FADC)''
*** crosses up (puts opponent back in the corner)
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC)'' - (285) '''[AE]'''
* ''f+MK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC)'' - (335) '''[2012]'''
<!-- obsolete
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC)'' - (261)
* ''f+MK, cr.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408)
-->
 
===== Rose =====
 
''Note: Most meaty IOH setups only work on Rose when they hit from behind.''
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''b throw, dash x2'' <!-- does this still work in ver.2012? -->
** ''j.MP [...]''
** ''cr.LK [...]''
* ''j.qcb+K, cl.MP/st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.MK - cl.MP xx qcf+[K], st.MP (FADC)'' - (226) '''[2012]'''
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
** ''jump back, j.MP xx qcb+LK, cl.MP''
*** crosses up (puts opponent back in the corner)
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HP, cl.MP (FADC)'' - (250)
** opponent must be standing
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP (FADC)'' - (236) '''[AE]'''
* ''f+MK, cr.MK - cl.MP - cl.HK xx qcb+KK, cl.MP (FADC)'' - (406)
* ''f+MK, cr.MK - cl.MP - cl.HK xx qcf+[K], st.MP (FADC)'' - (333) '''[AE]'''
 
===== Rufus =====
 
Anywhere:
* ''n/f throw, dash x4''
** jump forward j.MP [...]
** cr.LK [...]
* ''j.qcb+K, cl.MP/st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (256) <!-- new in ver.2012? -->
** ''jump forward j.MP [...]''
** ''cr.MK [...]''
* ''cr.MK - cl.MP - cl.HP, st.MP (FADC)'' - (266)
* ''f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (306)
<!-- obsolete
* ''f+MK, cr.MK - cl.MP - cl.HP, st.MP (FADC)'' - (304)
-->
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP'' - (397)
** opponent must be standing
** ''jump forward j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP'' - (310)
** opponent must be standing
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285) '''[AE]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (335) '''[2012]'''
<!-- obsolete
* ''f+MK, cr.MK - cl.MP - cl.HK (1) - cl.HP, cl.MP'' - (309)
-->
 
===== Sagat =====
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]''
** ''cr.LK [...]''
 
Mid-screen:
* ''j.qcb+K, cl.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC)'' - (266)
** combo must be started close
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP (FADC)'' - (236) '''[AE]'''
* ''f+MK, st.MK - st.MP - cl.HP, st.MP (FADC)'' - (352) '''[2012]'''
<!-- suboptimal
* ''f+MK, st.MK - st.MP - cl.HK (1) xx qcf+[K], st.MP (FADC)'' - (332) '''[2012]'''
-->
<!-- obsolete
* ''f+MK, cr.MK - cl.MP - cl.HP, st.MP (FADC)'' - (304)
** ''j.MP [...]''
** ''cr.MK [...]''
-->
 
Corner:
* ''j.qcb+K, cl.MP''
** ''j.MP [...]''
** ''cr.LK [...]''
** (Timing tip: You can cancel cl.MP into cr.MK and then hold uf to hit the IOH.)
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP'' - (397)
** opponent must be standing
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285) '''[AE]'''
* ''f+MK, st.MK - st.MP - cl.HK xx qcb+KK, cl.MP'' - (454)
* ''f+MK, st.MK - st.MP - cl.HP, cl.MP'' - (346)
<!-- suboptimal
* ''f+MK, cr.MK - cl.MP - cl.HK (1) - cl.HP, cl.MP'' - (309)
* ''f+MK, cr.MK - cl.MP - cl.HK (1) xx qcf+[K], st.MP'' - (279) '''[AE]'''
-->
<!-- obsolete
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP'' - (261)
-->
 
===== Seth =====
 
''Note: Most meaty IOH setups only work on Seth when they hit from behind.''
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''jump forward j.MP [...]''
** ''cr.LK [...]''
* ''b throw, dash x2''
** ''j.MP xx qcb+LK, cl.MP''
*** crosses up
** cr.LK [...]''
* ''j.qcb+K, cl.MP/st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (256) <!-- new in ver.2012? -->
* ''f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (306) '''[2012]'''
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC)'' - (397)
** opponent must be standing
** ''jump back, j.MP xx qcb+LK, cl.MP (FADC)''
*** crosses up (puts opponent back in the corner)
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP (FADC)'' - (310)
** opponent must be standing
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC)'' - (261)
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC)'' - (311) '''[2012]'''
<!-- suboptimal
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], cl.MP (FADC)'' - (231) '''[AE]'''
-->
<!-- obsolete
* ''f+MK, cr.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC)'' - (408)
-->
 
===== T Hawk =====
 
Anywhere:
* ''j.HK''
** ''j.MP [...]'' (only if jump-in was blocked)
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''b throw, dash x2''
** ''j.MP [...]''
** ''cr.LK [...]''
* j.qcb+KK, f+MK, walk forward
** ''jump forward j.MP [...]''
** ''cr.MK [...]''
* ''j.qcb+K, cl.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''[...] cr.HK xx LK Senpusha (whiff)''
** ''j.MP [...]''
** ''cr.LK/cr.MK [...]''
** (Timing tip: After Senpusha recovers, press LP+LK (24f) or MP (20f) and then hold uf.)
 
Mid-screen:
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC)'' - (266)
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC)'' - (266) '''[2012]''' <!-- also in AE? -->
** ''j.MP [...]''
** ''cr.MK [...]''
* ''f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC)'' - (316) '''[2012]'''
 
Corner:
* ''j.qcb+K, cl.MP''
** j.MP xx qcb+K [...]
** cr.LK [...]
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP'' - (397)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP'' - (310)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285) '''[AE]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP'' - (311) '''[2012]'''
<!-- obsolete
* ''f+MK, cr.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408)
-->
 
===== Vega =====
 
''Note: Meaty IOH setups only work on Vega when they hit from behind.''
 
Anywhere:
* ''j.HK''
** ''j.MP [...]''
** ''cr.MK [...]''
* ''j.qcb+K, cl.MP/st.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC)'' - (285) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC)'' - (335) '''[2012]'''
 
Corner:
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC)'' - (397)
** ''jump back, j.MP xx qcb+LK, cl.MP (FADC)''
*** crosses up (puts opponent back in the corner)
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP'' - (310)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285) '''[AE]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (335) '''[2012]'''
<!-- obsolete
* ''f+MK, cr.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408)
-->
 
===== Zangief =====
 
Anywhere:
* ''j.HK''
** ''j.MP [...]'' (only if jump-in was blocked)
** ''cr.MK [...]''
* ''n/f throw, dash x4''
** j.MP [...]
** cr.LK [...]
* ''b throw, dash x2''
** j.MP [...]
** cr.LK [...]
 
Mid-screen:
* ''j.qcb+K, cl.MP (FADC)''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.MK - cl.MP - cl.HP - st.HK'' - (287)
** ''j.MP [...]''
** ''cr.MK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC)'' - (256)
** ''j.MP [...]''
** ''cr.MK [...]''
* ''f+MK, cl.MP - cr.MK, cl.HK xx qcf+[K], st.MP (FADC)'' - (335) '''[2012]'''
 
Corner:
* ''j.qcb+K, cl.MP''
** ''j.MP [...]''
** ''cr.LK [...]''
* ''cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP'' - (397)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (358)
* ''cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP'' - (310)
* ''cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (285) '''[AE]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408) '''[2012]'''
* ''f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP'' - (335) '''[2012]'''
<!-- obsolete
* ''f+MK, cr.MP - cr.MK - cl.HK xx qcb+KK, cl.MP'' - (408)
-->


The c.HK option-select should work on every character's backdash except Dhalsim and Makoto.
[[Category:Super Street Fighter IV]]

Latest revision as of 02:22, 9 December 2020

Super Street Fighter IVSSFIVLogo.png



Feng Shui Engine

Juri's Ultra I, Feng Shui Engine, is among the most complex moves in the game. Learning how to use it properly is almost like learning a new character. However, once mastered, it can be an extremely dangerous tool. The key is to keep the opponent guessing with a constant barrage of mix-ups and capitalize on openings.

The information on this page has been tested with Super Street Fighter IV Arcade Edition. If something has the "[AE]" tag, it means that it is new to SSFIVAE.

Effects

Here is a list of the known effects of activating Feng Shui Engine.

Magic chain

All of Juri's normal attacks can be chained together, with the following restrictions:

  • A move can only be chained to a button of equal or higher strength.
  • Each button can only be used once per chain.
  • Crouching HK cannot be chained out of.
  • Sekku (Right.gif + Forward.gif) can be chained into, but is not itself cancelable.

Special/Super cancels

The following attacks become special/super-cancelable:

  • close standing HK (2nd hit)
  • far standing HP
  • far standing MK
  • far standing HK (after airborne period ends)
  • crouching HK

Only special-cancelable when chained into:

  • far standing MP

Juggle properties

The following moves gain altered juggle properties (see Juggle Property Guide for details):

Become JP1:

  • close standing MP
  • close standing HP
  • close standing MK (2nd hit)
  • close standing HK (2nd hit)
  • far standing MP
  • far standing HP
  • far standing MK
  • far standing HK

Meter and stun

Juri's meter and stun mechanics change as follows:

  • No stun can be dealt.
  • No Super meter can be gained.
  • Revenge meter still increases normally.

Frame data

The following frame data is changed:

  • Sekku
    • frame advantage on hit: +6 (normally +1 or +2)
  • close standing MP
    • startup: 7 (normally 5)
  • close standing MK
    • startup: 8 (normally 6)

Hitboxes

The following hitboxes change:

  • far standing HK
    • active hitbox no longer extends below Juri's leg
  • FSE-chained standing LP
    • AE st.LP hitbox buff is not present [AE]
      • active hitbox reduced slightly
      • vulnerable box increased during active frames

Using Feng Shui Engine

The most important part of using Feng Shui Engine is, of course, combos. To reduce clutter and make things easier to remember, all combos are organized in a tree-style format. Unfortunately, there are some character-specific differences between combos, mainly due to cr.HP not always working in combos, while also being a good source of damage. However, note that cr.HP has a lot of knockback, so it may cause unfavorable positioning for continuing pressure, especially mid-screen.

Here are the lists to remember. They are subdivided into tiers based on how often the characters cause combos to fail.

  • {A#} - cr.HP sometimes whiffs
    • {A1}
      • Sakura
    • {A2}
      • C Viper
    • {A3}
      • Abel, Cammy, Gen, Guile, Guy, Juri, Rose; crouching characters
    • {A4}
      • Chun-Li, M Bison
  • {B} - cr.HK whiffs if chained from cr.HP
    • Adon, Balrog, Cammy, El Fuerte, Rufus, T Hawk, Vega

Similar combos are listed in order from weakest to strongest. The weakest combo of each group works on all characters. Weaker combos will be marked with references to these lists, indicating that they are optimal for the listed characters. Any exceptions (usually caused by fireballs) will be noted.

Set-ups

Combos into Feng Shui Engine

  • (qcf+[LK] stored) cr.MK xx ]LK[ (FADC), qcfx2+PPP, cl.MK - cl.MP
    • cl.HK xx qcb+KK[, st.MK] - (338, SKD [mid-screen] / 354, reset [corner]) {A1-4}
    • cl.HK - cr.HP xx qcb+KK[, st.MK] - (350, SKD [mid-screen] / 357, reset [corner]) - does not work on Evil Ryu, Yang, or Yun
    • cr.HK - (276, HKD+) {A1} {B}
    • cr.HP - cr.HK - (307, HKD+)
  • (qcf+[LK] stored) cr.MK xx ]LK[ (FADC), qcfx2+PPP, cl.LK - cl.MP
    • cl.HK xx qcb+KK[, st.MK] - (339, SKD [mid-screen] / 367, reset [corner]) {A1-3}
    • cl.HK - cr.HP xx qcb+KK[, st.MK] - (371, SKD [mid-screen] / 392, reset [corner]) - works on Guile; does not work on Chun-Li midscreen
    • cr.MK - cr.HK - (264, HKD+) {A1-2} {B}
    • cr.HP - cr.HK - (288, HKD+) {Rufus}
    • cr.MK - cr.HP - cr.HK - (305, HKD+); works on Vega

Corner only:

  • (qcf+[LK] stored) cr.MK xx ]LK[, qcfx2+PPP, cl.LK - cl.MP
    • cl.HK xx qcb+KK, st.MK - (367, reset)
    • cr.MK - cr.HK - (264, HKD+)

In the event that you land a jump-in, it is possible to follow up with an FSE combo.

  • j.HK, qcfx2+PPP, cl.LK - cl.MP
    • cr.MK - cl.HK xx qcb+KK[, st.MK] - (384, SKD [mid-screen] / 412, reset [corner]) {A1-4}
    • cr.MK - cl.HK - cr.HP xx qcb+KK - (417, SKD)
    • cl.HK - cr.HP xx qcb+KK, st.MK - (441, reset) [corner]
    • cr.MK - cr.HK - (282, HKD+) {A1-2} {B}
    • cr.MK - cr.HP - cr.HK - (333, HKD+)

Knockdown set-ups

After a throw, it is possible to activate FSE and then safe-jump. Only Assatsu Kick (backward throw) works midscreen, but either one works in the corner. Crouching MK or crouching HK can be used as an option-select to catch backdashes and evade certain reversals.

  • b throw, qcfx2+PPP, jump, j.HK, [(option-select)] [...]
  • n/f throw, qcfx2+PPP, jump, j.HK, [(option-select)] [...] [corner]

Another set-up is possible after hitting with a Fuhajin store midscreen.

  • qcf+[K], qcfx2+PPP, ]LK[ (FADC) [midscreen] - For best results, hit the Fuhajin store from max range, and do everything as fast as possible. If the knockdown is teched, the Fuhajin hits meaty, and 3-frame reversals can be blocked. Otherwise, there is still enough time to safe-jump.

Resets

After a focus attack, you may want to use a reset to avoid damage scaling, especially after stunning an opponent with a combo.

  • Focus Attack (lv.2/3)
    • dash, jump forward, j.LK, qcfx2+PPP, dash [...]
    • dash, jump forward, qcfx2+PPP, cl.LK, dash [...]
    • backdash, qcfx2+PPP, dash, cl.LK, dash [...]
    • backdash, jump forward, j.MP, qcfx2+PPP, cl.MP, dash [...] [corner]

(Note: Focus attack set-ups may not always work correctly on all characters.)

Juggle combos that typically lead into Fuharenjin/Kaisen Dankairaku can also be used as resets for FSE.

  • (air-to-air) j.MP, qcfx2+PPP, cl.LK, dash [...]
  • (air-to-air) j.MP, qcfx2+PPP, cl.HP, st.MK xx ]LK[ (FADC) [...] - The Fuhajin hits meaty, and 5-frame reversals can be blocked.
  • j.qcb+K, qcfx2+PPP, cl.MP [...] - Shikusen (j.qcb+K) must hit very low for this to work.
  • j.qcb+KK, qcfx2+PPP, cl.MP [...]

Armor-canceling

The SFIV armor-canceling glitch can be used to activate FSE at times when it otherwise would not work. In this case, we want to use EX Kasatushi as the armored move, and then immediately use Feng Shui Engine as an attack is being absorbed. This is probably the easiest way to input it:

{{ Qcb.png D.png Df.png + P.png p ~ Qcf.png + 3p.png }}

If you catch your opponent leaving predictable holes in their offense, you can use this to absorb a move and punish them during its recovery. One common scenario is Ryu doing cr.MK xx Hadoken from max range. You would input the armor-cancel Ultra as a reversal after blocking the cr.MK. The Hadoken would be absorbed by EX Kasatushi, which would then be canceled into Feng Shui Engine. Ryu is left with significant recovery from the Hadoken, giving you a free combo. If the Ryu player chose not to use a Hadoken, Juri would simply use EX Kasatushi, which would not waste the revenge meter and would most likely not get punished as hard as a blocked Kaisen Dankairaku.

After activation

Fuhajin not stored

These are the BnB combos for FSE.

  • cr.LK - cl.MP
    • cr.MK - cl.HK xx qcb+KK[, st.MK] - (323, SKD / 358, reset [corner]) {A1-3}
    • cl.HK - cr.HP xx qcb+KK[, st.MK] - (356, SKD / 391, reset [corner]) {A4}
    • cr.MK - cl.HK - cr.HP xx qcb+KK[, st.MK] - (365, SKD / 393, reset [corner])
    • cr.MK - cr.HK - (201, HKD+) {A1-2} {B}
    • cr.HP - cr.HK - (233, HKD+) {Rufus}
    • cr.MK - cr.HP - cr.HK - (262, HKD+)
  • f+MK
    • cr.MP - cr.MK - cl.HK xx qcb+KK[, cl.MP] - (373, SKD / 408, reset [corner])
    • cl.LK - cl.MP - cr.MK - cr.HK - (252, HKD+)
    • cr.MK - Use this if landing f+MK from further away.
      • xx qcb+KK[, cl.MP] - (274, SKD / 323, reset [corner])
      • cr.HK - (202, HKD+)

Some people might try to throw Juri when she activates FSE. If predicted, it can be countered with close standing MK, leading into a full combo. These combos can also be used as punishers and focus attack follow-ups.

  • cl.MK - cl.MP
    • cl.HK xx qcb+KK[, st.MK] - 349, SKD / 391, reset [corner]) {A1-4}
    • cl.HK - cr.HP xx qcb+KK[, st.MK] - 401, SKD / 436, reset [corner])
    • cr.HK - (207, HKD+) {A1} {B}
    • cr.HP - cr.HK - (278, HKD+)

The following combo is a more optimal punisher for Chun-Li and M Bison.

  • cr.MK - cl.MP - cl.HK - cr.HP xx qcb+KK[, st.MK] - (396, SKD / 431, reset [corner]) {A4}

Fuhajin stored

cl.MK can replace cr.LP in these combos for throw bait and punishers.

  • cr.LP - cl.MP
    • cl.HK xx ]LK[, st.MP
      • cl.HK xx qcb+KK, cl.MP - (419, reset [corner])
      • cr.MK - cr.HK - (337, HKD+ [corner])
    • cl.HK xx ]LK[ (FADC), cl.MP
      • cl.HK xx qcb+KK[, st.MK] - (392, SKD / 413, reset [corner]) {A1-4}
      • cl.HK - cr.HP xx qcb+KK[, st.MK] - (414, SKD / 428, reset) [corner]
      • cr.MK - cr.HK - (331, HKD+) {A1-3} {B}
      • cr.HP - cr.HK - (351, HKD+)
  • f+MK, cr.MP
    • cl.HK xx ]LK[, st.MP - cl.HK xx qcb+KK, cl.MP - (459, reset [corner])
    • cr.MK - cl.HK xx ]LK[, st.MP - cr.MK - cr.HK - (386, HKD+ [corner])

Between combos

Perhaps the biggest obstacle with FSE is getting a chance to do a combo, especially against determined turtles. Juri has several options for breaking through an opponent's defense, like frame traps, overheads, and throws. Throws don't do anything special during FSE, but damage is damage.

After successfully scoring an FSE combo, there are a few options. Midscreen, you can either end with crouching HK and continue pressure on the opponent's wakeup or end with LK Senpusha (qcb+LK) and go for a reset. In the corner, you can also end with EX Senpusha (qcb+KK) and reset with close or far standing MP, which can be followed by dash-under mix-ups. If trying to get a bit of extra damage for a KO, you can also follow up a corner EX Senpusha (qcb+KK) with cl.HP xx qcf+MK+HK.

Frame traps

  • cr.LK/cl.LK - cl.LP (miss), cl.LK [...] - The light kicks combo on hit, and you can mix in a throw at any point here.
  • cl.LK, cr.MP/cr.MK [...] - This is a standard 3f frame trap for Juri. You can do a throw after the cl.LK or cancel the animation of cr.MP into a kara throw.
  • (qcf+[LK] stored) [...] xx ]LK[ / qcf+LK+MK, cr.MK/cr.MP [...] [corner] - This makes a minimum gap of 1-2f, and it allows you to start a new FSE string.

Closing distance

Any "safe" pressure strings will continually move Juri backward on block, so it occasionally becomes necessary to take a risk to get back in.

  • Fuhajin (release)/qcb+K (FADC)

You can do this at pretty much any time to keep pressure going. It's the safest option, but it costs 2 EX bars.

  • Sekku (f+MK)

If chained into, this makes a gap of around 7-10f, depending on what it was chained from.

  • Focus Attack, dash

Level 1 is -3 on block. Level 2 takes 21f to charge, and it is +3 on block.

  • j.qcb+K, cl.MP

Shikusen takes at least 18f to come out from the ground, but it is useful because it tends to beat low attacks. If it hits, you can reset and continue with more pressure strings.

  • st.HK

With FSE activated, the part of this move's active hitbox below Juri's leg disappears, causing it to whiff against many crouching characters whom it would normally hit. This causes Juri to recover right in front of an opponent, giving another opportunity to attack. This is useful for going over an opponent's low pokes and then punishing their recovery, or it can simply be used to catch them off-guard if they are too focused on blocking.

Sweep follow-ups

  • [...] cr.HK
    • walk forward, Sekku, cr.MK [...]
    • walk forward, cr.HK
    • walk forward, cr.MK - cr.HK
    • dash, cr.LK [...]
    • [xx qcf+[K],] walk forward, jump, [(discard Fuhajin)], j.MK/j.HK [...] - If done correctly, this makes a very ambiguous cross-up with j.MK, which is especially nasty when coupled with Juri's ability to use j.HK to fake a cross-up even when j.MK would normally be a real cross-up. The Fuhajin store is for moving Juri forward if this is used as a follow-up to a midscreen combo where cr.HP was used. Effectiveness may vary per character.
    • xx qcb+MK [...] [midscreen] - This allows you to switch sides after a sweep, except from long range (usually depends on whether or not cr.HP preceded cr.HK). There is enough time to do a cross-up afterwards.

Option-selects

With FSE activated, Juri gains a new way to do option-selects on an opponent's wakeup. From a meaty cr.LK, input the next attack in your FSE chain followed by the move to option-select with, followed by the rest of your FSE string. If inputted correctly, the option-select move should come out right after the recovery of the meaty attack ends if it whiffs. If the meaty attack connects, the FSE string should come out, and the option-select is ignored, since it is inputted during the startup of another move.

Examples:

  • cr.LK, cr.MK, (cr.HK), cl.MP (easiest)
  • cr.LK, cl.MP, (cr.HK), cr.MK

The cr.HK option-select should work on every character's backdash except Dhalsim and Makoto.

Fuzzy overheads

By taking advantage of some hitbox properties, Juri gains access to some very dangerous mix-ups with instant overheads. Save up your meter for these, as they tend to burn a lot of it, especially mid-screen. Keep in mind that instant overheads can't be reliably hit-confirmed, and j.qcb+K is unsafe on block. If you don't want to take the risk, you can always fall back on your "slow" overhead for safer mix-ups.

Not all setups require Feng Shui Engine to be activated, but they will be listed here for convenience.

The strings that lead into the mix-ups are not very different from the ones used for maximum damage combos. These sequences are fairly common:

  • Anywhere:
    • cr.LK - cl.MP - cr.MK - cl.HK
    • cr.MK - cl.MP - cl.HK
  • Mid-screen:
    • cr.LK - cl.MP - cr.MK - cl.HP - st.HK
  • Corner:
    • f+MK, cr.MK - cl.MP - cl.HK


The setups generally end with the following patterns:

  • Anywhere:
    • cl.HP, st.MP (FADC)
    • qcf+[K], st.MP (FADC)
    • j.qcb+KK, f+MK, walk forward
  • Mid-screen:
    • cl.HP - st.HK, walk forward
  • Corner:
    • qcf+[K], cl.MP/st.MP
    • qcb+KK, cl.MP


From an instant overhead j.MP, these are possible follow-ups:

  • j.qcb+K, cl.MP/st.MP - (146/154)
  • j.qcb+KK, f+MK - (266)
  • j.qcb+KK, j.HP - (282)
  • j.qcb+KK, st.HK - (298)
  • j.qcb+KK, qcb+KK - (330)


Abel

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • n/f throw, dash x4
    • jump forward j.MP [...]
    • cr.LK [...]
  • j.qcb+KK, f+MK, walk forward
    • j.MP [...]
    • cr.MK [...]
  • j.qcb+K, cl.MP (FADC)
    • j.MP [...]
    • cr.LK [...]

Mid-screen:

  • cr.LK - cl.MP - cr.MK - cl.HP - st.HK, walk forward - (274)
    • combo must be started close for IOH
    • jump forward j.MP [...]
    • cr.MK [...]
  • cr.MK - cl.MP - cl.HP, st.MP (FADC)
    • jump forward j.MP
    • cr.MK [...]
    • cr.LK [...]

Corner:

  • j.qcb+K, cl.MP
    • j.MP xx qcb+K, cl.MP
    • cr.LK [...]
    • (Timing tip: You can cancel cl.MP into cr.MK and then hold uf to hit the IOH.)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285) [AE]
  • f+MK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (335) [2012]


Balrog

Anywhere:

  • n/f throw, dash x4
    • jump forward j.MP [...]
    • cr.LK [...]
  • j.qcb+KK, f+MK, walk forward
    • jump forward j.MP [...]
    • cr.MK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP (FADC) - (236)
    • j.MP [...]
    • cr.LK/cr.MK [...]
  • cr.MK - cl.MP - cl.HK (1) xx qcf+[K], st.MP (FADC) - (245)
  • [...] cr.HK xx LK Senpusha (whiff)
    • j.MP [...]
    • cr.LK/cr.MK [...]
    • (Timing tip: After Senpusha recovers, whiff a throw (24f) or a slightly delayed cl.MP (20f) and then hold uf.)
  • f+MK, st.MK - st.MP - cl.HK (1) xx qcf+[K], st.MP (FADC) - (332)

Corner:

  • j.qcb+K, cl.MP
    • j.MP [...]
    • cr.LK/cr.MK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC) - (397)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP - (236)
  • f+MK, st.MK - st.MP - cl.HK xx qcb+KK, cl.MP - (454)
  • f+MK, st.MK - st.MP - cl.HK (1) xx qcf+[K], st.MP - (332)
C Viper

Anywhere:

  • j.HK
    • j.MP [...] (only if jump-in was blocked)
    • cr.MK [...]
  • n/f throw, dash x4
    • jump forward j.MP [...]
    • cr.LK [...]
  • j.qcb+K, cl.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC) - (266)
    • jump forward j.MP [...]
    • cr.MK [...]
  • cr.MK - cl.MP - cl.HK (1) xx qcf+[K], st.MP (FADC) - (245) [AE]
    • j.MP [...]
    • cr.MK [...]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (358)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (335) [2012]
Dee Jay

Anywhere:

  • j.HK
    • j.MP [...] (only if jump-in was blocked)
    • cr.MK [...]
  • n/f throw, dash x4
    • jump forward j.MP [...] (timing is tight)
    • cr.LK [...]
  • b throw, dash x2
    • j.MP [...]
    • cr.LK [...]

Mid-screen:

  • j.qcb+K, st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC) - (266)
    • opponent must be standing?
  • f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC) (306) [2012]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP - (310)
    • combo must be started very close to connect
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285)
    • combo must be started somewhat close to connect
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP - (261)
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (335) [2012]
Dhalsim

Note: IOH setups only work on Dhalsim when they hit from the front.

Mid-screen:

  • cr.LK - cl.MP - cr.MK xx qcf+[K], st.MK (FADC) - (215) [2012]
    • j.MP [...]
    • cr.MK [...]
  • f+MK, cl.MP - cr.MK xx qcf+[K], st.MK (FADC) - (265) [2012]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, cl.MP - (397)
    • opponent must be standing
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP - (310)
    • opponent must be standing
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285)
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP, walk forward - (335) [2012]
Dudley

Note: Meaty IOH setups only work on Dudley when they hit from behind.

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • n/f throw, dash x4
    • jump forward j.MP [...] (timing is tight)
  • b throw, dash x2
    • j.MP [...]
    • cr.LK [...]

Mid-screen:

  • j.qcb+K, st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC) - (397)
    • opponent must be standing
    • jump back j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP (FADC) - (310)
    • opponent must be standing
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC) - (261)
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC) - (311) [2012]
Fei Long

Note: Meaty IOH setups only work on Fei Long when they hit from behind.

Anywhere:

  • j.qcb+K, cl.MP/st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC) - (266) [2012]
  • f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC) - (306) [2012]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC) - (397)
    • jump back j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC) - (261)
    • opponent must be standing
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC) - (285) [AE]
    • combo must be started close
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC) - (335) [2012]
Gen

Note: Meaty IOH setups only work on Gen when they hit from behind.

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • b throw, dash x2
    • j.MP [...]
    • cr.LK [...]
  • j.qcb+K, st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC) - (256) [2012]
  • f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC) - (306) [2012]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
    • jump back, j.MP xx qcb+LK, cl.MP
      • crosses up (puts opponent back in the corner)
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP (FADC) - (310)
    • opponent must be standing
    • j.MP xx qcb+K [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], cl.MP (FADC) - (231) [AE]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HP, cl.MP (FADC) - (300) [2012]
Gouken

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • n/f throw, dash x4
    • jump forward j.MP [...] (timing is tight)
    • cr.LK [...]
Guile

Note: Meaty IOH setups only work on Guile when they hit from behind.

Mid-screen:

  • j.qcb+K, st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HP, walk forward st.MP (FADC) - (256) [2012]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC) - (261)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC) - (285) [AE]
  • f+MK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HP, cl.MP (FADC) - (300) [2012]
Juri

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • n/f throw, dash x4
    • jump forward j.MP [...]
    • cr.LK [...]
M Bison

Note: Meaty IOH setups only work on M Bison when they hit from behind.

Anywhere:

  • j.qcb+K, cl.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC) - (266)
    • opponent must be standing
  • cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC) - (256)
  • f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC) - (306)

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
    • jump back, j.MP xx qcb+LK, cl.MP (FADC)
      • crosses up (puts opponent back in the corner)
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC) - (285) [AE]
  • f+MK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC) - (335) [2012]
Rose

Note: Most meaty IOH setups only work on Rose when they hit from behind.

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • b throw, dash x2
    • j.MP [...]
    • cr.LK [...]
  • j.qcb+K, cl.MP/st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.MK - cl.MP xx qcf+[K], st.MP (FADC) - (226) [2012]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
    • jump back, j.MP xx qcb+LK, cl.MP
      • crosses up (puts opponent back in the corner)
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HP, cl.MP (FADC) - (250)
    • opponent must be standing
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP (FADC) - (236) [AE]
  • f+MK, cr.MK - cl.MP - cl.HK xx qcb+KK, cl.MP (FADC) - (406)
  • f+MK, cr.MK - cl.MP - cl.HK xx qcf+[K], st.MP (FADC) - (333) [AE]
Rufus

Anywhere:

  • n/f throw, dash x4
    • jump forward j.MP [...]
    • cr.LK [...]
  • j.qcb+K, cl.MP/st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC) - (256)
    • jump forward j.MP [...]
    • cr.MK [...]
  • cr.MK - cl.MP - cl.HP, st.MP (FADC) - (266)
  • f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC) - (306)

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP - (397)
    • opponent must be standing
    • jump forward j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP - (310)
    • opponent must be standing
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285) [AE]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (335) [2012]
Sagat

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • n/f throw, dash x4
    • jump forward j.MP [...]
    • cr.LK [...]

Mid-screen:

  • j.qcb+K, cl.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC) - (266)
    • combo must be started close
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) xx qcf+[K], st.MP (FADC) - (236) [AE]
  • f+MK, st.MK - st.MP - cl.HP, st.MP (FADC) - (352) [2012]

Corner:

  • j.qcb+K, cl.MP
    • j.MP [...]
    • cr.LK [...]
    • (Timing tip: You can cancel cl.MP into cr.MK and then hold uf to hit the IOH.)
  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP - (397)
    • opponent must be standing
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285) [AE]
  • f+MK, st.MK - st.MP - cl.HK xx qcb+KK, cl.MP - (454)
  • f+MK, st.MK - st.MP - cl.HP, cl.MP - (346)
Seth

Note: Most meaty IOH setups only work on Seth when they hit from behind.

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • n/f throw, dash x4
    • jump forward j.MP [...]
    • cr.LK [...]
  • b throw, dash x2
    • j.MP xx qcb+LK, cl.MP
      • crosses up
    • cr.LK [...]
  • j.qcb+K, cl.MP/st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC) - (256)
  • f+MK, cl.MP - cr.MK - cl.HP, st.MP (FADC) - (306) [2012]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC) - (397)
    • opponent must be standing
    • jump back, j.MP xx qcb+LK, cl.MP (FADC)
      • crosses up (puts opponent back in the corner)
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP (FADC) - (310)
    • opponent must be standing
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC) - (261)
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP (FADC) - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP (FADC) - (311) [2012]
T Hawk

Anywhere:

  • j.HK
    • j.MP [...] (only if jump-in was blocked)
    • cr.MK [...]
  • n/f throw, dash x4
    • j.MP [...]
    • cr.LK [...]
  • b throw, dash x2
    • j.MP [...]
    • cr.LK [...]
  • j.qcb+KK, f+MK, walk forward
    • jump forward j.MP [...]
    • cr.MK [...]
  • j.qcb+K, cl.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • [...] cr.HK xx LK Senpusha (whiff)
    • j.MP [...]
    • cr.LK/cr.MK [...]
    • (Timing tip: After Senpusha recovers, press LP+LK (24f) or MP (20f) and then hold uf.)

Mid-screen:

  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC) - (266)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC) - (266) [2012]
    • j.MP [...]
    • cr.MK [...]
  • f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, st.MP (FADC) - (316) [2012]

Corner:

  • j.qcb+K, cl.MP
    • j.MP xx qcb+K [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP - (397)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP - (310)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285) [AE]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK (1) - cl.HP, cl.MP - (311) [2012]
Vega

Note: Meaty IOH setups only work on Vega when they hit from behind.

Anywhere:

  • j.HK
    • j.MP [...]
    • cr.MK [...]
  • j.qcb+K, cl.MP/st.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC) - (285) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP (FADC) - (335) [2012]

Corner:

  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP (FADC) - (397)
    • jump back, j.MP xx qcb+LK, cl.MP (FADC)
      • crosses up (puts opponent back in the corner)
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP - (310)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285) [AE]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (335) [2012]
Zangief

Anywhere:

  • j.HK
    • j.MP [...] (only if jump-in was blocked)
    • cr.MK [...]
  • n/f throw, dash x4
    • j.MP [...]
    • cr.LK [...]
  • b throw, dash x2
    • j.MP [...]
    • cr.LK [...]

Mid-screen:

  • j.qcb+K, cl.MP (FADC)
    • j.MP [...]
    • cr.LK [...]
  • cr.MK - cl.MP - cl.HP - st.HK - (287)
    • j.MP [...]
    • cr.MK [...]
  • cr.LK - cl.MP - cr.MK - cl.HP, st.MP (FADC) - (256)
    • j.MP [...]
    • cr.MK [...]
  • f+MK, cl.MP - cr.MK, cl.HK xx qcf+[K], st.MP (FADC) - (335) [2012]

Corner:

  • j.qcb+K, cl.MP
    • j.MP [...]
    • cr.LK [...]
  • cr.LK - cl.MP - cr.MK - cl.HK - cr.HP xx qcb+KK, st.MP - (397)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (358)
  • cr.LK - cl.MP - cr.MK - cl.HK - cl.HP, cl.MP - (310)
  • cr.LK - cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (285) [AE]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcb+KK, cl.MP - (408) [2012]
  • f+MK, cl.MP - cr.MK - cl.HK xx qcf+[K], st.MP - (335) [2012]