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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.
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/meter
<tabber> Juggling into FSE =
<tabber> Juggling into FSE =
{{TheoryBox
{{TheoryBox
Revision as of 15:30, 30 July 2023
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/meter
The first section will be dedicated to hitting FSE in a juggle like after Heavy Fuha stock or EX divekick, where you'll have to do the hold version which will be notated as 214214[P].
Also, there is a distinction in the jump cancel for 2HP that should be mentioned. If you do a button while Juri is rising, the routes will be different from doing a button when Juri is close to or at the apex of her jump. The latter will be notated as dl. for clarity.
The damage will be based off the simple 5HP > 214HK route, so scaling is not entirely accounted for, but these should still be good BnBs.
This section will be dedicated to FSE off any grounded button. A microwalk may be required if activating from further distances. If you are still uncertain about range, you can sacrifice damage by using the dash version like in the above section.
The damage/range will be based off point blank 5HP > 214214P activate with 0 stocks. 6MP and 5MK are mostly interchangeable as 6MP has more range in exchange for about 100 or so damage.
Basic Routes
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.
... > 6MP > 4HK(1) > 2HP > jc.MP > j.MK > j.214K
Midscreen
0
0
0
Midscreen route for okizeme. Do the j.MP while rising.
Corner combo optimized for damage, omit the divekick for enough frame advantage for a safejump. Do the j.MP while rising.
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.
Using Less FSE Time
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.
... > 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.
... > 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.