| content = Juri has a couple options to choose from when it comes to using Drive Rush. She's pretty limited when it comes to light normals, but off of her other buttons she can choose between damage (the second route) or extensions using Fuha stores (the third route). The third route is also useful as Juri can juggle her lvl1 from 214HK.
| content = 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.
| content = Juri has a couple options to choose from when it comes to using Drive Rush. She's pretty limited when it comes to light normals, but off of her other buttons she can choose between damage (the second route) or extensions using Fuha stores (the third route). The third route is also useful as Juri can juggle her lvl1 from 214HK.
| content = 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.
}}
}}
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</tabber>
Revision as of 15:12, 30 July 2023
Feng Shui Engine
Manon's juggle routes are very complex in terms of extending them with resources. However, you can generally break them down into a few separate categories. She has a couple main categories of moves, which can be described as low and high launchers. Low launchers typically route directly into an ender or require more Drive to extend into further combos. High launchers can easily be extended or ended directly with her hitgrab, Renverse. High launchers can combo into low launchers or directly into enders. If this sounds scary, don't worry. There will be some routes after the theory is laid out to give an example.
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.