User talk:AkashicAYS: Difference between revisions

Discussion page of User:AkashicAYS
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|-| Cancelling into FSE =
|-| Cancelling into FSE =
{{TheoryBox
{{TheoryBox
| Title      = Cancelling into FSE
| Title      = Starters
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere damage <br> ... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen corner carry <br> 5HP > 214214P > 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K - Corner <br> ... 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK - Corner 50/50 setup
 
| 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.
}}
{{TheoryBox
| Title      = Enders
| Oneliner  =  
| Oneliner  =  
| Difficulty =  
| Difficulty =  

Revision as of 16:49, 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/drive.

Activation

Launchers


2HP > 214HK, 214214[P]...
214KK~K, 214214[P]...

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.

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.

Assorted Routes


2HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.jMK > j214K~K - Midscreen damage
jMP > j214KK~K, 214214[P] > 4HK > 2HP > jc jMP > jMK > jHP > jHK - Corner 50/50 setup

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 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.

Starters


5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere damage
... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen corner carry
5HP > 214214P > 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K - Corner
... 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK - Corner 50/50 setup

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.

Enders


5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere damage
... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen corner carry
5HP > 214214P > 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K - Corner
... 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK - Corner 50/50 setup

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.

In-Engine

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.
... > 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.
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.