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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.
Juggling into FSE


214214[P] > 5HK > 2HP > jc dl.jMK > j214K~K - Midscreen damage

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

... 4HK > 2HP > jc jMP > jMK > jHP > jHK - Corner 50/50 setup

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.

Cancelling into FSE


light normals > DRC 5LP, 2HP > ...
... > 5MP/2MP/6MP and heavy normals > DRC 2HP, 5MP, 2MP > ...
medium normals > DRC 5MP, 5HP > ...

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.

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.