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]... j214KK~K, 214214[P]... PC 5HK, 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.
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.
These are sample combos to showcase how to put these pieces together. The "50/50 setup" will be explained in another section. Lastly, to clarify what "dl." is referring to: If a normal is pressed while Juri is rising, the routes will be different from pressing that same button when Juri is close to or at the apex of her jump.
Activating FSE directly from a normal is powerful thanks to Juri's already strong neutral game and the good scaling allowing strong follow-ups afterward. Naturally, this can cause spacing issues so a microwalk may be required if activating from further distances. Though if range is still an issue, the dash version is a serviceable alternative that sacrifices damage.
6MP and 5MK are usually interchangeable as 6MP has more range in exchange for about 100 or so damage. Once activating from footsies range, 6MP sees a lot more usage because only the weaker 2nd hit of 5MK will connect.
Sample routes off grounded activation and their purposes. It should be noted that very few routes require specific delays and spacings aside from the juggle routes. Treat them like a target combo, one after another.
In-Engine
Lights
5LP/5LK/2LP/2LK... 5LP/5LK/2LP/2LK > 6MP... PC 5LP, 2HP...
Light confirming in FSE is rather easy because of Juri's low pushback on lights allowing her to do multiple in a row. The simplest route for light confirms is X number of Lights > 5HP > 214MK (> 623HP in corner). In order to go into slower heavies, such as 5HK, we have to first cancel into 6MP. Although other mediums will work, 6MP simplifies spacing as it moves Juri forward.
Mediums
5MP, 2MP > 2MK... 5MK/2MK > 6MP... PC 5MP, 5HP...
Juri's already strong mediums in neutral become much safer as they become essentially DI-safe by buffering into other mediums. This is a theme in Feng Shui Engine. Furthermore, links from 5MP allow stronger routing because we can briefly ignore the cancel rules.
In FSE, heavies have unique properties when canceled into, such as 2HP's jump cancel. However, if a heavy is linked into or starts the string, it retains normal properties. For example, 2MP > 2HP allows you to jump cancel but DR~2MP, 2HP does not. Another example is with 214LK: 5MP > 5HP > 214LK combos and 5MP > 5HK > 214LK also works. But 5MP > 5HK > 5HP > 214LK does not work because 5HP launches off the ground and decreases juggle limit.
Given that Juri only has a limited amount of time she can spend in the engine, combo length is another factor to consider. For example, spending less time on light combos makes sense because they are scaled harshly anyways. The strengths of the slightly longer 236HK route include strong corner carry and good oki if she chooses to forego the 623HP ender. Which is a reasonable choice because it can fall out easily if timed incorrectly or if she is too far in the first place.
Launchers
... 6MP > 4HK(1) > 2HP... ... 5HK > 2HP...
Should Juri need to take to the skies, the freedom of FSE allows her to easily route into 2HP and go for an aerial combo. By doing so, she exchanges damage for somewhat further corner carry. However, when she is already in the corner, she can access her most powerful okizeme setups by launching into the sky.
The 50/50 Setup
Corner 50/50
... 5HK > 2HP > jc dl.jMP > jHP > jHK
Bless Capcom for giving Juri 50/50s in the corner. The general idea is as follows: Chain into 2HP > Air Combo and have the last jHK hit as low to the ground as possible. This is so that instant jump is plus enough for 2LK/Throw to be true and a slightly delayed jump leads to safejump jHK. There are a variety of ways to do this but the route listed seems to be the simplest to access.
Similar to how Juri can normally attempt a safejump off 214HK, she can do so in FSE only this one is autotimed in exchange for leaving her slightly further from the opponent. Though this problem is mitigated by FSE's forward-advancing normal cancels or spacing traps. This safe jump can work with either jMK or jHK though jHK is harder to properly time.