Super Street Fighter IV/Juri/Feng Shui Engine

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Feng Shui Engine

Juri's Ultra I, Feng Shui Engine, is probably the most complex move in the game. Learning how to use it properly is almost like learning a new character. However, once mastered, it can be an extremely dangerous tool. The key is to keep the opponent guessing with a constant barrage of mix-ups until their defense is cracked.

Effects

Here is a list of the known effects of activating Feng Shui Engine.

Magic chain

All of Juri's normal attacks can be chained together, with the following restrictions:

  • A move can only be chained to a button of equal or higher strength.
  • Each button can only be used once per chain.
  • Sekku (Right.gif + Forward.gif) can be chained into, but is not itself cancelable.

Special/Super cancels

The following attacks become special/super-cancelable:

  • close standing HK (2nd hit)
  • far standing HP
  • far standing MK
  • far standing HK (after airborne period ends)
  • crouching HK

Not special-cancelable:

  • far standing MP

Juggle properties

The following moves gain altered juggle properties: (see Juggle Mechanics Guide for details)

Become JP1:

  • close standing MP
  • close standing HP
  • close standing MK (2nd hit)
  • close standing HK (2nd hit)
  • far standing MP
  • far standing HP
  • far standing MK
  • far standing HK

Meter and stun

Juri's meter and stun mechanics change as follows:

  • No stun can be dealt.
  • No Super meter can be gained.
  • Revenge meter still increases normally.

Frame data

The following frame data is changed:

  • Sekku
    • frame advantage on hit: +6 (normally +1-2)
  • close MP
    • startup: 7 (normally 5)
  • close MK
    • startup: 8 (normally 6)

Hitboxes

The following hitboxes change:

  • far HK
    • active hitbox no longer extends below Juri's leg

Using Feng Shui Engine

To reduce clutter and make things easier to remember, all combos are organized in a tree-style format. Unfortunately, there are some character-specific differences between combos, mainly due to c.HP not always working in combos, while also being a good source of damage. However, note that c.HP has a lot of knockback, so it may cause unfavorable positioning for wakeup pressure, especially midscreen.

Here are the lists to remember. They are subdivided into tiers based on how often the characters cause combos to fail.

  • {A#} - c.HP sometimes whiffs
    • {A1}
      • Sakura
    • {A2}
      • C Viper
    • {A3}
      • Abel, Cammy, Gen, Guile, Guy, Juri, Rose; crouching characters
    • {A4}
      • Chun-Li, M Bison
  • {B} - c.HK whiffs if chained from c.HP
    • Adon, Balrog, Cammy, El Fuerte, Rufus, T Hawk, Vega

Similar combos are listed in order from weakest to strongest. The weakest combo of each group works on all characters. Weaker combos will be marked with references to these lists, indicating that they are optimal for the listed characters. Any exceptions (usually caused by fireballs) will be noted.

Set-ups

Combos into Feng Shui Engine

  • c.MK xx L Fuhajin (release) xx EX Focus Attack (lv.2), Feng Shui Engine, s.MK - s.MP
    • s.HK xx EX Senpusha[, far s.MK] - 338 damage, SKD / 354 damage, reset [corner] {A1-4}
    • s.HK - c.HP xx EX Senpusha[, far s.MK] - 350 damage, SKD / 357 damage, reset [corner]
    • c.HK - 276 damage, HKD+) {A1} {B}
    • c.HP - c.HK - 307 damage, HKD+
  • c.MK xx L Fuhajin (release) xx EX Focus Cancel, Feng Shui Engine, s.LK - s.MP
    • s.HK xx EX Senpusha[, far s.MK] - 339 damage, SKD / 367 damage, reset [corner] {A1-3}
    • s.HK - c.HP xx EX Senpusha[, far s.MK] - 371 damage, SKD / 392 damage, reset [corner] - works on Guile; does not work on Chun-Li midscreen
    • c.MK - c.HK - 264 damage, HKD+ {A1-2} {B}
    • c.HP - c.HK - 288 damage, HKD+ {Rufus}
    • c.MK - c.HP - c.HK - 305 damage, HKD+; works on Vega

In the event that you manage to land a jump-in, it is possible to follow up with an FSE combo.

  • j.HK, Feng Shui Engine, s.LK - s.MP
    • c.MK - s.HK xx EX Senpusha[, far s.MK] - 384 damage, SKD / 412 damage, reset [corner] {A1-4}
    • c.MK - s.HK - c.HP xx EX Senpusha - 417 damage, SKD
    • s.HK - c.HP xx EX Senpusha, far s.MK - 441 damage, reset [corner]
    • c.MK - c.HK - 282 damage, HKD+ {A1-2} {B}
    • c.MK - c.HP - c.HK - 333 damage, HKD+

Knockdown set-ups

After a throw, it is possible to activate FSE and then safe-jump. Only Assatsu Kick (backward throw) works midscreen, but either one works in the corner. Crouching MK or crouching HK can be used as an option-select to catch backdashes and evade certain reversals.

  • Assatsu Kick, Feng Shui Engine, jump, j.HK, [(option-select)] [...]
  • Karen Kick, Feng Shui Engine, jump, j.HK, [(option-select)] [...] [corner]

Another set-up is possible after hitting with a Fuhajin store midscreen.

  • Fuhajin (store), Feng Shui Engine, L Fuhajin (release) xx EX Focus Cancel [midscreen] - For best results, hit the Fuhajin store from max range, and do everything as fast as possible. If the knockdown is teched, the Fuhajin hits meaty, and 3-frame reversals can be blocked. Otherwise, there is still enough time to safe-jump.

Resets

After a focus attack, you may want to use a reset to avoid damage scaling, especially after stunning an opponent with a combo.

  • Focus Attack (lv.2/3)
    • dash, jump forward, j.LK, Feng Shui Engine, dash [...]
    • dash, jump forward, Feng Shui Engine, s.LK, dash [...]
    • backdash, Feng Shui Engine, dash, s.LK, dash [...]
    • backdash, jump forward, j.MP, Feng Shui Engine, s.MP, dash [...] [corner]

(Note: Focus attack set-ups may not always work correctly on all characters.)

Fuharenjin/Kaisen Dankairaku juggles can also be used as resets for FSE.

  • (air-to-air) j.MP, Feng Shui Engine, s.LK, dash [...]
  • (air-to-air) j.MP, Feng Shui Engine, s.HP, far s.MK xx L Fuhajin (release) xx EX Focus Cancel [...] - The Fuhajin hits meaty, and 5-frame reversals can be blocked.
  • Shikusen, Feng Shui Engine, s.MP [...] - Shikusen must hit very low for this to work.
  • EX Shikusen, Feng Shui Engine, s.MP [...]

Armor-canceling

The SFIV armor-canceling glitch can be used to activate FSE at times when it otherwise would not work. In this case, we want to use EX Kasatushi as the armored move, and then immediately use Feng Shui Engine as an attack is being absorbed. This is probably the easiest way to input it: Qcb.pngD.pngDf.png + P.pngP.png ~ Qcf.png + 3p.png

If you catch your opponent leaving predictable holes in their offense, you can use this to absorb a move and punish them during its recovery. One common scenario is Ryu doing c.MK xx Hadoken from max range. You would input the armor-cancel Ultra as a reversal after blocking the c.MK. The Hadoken would be absorbed by EX Kasatushi, which would then be canceled into Feng Shui Engine. Ryu is left with significant recovery from the Hadoken, giving you a free combo. If the Ryu player chose not to use a Hadoken, Juri would simply use EX Kasatushi, which would not waste the revenge meter and would most likely not get punished as hard as a blocked Kaisen Dankairaku.

After activation

Fuhajin not stored

These are the BnB combos for FSE.

  • c.LK - s.MP
    • c.MK - s.HK xx EX Senpusha[, far s.MK] - 323 damage, SKD / 358 damage, reset [corner] {A1-3}
    • s.HK - c.HP xx EX Senpusha[, far s.MK] - 356 damage, SKD / 391 damage, reset [corner] {A4}
    • c.MK - s.HK - c.HP xx EX Senpusha[, far s.MK] - 365 damage, SKD / 393 damage, reset [corner]
    • c.MK - c.HK - 201, HKD+ {A1-2} {B}
    • c.HP - c.HK - 233, HKD+ {Rufus}
    • c.MK - c.HP - c.HK - 262, HKD+
  • Sekku
    • c.MP - c.MK - s.HK xx EX Senpusha[, s.MP] - 373 damage, SKD / 408 damage, reset [corner]
    • s.LK - s.MP - c.MK - c.HK - 252 damage, HKD+
    • c.MK - Use this if landing Sekku from further away.
      • xx EX Senpusha[, s.MP] - 274 damage, SKD / 323 damage, reset [corner]
      • c.HK - 202 damage, HKD+

Some people like to try to throw Juri when she activates FSE. If predicted, it can be countered with close standing MK, leading into a full combo. These combos can also be used as punishers and focus attack follow-ups.

  • s.MK - s.MP
    • s.HK xx EX Senpusha[, far s.MK] - 349 damage, SKD / 391 damage, reset [corner]) {A1-4}
    • s.HK - c.HP xx EX Senpusha[, far s.MK] - 401 damage, SKD / 436 damage, reset [corner])
    • c.HK - 207 damage, HKD+ {A1} {B}
    • c.HP - c.HK - 278 damage, HKD+

The following combo is a more optimal punisher for Chun-Li and M Bison.

  • c.MK - s.MP - s.HK - c.HP xx EX Senpusha[, far s.MK] - 396 damage, SKD / 431, reset [corner] {A4}

Fuhajin stored

s.MK can replace c.LP in these combos for throw bait and punishers.

  • c.LP - s.MP
    • s.HK xx L Fuhajin (release), far s.MP
      • s.HK xx EX Senpusha, s.MP - 419 damage, reset [corner]
      • c.MK - c.HK - 337 damage, HKD+ [corner]
    • s.HK xx L Fuhajin (release) xx EX Focus Cancel, s.MP
      • s.HK xx EX Senpusha[, far s.MK] - 392 damage, SKD / 413 damage, reset [corner] {A1-4}
      • s.HK - c.HP xx EX Senpusha[, far s.MK] - 414 damage, SKD / 428 damage, reset [corner]
      • c.MK - c.HK - 331 damage, HKD+ {A1-3} {B}
      • c.HP - c.HK - 351 damage, HKD+
  • Sekku, c.MP
    • s.HK xx L Fuhajin (release), far s.MP - s.HK xx EX Senpusha, s.MP - 459 damage, reset [corner]
    • c.MK - s.HK xx L Fuhajin (release), far s.MP - c.MK - c.HK - 386 damage, HKD+ [corner]

Between combos

Perhaps the biggest obstacle with FSE is getting a chance to do a combo, especially against determined turtles. Juri has several options for breaking through an opponent's defense, like frame traps, surprise overheads, and throws. Throws don't do anything special during FSE, but damage is damage.

After successfully scoring an FSE combo, there are a few options. Midscreen, you can either end with crouching HK and continue pressure on the opponent's wakeup or end with L Senpusha and go for a reset. In the corner, you can also end with EX Senpusha and reset with close standing MP or far standing MK, which can be followed by dash-under mix-ups. If you're at the end of a round, trying to get a bit of extra damage for a KO, you can also follow up a corner EX Senpusha with close standing HP xx mid EX Fuhajin.

Frame traps

  • c.LK/s.LK - s.LP (miss), s.LK [...] - The light kicks combo on hit, and you can mix in a throw at any point here.[/i]
  • c.LK/s.LK - c.MP, c.MK [...] - There is a 7f gap here. It feels awkwardly long because of FSE, so this can bait an opponent into pressing a button or switching to high block. This can be mixed up with a kara throw or an overhead.
  • s.LK, c.MP/c.MK [...] - This is a standard 3f frame trap for Juri. You can do a throw after the s.LK or cancel the animation of c.MP into a kara throw.
  • [...] xx L Fuhajin (release)/low EX Fuhajin, c.MK/c.MP [...] [corner] - This makes a minimum gap of 1-2f, and it allows you to start a new FSE string.

Closing distance

Any "safe" pressure strings will continually move Juri backward on block, so it occasionally becomes necessary to take a risk to get back in.

  • Fuhajin (release)/Senpusha xx EX Focus Cancel

You can do this at pretty much any time to keep pressure going. It's the safest option, but it costs 2 EX bars.

  • Sekku

This makes a gap of around 7-10f, depending on what you canceled it from.

  • Focus Attack, dash

Level 1 is -3 on block. Level 2 takes 21f to charge, and it is +3 on block.

  • Shikusen, s.MP

This takes at least 18f to come out from the ground. If it hits, you can reset and continue with more pressure strings.

  • Far s.HK

With FSE activated, the part of this move's active hitbox below Juri's leg disappears, causing it to whiff against many crouching characters whom it would normally hit. This causes Juri to recover right in front of an opponent, giving another opportunity to attack. This is very useful for going over an opponent's low pokes and then punishing their recovery, or it can simply be used to catch them off-guard if they are too focused on blocking.

Sweep follow-ups

  • [...] c.HK
    • walk forward, Sekku, c.MK [...]
    • walk forward, c.HK
    • walk forward, c.MK - c.HK
    • dash, c.LK [...]
    • [xx Fuhajin (store),] walk forward, jump, [(discard Fuhajin)], j.MK/j.HK [...] - If done correctly, this makes a very ambiguous cross-up with j.MK, which is especially nasty when coupled with Juri's ability to use j.HK to fake a cross-up even when j.MK would normally be a real cross-up. The Fuhajin store is for moving Juri forward if this is used as a follow-up to a midscreen combo where c.HP was used. Effectiveness may vary per character.
    • xx M Senpusha [...] [midscreen] - This allows you to switch sides after a sweep, except from long range (usually depends on whether or not c.HP preceded c.HK). There is enough time to do a cross-up afterwards.

Option-selects

With FSE activated, Juri gains a new way to do option-selects on an opponent's wakeup. From a meaty c.LK, input the next attack in your FSE chain followed by the move to option-select with, followed by the rest of your FSE string. If inputted correctly, the option-select move should come out right after the recovery of the meaty attack ends if it whiffs. If the meaty attack connects, the FSE string should come out, and the option-select is ignored, since it is inputted during the startup of another move.

Examples:

  • c.LK, c.MK, (c.HK), s.MP (easiest)
  • c.LK, s.MP, (c.HK), c.MK/Sekku

The c.HK option-select should work on every character's backdash except Dhalsim and Makoto.