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]... 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 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.
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 2nd hit of 5MK will connect, which will lower the 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.
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.