User talk:AkashicAYS

Discussion page of User:AkashicAYS

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]...
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.

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 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.

Starters


5HP > 214214P...
6HP > 214214P...
5MP, 2MP > 214214P...
2MK > 214214P...

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.

Enders


... 6MP > 5HK > 5HP > 236HK > 623HP - Anywhere
... 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K - Midscreen
... 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K - Corner

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.

Assorted Routes


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

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.

Heavies


5HK > 623HP/214MK
5HK > 6HP...
5HP/2HP/6HP > 5HK ...
5HP/2HP/6HP > 236MK!, 6MP...

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 with sweep: 2MP > 2HK combos and 5HP > 2HK combos. But 2MP > 5HP > 2HK does not work because 5HP launches off the ground.

Grounded


... 5HP/5HK > 214MK
... 5HP/HK > 214LK > 623HP
... 5HK > 5HP > 236HK > 623HP
... 2HP/4HK(1) > 214HK > 623HP
... 2HP > DI

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.

Combo Tables

Activation
Combo Position Drive Super Fuha Stocks Notes
5HP > 214HK, 214214[P] > 5HK > 2HP > jc dl.jMK > j214K~K Midscreen 0 0 +1 Midscreen route for damage off juggle activation.
... > 6MP > 4HK > 2HP > jc jMP > jMK > j214K Midscreen 0 0 +1 Midscreen route for okizeme. 5HK > 2HP also works but does slightly less damage.
... > 5HK > 2HP > jc jMK > jHP > jHK > j214K~K Corner 0 0 +1 Corner combo optimized for damage.
... > 4HK > 2HP > jc jMP > jMK > jHP > jHK Corner 0 0 +1 Corner route to immediately enter into a 50/50.
5HP > 214214P > 6MP > 5HK > 5HP > 236HK > 623HP Anywhere 0 0 0/-1 Route that works anywhere on the screen off grounded activation. 5MK and 6MP are mostly interchangeable
... > 6MP > 4HK(1) > 2HP > jc jMP > jMK > j214K Midscreen 0 0 0 Midscreen route for corner carry. 6MP is much more consistent here than 5MK.
... > 5MK > 5HK > 2HP > jc jMP > jHP > jHK > j214K~K Corner 0 0 0 Corner combo optimized for damage.
... > 5MK > 5HK > 2HP > jc dl.jMP > jHP > jHK Corner 0 0 0 Corner route to immediately enter into a 50/50. It's really that simple.


In-Engine
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.