User talk:AkashicAYS: Difference between revisions

Discussion page of User:AkashicAYS
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|-| Drive =
|-| Drive =
{{TheoryBox
| Title      = OD Ankensatsu
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 236LKHK
| content    = OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.
}}
{{TheoryBox
| Title      = OD Shikusen
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = j214KK
| content    = OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.
}}
{{TheoryBox
| Title      = Drive Rush Cancels
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = MP+MK/66
| content    = OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.
}}
|-| Super =
|-| Super =
{{TheoryBox
| Title      = Sakkai Fuhazan
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 236236K
| content    = OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.
}}
</tabber>
</tabber>



Revision as of 14:47, 2 August 2023

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.

Sample 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 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.

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.

Sample 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 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.

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.

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.

Midscreen Safejump

214HK Safejump


... 6MP > 4HK(1)/2HP > 214HK
... 2HP > 5HK > 214HK

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.

Spending Resources

Saihasho/Go Ohsatsu


236LK!/236HK!

Enhanced Saihasho remains a strong tool in neutral as a wall that Juri can approach behind and Go Ohsatsu still leads to solid oki on its own. What makes them truly remarkable is how they synergize in FSE. Any route that leads to 236HK! juggling opponents in the air and then setting down the fireball, such as the ...5HK > 5HP BnB, gives Juri particularly powerful midscreen okizeme. The fireball does not hit meaty which is actually a benefit in this case because it prevents the opponent from mashing out while Juri can safely wait and respond to her opponent's choices.

Ankensatsu


236MK!

Enhanced Ankensatsu is different from the other 236K specials in that it's purely a combo tool. While it may be lacking in utility, it makes up for this simply because it allows Juri to link back into her mediums, giving her the most options in terms of routing. Sees use in longer FSE combos because it can combo from mediums using 236LK! > MK but this is not recommended for shorter combos because it scales harshly.

OD Ankensatsu


236LKHK

OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.

OD Shikusen


j214KK

OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.

Drive Rush Cancels


MP+MK/66

OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.

Sakkai Fuhazan


236236K

OD Ankensatsu acts as a substitute for the regular version in case she doesn't have the stocks to use it or if she wants to spend them later in the sequence. As a combo ender, it leads to an autotimed safejump. Juri's other OD 236K specials do not have a unique niche in FSE to our knowledge.

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
2LK > 2LP > 2LP > 5HP > 214MK Anywhere 0 0 +1 Easy and quick stock gain combo, works from pretty much any light starter.
... 5HP > 214MK, 623HP Corner 0 0 +1 Corner version of the above combo. The additional height from 5HP's launch lets this combo work.
... 6MP > 2HP > 214HK Anywhere 0 0 +1 Safejump combo off lights. 4HK(1) also works as a substitute for 2HP.
... 6MP > 5HK > 5HP > 236HK, 623HP Anywhere 0 0 0/-1 Must first use a medium to route into the BnB. 623HP ender adds ~300 damage.
5MP, 2MP > 2MK > 5HK > 5HP > 236HK, 623HP Anywhere 0 0 0/-1 Essentially the FSE BnB because of the 236HK launch which gives the choice of oki, damage, and a super.
... 2MK > 5HP > 214MK Anywhere 0 0 +1 A shorter version of the above combo. Can add 623HP ender in the corner.
5MP, 2MP > 4HK(1) > 214HK Anywhere 0 0 +1 An altered version of the safejump route to fit the BnB. May fall out from further ranges.
2MK > 6MP > 5HP > 214MK Anywhere 0 0 +1 Neutral buffer that is safe to Drive Impact and also pulls Juri closer to the opponent on block.
5HP > 5HK > 214MK Anywhere 0 0 +1 Buffer in neutral from heavies. Can substitute 214MK for 214LK to allow 623HP ender in the corner.
5HK > 6HP > 236HK, 623HP Anywhere 0 0 +1 Does not work as easily from further distances. As always, can choose to forego 623HP ender for stability.
6HP > 4HK(1) > 214HK, 623HP Anywhere 0 0 +1 Heavy punish starter. Can choose between damage or safejump with 623HP ender.
6HP > 236MK!, 6MP > 5HP > 214MK Anywhere 0 0 0 Typical heavy punish starter with stocks.
... > 5HK > 2HP > jc dl.jMP > j.HP > j.HK Corner 0 0 0 Looping corner 50/50 setup. Works from any hit in the corner, even lights.
DI 6MP > 5MK > 4HK > 2HP > jc jMP > jMK > jHP > jHK Corner 0 0 0 Way to access 50/50 if DI wallsplats, works on hit and on block.