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Here is your Combo Guide of Juri in Street Fighter 6! New and Updated for Season 3 of the game lets show you lots of Juri's practical combos (and maybe an impractical Feng Shui Engine at the end thats cool) to get you ready for your matches! Juri over than FSE combos is actually quite straight forward overall, just gotta build and manage your Fuhajin stocks to get some of your sassier and longer combos. Below will be Combo Notation for whats in the video, enjoy! Big Guide here: • Juri Ultimate Starter Guide - Street Fight... COMBO GUIDE AND NOTATIONS LP = Light Punch MP = Medium Punch HP = Heavy Punch LK = Light Kick MK = Medium Kick HK = Heavy Kick qcf = quarcter circle forward/236 qcb = quarter circle back/214 hcf = half circle forwards/41236 hcb = half circle backwards/63214 DP = Dragon Punch motion, forward, down, downforward/623 789 456 123 ch = Counter Hit pc = Punish Counter cr = crouch st = stand dr = drive rush COMBO NOTES: Whenever I say Pinwheel I mean her uppercut style move Tensenrin. We called in pinwheel back in the SF4 days so thats what its staying to me! COMBOS -------------------------- --BASIC BNBS-- cr LP, st LP, st LK, HP pinwheel (or LP for better oki) 1470 dmg -(corner) cr lp, st LP, st LK, ex fireball, HP pinwheel 1710 dmg cr MK, MK fuha 980 dmg fHK, ex Ankensatsu, fMP, MK fuha 2580 dmg (can get 2833 dmg if go into usual drive rush combo instead) HK, ex Ankensatsu, fMP, MK fuha 2380 dmg st LP, st LP, st LK, LP pinwheel 1230 dmg (or do HP for 1470 but worse oki) (corner) spaced fireball (from stHP), cr mp, ex fireball, HP pinwheel 2780 dmg --PUNISH COUNTERS-- st MP, st HK, HK fuha, lp pinwheel (best for lower damage punish counter situations, builds stock, gives oki) crMP, crMK, drive rush combo (whiff punish) -(for whiffed reversals) DR fHK, cr HK, drc cr HK, st MP, cr MP, drc, cr HK, st MP, cr MP, HLM stores, fMP, qcfHK, lvl 3 6447 dmg --DRIVE RUSHES-- (DRIVE RUSH NOTE: after cr mk drive rush, cr lp is a jail on block) -cr mk, drive rush, cr HP, st MP target combo, lvl 1 2585 dmg (good way to close a round) -cr mk, drive rush, cr HP, st MP, cr MK, MK fuha 2024 dmg (gives good oki after) -cr mk, drive rush, st MP, cr HP, HK fuha, HP pinwheel 2072 (if you just need those few more damage points) -cr mk, drive rush, cr HP, st MP, cr MP, drive rush cr HP, st MP, cr MP, HLM stocks, fMP, qcf HK, lvl 3 4847 dmg drive rush fMP, crHP, hk fuha, hp pinwheel 2530 dmg (best range) drive rush fMP, st MK(1 hit), HK fuha, HP pinwheel 2030 dmg (not as much dmg as above, but better on block as st MK frametraps) drive rush MP, MP, cr MP, MK fuha 2100 dmg (drive rush mp, bHK also catches jumpers) drive rush cr LK, st MP, cr MP, MK fuha 1460 damage Drive Rush overhead, st MP, cr MP, MK fuha 2100 dmg --STOCK COMBOS-- ---1 stock ender You just do HK kick, but its not worth it most of the time unless itll kill. ---2 stock ender cr MK, qcfLK~MK, fMP, MK fuha ---3 stock ender HSM leaves them standing, fMP, MK fuha to get a store back --ODDS AND ENDS-- instant overhead jump MH ex divekick (delay) followup, you can get qcfHK after. 2240 dmg DI block bounce, cr HP, MK fuha, HP pinwheel Ex Divekick you can DR cr HP after, ex qcfMK after and bounce for a super or pinweheel -------------------------- FSE COMBOS -------------------------- ENTERING FSE BY ITSELF DOES NOT RAISE COMBO SCALING so if you go into it with FHK it may be best not hold and just go into another fHK into ex qcfMK the default MK~MP, stLK(linked), fMP~cr MK~bHK~cr HP~ jump LP~MP~MK~Divekick (gives +42 safejump setup carries them almost full screen) corner MK~MP, stLK(linked), fMP~cr MK~crHP~stHK HK Fuha (gives +42 safejump while leaving majority of your meter) corner anything that goes into HK, cr HP gives you jump MP~HP~HK which can give variable frame advantage based off delaying moves Off HK launcher FSE (held) HK~crHP~jump MK~ divekick + followup 3120 assuming stand HP start (in FSE) fMP~crMK~stHK~stHP qcfHK, lvl 1 super (gives enough air to combo into it) BIG DUMB COMBO THAT TAKES EVERYTHING YOU GOT whatever into FSE(NO HOLD), 3 stocks needed fHK, ex Ankensatsu, crMK~stMP, link into stLK~fMP~MK, Saihasho, crLP~crMP~stMK~bHK, Saihasho, crMK~stMK~bHK, saihasho, crLP~crMP~stMK~bHK, saihasho(this last one is a link, no more stocks), stLK~crMK~fMP, drive rush cancel, stMP, link crHP Ankensatsu, stLK~crMK~crMP~bHK drive rush cancel, MP, link crHP, Ankensatsu, stLK into lvl 1 or HK pinwheel *note this will not work on zangief/honda/blanka/marisa as they are wider. Similar combos will work but not this route. For any DI burnout setups, just do whatever combo into cr hp to launch and the DI will connect, taking 2 bars from initial FSE hit and that --------------- --On Twitter @ / rooflemonger --On Twitch @ / rooflemonger #gaming #streetfighter #sf6