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JuiceboxAbel

Some Juri Stuff (SF6)

Oct 8th, 2022 (edited)
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  1. Movelist:
  2.  
  3. 6MP
  4. 6MK
  5. 6HP
  6. 4HK
  7. MP > 4HP > HP (target combo)
  8. air throw
  9.  
  10. 214K - fuhajin charge
  11. 236K - various
  12. 623P - DP
  13.  
  14. air 214K
  15. - forward jump only
  16.  
  17. supers:
  18. 1 - 236236K
  19. 2 - 214214P
  20. 3 - 214214K
  21. ------------------------------
  22.  
  23. startup Block Hit
  24. LP i4 -2 +5
  25. MP i6 +2 +7
  26. HP i10 -5 -1
  27. LK i5 -5 +1
  28. MK i5 / i8 -4 +3
  29. HK i17 -3 +2
  30. 2LP i4 -1 +4
  31. 2MP i6 -2 +5
  32. 2HP i8 -11 +3
  33. 2LK i5 -1 +3
  34. 2MK i8 -6 -1
  35. 2HK i10 -11 KND
  36. 6MP i8 -3 +4
  37. 6MK i21 -2 +2
  38. 6HP i15 -4 +2
  39. 4HK i10 -6 -2
  40.  
  41. 236K Block Hit
  42. LK -8 -2
  43. MK -10 +3
  44. HK -11 KND
  45. LK(S) -3 +1
  46. MK(S) -10 +8
  47. HK(S) -12 KND
  48. EX.LK -2 KND
  49. EX.MK -10 +9
  50. EX.HK -16 KND
  51.  
  52. 236K details:
  53. - non-stock versions are all terrible
  54. - MK and HK are always punishable, even with stock
  55. - If you have an extra stock:
  56. - cancel HK(1) or HK(2) into LK to be safe (-3)
  57. - in corner, you're -3 in throw range, poor position
  58. - HK(2) into LK can catch a 4f button being pressed and you'll Counter Hit.
  59. - They can ALWAYS beat this with an invul move (EX or super) to punish whether or not you cancelled to LK.
  60. --------------------------------------
  61. Other tidbits:
  62.  
  63. - MP into MK xx special is the basic frametrap OS. the cancellable hit of MK misses if they don't press. Use 236MK if you have a stock, or 214HK if you don't.
  64. - 6HP is the high damage combo starter (post DI crumple). Use 236MK if you have a stock, or 214HK if you don't.
  65. - HK Punish Counter leads to any super if close enough. Level 2 seems to require corner. NOT the major punisher, used as a footsie reward.
  66. - The major punisher besides 6HP is Drive Rush 2HP, which links to HP. Then the standard options, Use 236MK if you have a stock, or 214HK if you don't.
  67. - 623MP does same damage as 623HP, use for antiair and some juggle combos for better advantage.
  68.  
  69. Combos:
  70. (*requires 1 Fuha Stock)
  71.  
  72. 2LP, 2LP, 2LP xx 214MK or 623HP
  73.  
  74. MP, link 2MP xx 214MK or 623HP
  75.  
  76. (very close range)
  77. LP or 2MP, link MK(1) xx 214HK, 623MP
  78. LP or 2MP, link MK(1) xx 214HK, super
  79. LP or 2MP, link MK(1) xx 236MK*, 2MP xx 623HP
  80. LP or 2MP, link MK(1) xx 236MK*, 2MP xx 214MK
  81.  
  82. 6HP or 2HP xx 214HK, 623MP
  83. 6HP or 2HP xx 214HK, super
  84. 6HP or 2HP xx 236MK*, 2MP xx 623HP
  85. 6HP or 2HP xx 236MK*, 2MP xx 214MK
  86.  
  87. Punish Counter combo:
  88. [DR] 2HP, link HP xx 214HK, 623MP
  89. [DR] 2HP, link HP xx 214HK, super
  90. [DR] 2HP, link HP xx 236MK*, 2MP xx 623HP
  91. [DR] 2HP, link HP xx 236MK*, 2MP xx 214MK
  92.  
  93. CH confirms:
  94.  
  95. MP (CH), link 6MP xx 214MK or 623HP
  96. ??
  97. ??
  98.  
  99. Feng Shui Combos:
  100. ??
  101. ??
  102. --------------------------------
  103. setup info:
  104.  
  105. 214HK > 623HP > forward dash = +5
  106. 214HK > 623MP > forward dash = +8 (corner only)
  107. 214HK > 623LP > forward dash = +13
  108.  
  109.  
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