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Feng Shui Engine V2.12 - A Juri AE 2012 Combo Video (Includes 711dmg Zangief combo)

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Uploaded by on Dec 17, 2011

So this combo video mainly shows off A) Pinwheel FADC stuff, B) Overhead Combos and C)The most broken forward dash in the game. The videos content ranges from practical and flashy combos to specific matchup technology using the 2012 changes that i felt like throwing in because it looked cool.

So heres a rundown of each combo:

Combo 1: Expinwheel xx Lvl 2 FA to Ultra 2, Juri can now combo lvl 2 focus off of expinwheel, the ultra is there just as filler to open up the video lol.

Combo 2: Lk pinwheel FADC to close medium punch combo, this extends the basic lk fireball bnb for extra meter.

Combo 3: Another combo extender to her basic fireball link BnB.

Combo 4: The highest damage variation of her midscreen fireball BnB, you could probably spend 4 bars for another pinwheel FADC but i figured it looked cooler to end in Expinwheel. Also notice the cr.mp link off the fireball, this only works on a few characters but Abel is obviously one of them.

Combo 5: 3 Meter corner combo based on the previous combo, does 465 damage, which is quite alot.

Combo 6: Some troll combo where you can combo 3 lk pinwheels in a row with 4 meters, I would actually use this just to style lol.

Combo 7: Close.Mp starts in 3 frames now so its very practical to link off a light, since it moves right into your opponent expinwheel after fireball store becomes alot more viable to use as a followup becaue your close enough to get all the hits.

Combo 8: Blanka Ball punish extender for 3 bars using lk pinwheel FADC.

Combo 9: Showing off the expinwheel lvl 2 focus again...you know incase you forgot...

Combo 10: Expinwheel FADC mk pinwheel, yeah it works lol expinwheel on the second hit has alot more hitstun now.

Combo 11: I use the close mp teleport glitch that was recently discovered and added abit of flash to it.

Combo 12: Mk pinwheel FADC while holding down 2 fireballs (this is hard incase you didnt notice), i make distance with the first fireball and then use the extra frame advantage on the high fireball to combo into an Ultra 1 series.

Combo 13: Full screen corner carry combo with no fireballs, just 4 meters.

Combo 14: 400 dmg overhead combo, character specific.

Combo 15: Meaty fireball combo, dashing up actually combos off the fireball, its also a blockstring if done right (LOL!)

Combo 16: Sakura escape tatsu punish.

Combo 17: Dhalsim Yoga Sniper punish (ON HIT!), yes the forward dash is amazing.

Combo 18: 500 damage overhead combo in the corner, expends 3 meters.

Combo 19: Vega Ultra 2 escape punish using the overhead to hop over the ultra.

Combo 20: Seth Sonic Boom punish, the dashs low profile gets under the projectile with ease and covers dumb distance to get the punish from ages away.

Combo 21: Overhead combo using a held down lk fireball to combo into Instant Air J.Mp to finish the combo.

The Zangief Combo: In SSFIV i did a 700 damage combo on Seth in another video: www.youtube.com/watch?v=kro3iWPNRjs

In Arcade Edition Seth's stun was increased and therefore it didnt work anymore, this combo was actually possible in AE (and to some extend super) but a 1 frame unplinkable link off 2 hit Hk pinwheel FADC done TWICE! No im not a masochist, i didnt even try to record that.

The combo uses counterhit to start the combo off, this is needed to combo into the next normal; Far.Hp, then i repeat the same looped combo using the far normals with fireballs and pinwheel FADC twice. whats frustrating is i only got 1 attempt per activation at the combo because i needed all the time the ultra has to do it, 4 minutes into recording it i missed the last Far.Hk to Far.Hp link (its pretty tricky to do, you can only cancel it once your grounded again from the far.hk) and i then proceeded to rage at how it took me another 20 mins to get as far as i did then and complete the combo...God dammit...

  • likes, 3 dislikes

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Uploader Comments (MetallicMike27)

  • 2:45 you better not pull that shit online 0.0

  • @shadowkid1993 lol theres Zero chance that combo would ever be able to be pulled off, the spacing in order to start it has to be so exact otherwise it just randomly drops out midway because a normal whiffs or something, also starts on counterhit, need full FSE, all fireballs stored and 4 meters, i could easily land variations with alot less hits though lol.

Top Comments

  • what is the BGM?

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All Comments (47)

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  • now do it in evo

  • awesome ass juri play i love this character can u please train me in using her i beg of you =[

  • Hey man u should post this up on eventhubs a TON of people would be grateful plus its exposure for you channel I just decided to try and use juri and you've definitely sparked an ember of interest in me thanks a lot man

  • Usually I talk mad shit, but that last one was nice.

  • dat last combo was hot.

  • @Andru157

    Wait...Never mind. (Stupid me!)

  • @Andru157

    I don't see it there....Unless you mean that link to another vid?

  • @CountofBleck Credits.... read them.

  • Good job Mike.

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