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Juri Combos

The document outlines various button and combo confirms for a fighting game, categorized by light, medium, and heavy attacks. It includes specific frame data, advantages on block, and effective combinations for damage and punishing opponents. Additionally, it describes air buttons and their properties, such as cross-ups and knockdowns.

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Max
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0% found this document useful (0 votes)
46 views1 page

Juri Combos

The document outlines various button and combo confirms for a fighting game, categorized by light, medium, and heavy attacks. It includes specific frame data, advantages on block, and effective combinations for damage and punishing opponents. Additionally, it describes air buttons and their properties, such as cross-ups and knockdowns.

Uploaded by

Max
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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Light buttons/confirms:

s. and c.lp are both 4 frame jabs

s.lp, s.lk, qcb.lk for a stock or dp.hp for damages


c.lp, s.lp, s.lk, dp.hp
c.lk, c.lp, qcb.mk

Medium buttons/confirms:
s.mp is +2 on block for frametraps
s.mk and c.mk are good medium pokes. s.mk is only 5 frames for the startup
s.mk has two hits, the first one is cancelable

s.mp, c.mp. qcb.mk for a stock


s.mp, s.lk, dp.hp for damage
c.mp, s.mk, qcb.hk, dp.hp
s.mk, qcb.hk, dp.hp
c.mk, qcb.mk

Heavy buttons/confirms:
c.hp is an anti-air
s.hp and s.hk are good long range pokes, s.hk is advancing
both are minus on block but hard to punish if used at max range
6.hp is an advancing double hit move that can confirm into specials

s.hp, qcb.hk, dp.hp


6.hp, qcf.hk, then .mk with 2 stocks

Punish counter combo:


c.mp, c.hp, qcb.hk, dp.hp
OR s.hk into super
punish counter DI or guard crush DI, c.hp, qcb.hk, dp.hp

Air buttons:
j.mk crosses up
j.mp combos into qcb.hk
j.hp does hard knockdown
j.qcb.k(no different versions) is a neutral skipping divekick that combos with a
second k input

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