Ultra Street Fighter IV/Juri/Omega: Difference between revisions

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{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow2|Rochumou<br>(Super)|{{Qcf}}{{Qcf}}{{K}}<br>236236+K|s|a|r|B|KD|410|-|hit|-|-|}}
{{OSFIVFrameDataRow2|Rochumou<br>(Super)|{{Qcf}}{{Qcf}}{{K}}<br>236236+K|s|a|r|B|KD|50*360|-|M|-|Travels ~3/4 screen, locks into cinematic on hit|}}
{{OSFIVFrameDataRow|Feng Shui Engine<br>(Ultra 1)|{{Qcf}}{{Qcf}}{{3p}}<br>236236+PPP|s|a|r|B|KD|-|-|hit|-|-|}}
{{OSFIVFrameDataRow|Feng Shui Engine<br>(Ultra 1)|{{Qcf}}{{Qcf}}{{3p}}<br>236236+PPP|s|a|r|B|KD|-|-|-|-|Normals become chainable, dash low profiles, moves slower and farther|}}
{{OSFIVFrameDataRow|Kaisen Dankairaku<br>(Ultra 2)|{{Qcf}}{{Qcf}}{{3k}}<br>236236+KKK|s|a|r|B|KD|480|-|hit|-|-|}}
{{OSFIVFrameDataRow|Kaisen Dankairaku<br>(Ultra 2)|{{Qcf}}{{Qcf}}{{3k}}<br>236236+KKK|s|a|r|B|KD|480<br>[75*30x6*75]|-|M|-|[Damage on non-cinematic juggle, not factoring in damage scaling]|}}
{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
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Revision as of 06:08, 29 April 2022

Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Juri

SSFIV-Juri Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range
  • Movement Changes:
    • Forward Dash: 4f faster (19f > 15f), longer distance
      • Does not apply during U1
  • Normal Move Changes:
  • Command Normal Changes:
  • Special Move Changes:
  • Super/Ultra Changes:

Character Specific Data

Juri

VITALS
Health: 950 Stun: 950
WALKING
Forward Walk Speed: 0.035 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+35+4 Jump Distance: 1.7 Forward, 2.04 Back
DASHING
Forward Dash Frames: 15
(U1: 18)
Forward Dash Distance: 1.54
(U1: 1.69)
Back Dash Frames: 27 Back Dash Distance: 1.20
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 24
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 7-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -9
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): -3

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png s a r B H 30 S M Ch Sp Su Nearly identical to Far 5LP but with a taller hitbox
5MP (Close) cl. Mp.png s a r B H 70 S M Sp Su -
5HP (Close) cl. Hp.png s a r B KD 100 S M Sp Su -
5LK (Close) cl. Lk.png s a r B H 30 S M Ch Sp Su -
5MK (Close) cl. Mk.png s a r B H 30*35 S M Sp Su 2 hits, both cancellable
5HK (Close) cl. Hk.png s a r B H 40*70 S M Sp Su / - 2 hits, only 1st is cancellable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png s a r B H 30 50 M Ch Sp Su Nearly identical to Close 5LP but with a shorter hitbox
5MP (Far) far. Mp.png s a r B H 80 100 M Su -
5HP (Far) far. Hp.png s a r B H 120 200 M - -
5LK (Far) far. Lk.png s a r B H 40 50 M Ch Sp Su -
5MK (Far) far. Mk.png s a r B H 70 70 M Su -
5HK (Far) far. Hk.png s a r B H 110 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 30 50 M Ch Sp Su -
2MP Down.gifMp.png s a r B H 70 100 M Sp Su -
2HP Down.gifHp.png s a r B H 100 200 M Sp Su -
2LK Down.gifLk.png s a r B H 20 50 L Ch Sp Su -
2MK Down.gifMk.png s a r B H 60 100 L Sp Su -
2HK Down.gifHk.png s a r B KD 100 200 L - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sekku
(Overhead)
Right.gifMk.png s a r B H 70 70 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 50 50 H Sp Puts airborne opponents into free juggle state; cancels to divekick
j.HP (angled) Upright.gifHp.png s a - - - 100 200 H - Does not knock down (KD version is now a command normal)
j.LK (angled) Upright.gifLk.png s a - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png s a - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 100 200 H - -
Tojushu Air Down.gifHp.png s a - - KD 90 100 H - Diagonal jumps only; knocks down like her USF4 j.HP
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 21 2 35 -21 KD 80 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png s 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png s 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Karen Kick
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Assatsu Kick
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Senpusha
(Pinwheel)
Qcb.pngLk.png
214+LK
s a r B KD 100 80 M Su -
MK Senpusha
(Pinwheel)
Qcb.pngMk.png
214+MK
s a r B KD 120 130 M Su -
HK Senpusha
(Pinwheel)
Qcb.pngHk.png
214+HK
s a r B KD 140 155 M Su -
Ex.png Senpusha
(Pinwheel)
Qcb.png2k.png
214+KK
s a r B KD 180 185 M FA -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Rochumou
(Super)
Qcf.pngQcf.pngK.png
236236+K
s a r B KD 50*360 - M - Travels ~3/4 screen, locks into cinematic on hit
Feng Shui Engine
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD - - - - Normals become chainable, dash low profiles, moves slower and farther
Kaisen Dankairaku
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 480
[75*30x6*75]
- M - [Damage on non-cinematic juggle, not factoring in damage scaling]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
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Fei Long
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Yang
Yun
Zangief