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

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Note: data listed in '''[square brackets]''' refers to '''Ultra 1''' versions of the move<br>
Note: data listed in '''[square brackets]''' refers to '''Ultra 1''' versions of the move<br>
All light normals cancelled into '''236K (Jafutan)''' are -5 oB, -2 oH [unchanged during U1].<br>Medium normals are -2 oB [-4 during U1], +1 oH [unchanged during U1], with 2 exceptions:
'''Light Normals xx 236K''' (Jafutan) are -5 oB, -2 oH [U1: no change]<br>'''Medium Normals xx 236K''' are -2 oB [U1: -4], +1 oH [U1: no change], with the following exception:
*cl.5MK: 1st hit xx 236K is 0 oH; [U1 version] xx 236K is -2 oB
*[U1 Close/Far 5MK] xx 236K are both -2 oB
*[U1 Far 5MK] xx 236K is -2 oB
Heavy normals will have their individual 236K cancel data listed in the description, as these are the only useful applications of this technique
Heavy normals will have their individual 236K cancel data listed in the description, as these are the only useful applications of this technique



Revision as of 09:26, 2 October 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:
  • Moves with ending Frame Buffer:

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




Note: data listed in [square brackets] refers to Ultra 1 versions of the move
Light Normals xx 236K (Jafutan) are -5 oB, -2 oH [U1: no change]
Medium Normals xx 236K are -2 oB [U1: -4], +1 oH [U1: no change], with the following exception:

  • [U1 Close/Far 5MK] xx 236K are both -2 oB

Heavy normals will have their individual 236K cancel data listed in the description, as these are the only useful applications of this technique

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4
[3]
3
[2]
5
[9]
3
[0]
6
[3]
30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 3
[4]
4
[4]
11
[14]
-1
[-6]
2
[-1]
70 100 M Sp Su U1: has juggle potential and continues juggle state
5HP (Close) cl. Hp.png 6
[5]
4
[4]
31
[26]
-17
[-12]
KD 100 200 M Sp Su 2-22f airborne; 236K Cancel: -15 oB, +38 KD Adv oH; U1: has juggle potential, but no longer special cancellable on block; KD Adv: +36 [+41]
5LK (Close) cl. Lk.png 3
[3]
3
[3]
5
[7]
3
[1]
6
[4]
30 50 M Ch Sp Su -
5MK (Close) cl. Mk.png 6
[5]
2(3)2
[2(4)2]
19
[19]
-7
[-7]
-4
[-4]
30*35 40x2 M Sp Su 2 hits, both cancellable; U1: 2nd hit has juggle potential
5HK (Close) cl. Hk.png 11
[7]
2(2)2
[2(2)2]
20
[20]
-4
[-4]
1
[1]
40*70 125*75 M Sp Su / - 2 hits, only 1st is cancellable; 1st hit xx 236K is +2 oB, +5 oH; U1 2nd hit xx 236K is +7 oH; U1: 1st hit has juggle potential, both hits Sp cancellable on hit, can no longer cancel on block
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4
[3]
3
[2]
5
[9]
3
[0]
6
[3]
30 50 M Ch Sp Su -
5MP (Far) far. Mp.png 6
[6]
4
[4]
11
[11]
-1
[-3]
2
[2]
80 100 M Su U1: has juggle potential, becomes special cancellable on hit/block
5HP (Far) far. Hp.png 10
[7]
3
[3]
20
[20]
-5
[-5]
-1
[-1]
120 200 M - U1: has juggle potential, becomes special cancellable on hit; 236K Cancel: [+6 oH during U1]
5LK (Far) far. Lk.png 5
[5]
3
[3]
7
[7]
1
[1]
4
[4]
40 50 M Ch Sp Su -
5MK (Far) far. Mk.png 5
[5]
1*4
[1*4]
14
[14]
-4
[-4]
-1
[-1]
70 70 M - / EX Su 2 hits, only 2nd is cancellable; U1: has juggle potential, becomes special cancellable on hit
5HK (Far) far. Hk.png 15
[14]
4
[4]
19
[18]
-5
[-4]
-1
[0]
110 200 M - 6-23f [5-22f] airborne; U1: has juggle potential, becomes special cancellable on hit; 236K Cancel: [-3 oH during U1]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4
[3]
2
[2]
8
[7]
1
[2]
4
[5]
30 50 M Ch Sp Su -
2MP Down.gifMp.png 6
[4]
3
[6]
10
[11]
1
[-5]
4
[0]
70 100 M Sp Su -
2HP Down.gifHp.png 6
[5]
4
[3]
19
[28]
-5
[-15]
0
[KD]
100 200 M Sp Su U1: jump cancels on hit, launches into free juggle state, no longer cancellable on block; 236K Cancel: +1 oB, +6 oH; [U1 KD Adv: +38, +53 after 236K]
2LK Down.gifLk.png 4
[4]
4
[4]
5
[5]
2
[2]
5
5]
20 50 L Ch Sp Su -
2MK Down.gifMk.png 6
[4]
2
[2]
17
[17]
-5
[-7]
-2
[-2]
60 100 L Sp Su -
2HK Down.gifHk.png 8
[8]
2
[2]
25
[25]
-9
[-9]
KD 100 200 L - U1: becomes special cancellable on hit; KD Adv: +15 [+15], [+26 after 236K]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sekku
(Overhead)
Right.gifMk.png 20
[20]
2
[2]
17
[16]
-2
[-1]
2(1)
[2(1)]
70 70 H - (refers to crouching opponent); U1: has juggle potential, no longer starts combos
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 11 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 6 - - - 50 50 H Sp Puts airborne opponents into free juggle state; cancels to divekick
j.HP (angled) Upright.gifHp.png 9 4 - - - 100 200 H - New version of j.HP that does not knock down
j.LK (angled) Upright.gifLk.png 5 6 - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png 5 6 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 6 6 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 8 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 7 - - - 80 100 H - U1: turns into angled j.MP
j.HP (neutral) Up.gifHp.png 8 4 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 10 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 5 5 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 8 4 - - - 100 200 H - Hits on both sides
Tojushu Air Down.gifHp.png 7 4 - - 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 10+11 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 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 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: +27
Assatsu Kick
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +8
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 Has juggle potential
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 Has some juggle potential, but not on first hit
Shikusen
(Divekick)
Air Qcb.pngK.png
Air 214+K
s a r B KD 40 50 M - Forward/Neutral jump only; K strength determines angle; puts opponent into limited juggle state
+ Shirensen
(Followup)
+ K.png s a r B KD 20x2*80 20x2*90 M - Non-EX divekicks only; hits inconsistently on some characters and may drop
Ex.png Shikusen
(Divekick)
Air Qcb.png2k.png
Air 214+KK
s a r B KD 50*25x2*60 50*20x2*50 M - Any jump angle; full animation plays out on hit/block; puts opponent into limited juggle state
Kasatushi
(Counter)
Qcb.pngP.png
214+P
s a r - - - - - - Armor absorbs attack, then teleports depending on which P was used; LP forward (can pass through opponent), MP back, HP straight up
Ex.png Kasatushi
(Counter)
Qcb.png2p.png
214+PP
s a r - - - - - - Armor absorbs attack; can teleport forward, up, or up+forward regardless of whether an attack is countered
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Jafutan
(Store)
Qcf.pngK.png
236+K
- - r - - - - - - Hold K after storing, then release to activate special move; followup varies by K strength and by holding left, right, or neutral when releasing
+ Fuhajin
(Fireball)
+ Release K.png s a r B H 50 50 M Su LK low, MK mid, HK high
+ LK Shotenha
(Launching Kick)
+ Release Left.gifLk.png s a r B KD 80*50 100*50 M Su Projectile hitbox; launches opponent into limited juggle state
+ MK Shotenha
(Launching Kick)
+ Release Left.gifMk.png s a r B KD 80*50 100*50 M Su Projectile hitbox; launches opponent into limited juggle state
+ HK Shotenha
(Launching Kick)
+ Release Left.gifHk.png s a r B KD 80*50 100*50 M Su Projectile hitbox; launches opponent into limited juggle state
+ LK Fusatsusen
(Axe Kick)
+ Release Right.gifLk.png s a r B H 50*30 50x2 M Su Both hits cancellable
+ MK Fusatsusen
(Double Kick)
+ Release Right.gifMk.png s a r B KD 50*70 50*80 M Su 2nd hit cancellable
+ HK Fusatsusen
(Upkick)
+ Release Right.gifHk.png s a r B KD 100*60 100*50 M - -
Ex.png Fuhajin
(Fireball)
Qcf.png2k.png
236+KK
s a r B KD 50x2 50x2 M FA Projectile angle: LK+MK low, MK+HK mid, LK+HK high
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 and special cancellable, dash moves slower/farther and low profiles; some normals gain more juggle potential and unique properties
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:


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