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

From SuperCombo Wiki
Line 115: Line 115:
{{OSFIVFrameDataRow2|{{ex}} Senpusha<br>(Pinwheel)|{{Qcb}}{{2k}}<br>214+KK|7|3<small>(1)</small>4<small>(3)</small><br>3*3<small>(1)</small>3<small>(4)</small><br>3*3<small>(1)</small>3|5+21''[27]''<br>land|-8|KD|30x6|30x5*35|M|FA|'''1-9f full invuln ''[U1: 1-8f]'', 10-41f projectile invuln ''[U1: 9-46f]'', ~46f airborne'''; has juggle potential (not on first hit); first 2 hits cancellable; in order, active frames hit Front-Both - Front-Back-Both - Front-Back-Both; KD Adv: +37|}}
{{OSFIVFrameDataRow2|{{ex}} Senpusha<br>(Pinwheel)|{{Qcb}}{{2k}}<br>214+KK|7|3<small>(1)</small>4<small>(3)</small><br>3*3<small>(1)</small>3<small>(4)</small><br>3*3<small>(1)</small>3|5+21''[27]''<br>land|-8|KD|30x6|30x5*35|M|FA|'''1-9f full invuln ''[U1: 1-8f]'', 10-41f projectile invuln ''[U1: 9-46f]'', ~46f airborne'''; has juggle potential (not on first hit); first 2 hits cancellable; in order, active frames hit Front-Both - Front-Back-Both - Front-Back-Both; KD Adv: +37|}}


{{OSFIVFrameDataRow|Shikusen<br>(Divekick)|Air {{Qcb}}{{K}}<br>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|}}
{{OSFIVFrameDataRow|LK Shikusen<br>(Divekick)|Air {{Qcb}}{{lk}}<br>Air 214+LK|14|until land|17 land|-12(-2)|KD|40|50|M|-|Forward/Neutral jump only; shortest trajectory; puts opponent into limited juggle state; KD Adv: +36~46|}}
{{OSFIVFrameDataRow| + Shirensen<br>(Followup)|+ {{K}}|s|a|r|B|KD|20x2*80|20x2*90|M|-|Non-EX divekicks only; hits inconsistently on some characters and may drop|}}
{{OSFIVFrameDataRow|MK Shikusen<br>(Divekick)|Air {{Qcb}}{{mk}}<br>Air 214+MK|14|until land|18 land|-13(-3)|KD|40|50|M|-|Forward/Neutral jump only; medium trajectory; puts opponent into limited juggle state; KD Adv: +35~45|}}
{{OSFIVFrameDataRow2|{{ex}} Shikusen<br>(Divekick)|Air {{Qcb}}{{2k}}<br>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|}}
{{OSFIVFrameDataRow|HK Shikusen<br>(Divekick)|Air {{Qcb}}{{hk}}<br>Air 214+HK|14|until land|19 land|-14(-4)|KD|40|50|M|-|Forward/Neutral jump only; farthest trajectory; puts opponent into limited juggle state; KD Adv: +34~44|}}
{{OSFIVFrameDataRow| + Shirensen<br>(Followup)|+ {{K}}|5|3<small>(3)</small>1<small>(12)</small>2|12 land|-45|KD|20x2*80|20x2*90|M|-|Non-EX version only; inconsistent on some characters and may drop partway through; KD Adv: +22~31 (as bad as +2 if it drops, like vs. Hugo)|}}
{{OSFIVFrameDataRow|{{ex}} Shikusen<br>(Divekick)|Air {{Qcb}}{{2k}}<br>Air 214+KK|14|until land|14 land|-|-|50*|50*|M|-|Can be used from any jump; followup automatically comes out on hit/block|}}
{{OSFIVFrameDataRow2| + EX Shirensen<br>(2nd/3rd Followups)|-|10|4<small>(5)</small>2<br><small>[(14)</small>7]|28(0)<br>land|-39(-54)|KD|*25x2*60|*20x2*50|M|-|''2nd Impact'' automatically occurs on hit/block, ''3rd Strike'' occurs if both hits of ''2nd Impact'' connect; landing recovery is 28 for ''2nd Impact'', 4 for ''3rd Strike''; ''3rd Strike'' puts opponent into limited juggle state, no longer wall bounces; KD Adv: +46~54|}}


{{OSFIVFrameDataRow|Kasatushi<br>(Counter)|{{Qcb}}{{P}}<br>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|}}
{{OSFIVFrameDataRow|Kasatushi<br>(Counter)|{{Qcb}}{{P}}<br>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|}}

Revision as of 02:24, 7 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:
    • cl.5LP, cl.5MP, cl.5HP, cl.5LK, far.5LP, far.5LK, 2LP, 2MP, 2LK, Focus + Forward Dash
    • 236K Store, 5LK/5MK/5HK release, 4LK/4MK/4HK release, 6LK release, 236LK+MK, 214KK, Counter Followups

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 [50] 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 U1: [+3/+6] when chained into
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; when chained into from MP, [-10/-7]
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 U1: [+3/+6] when chained into
5MP (Far) far. Mp.png 6
[6]
4
[4]
11
[11]
-1
[-3]
2
[2]
80 [50] 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 U1: [0/+3] when chained into
2MP Down.gifMp.png 6
[4]
3
[6]
10
[11]
1
[-5]
4
[0]
70 [50] 100 M Sp Su Great anti-air; U1: When chained into from MK, [-3/+2]
2HP Down.gifHp.png 6
[5]
4
[3]
19
[28]
-5
[-15]
0
[KD]
100 [75] 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 [50] 100 L Sp Su -
2HK Down.gifHk.png 8
[8]
2
[2]
25
[25]
-9
[-9]
KD 100 [80] 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: +10; +29 after Forward Dash, +22 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
Jafutan
(Store)
Qcf.pngK.png
236+K
- - 15 - - - - - - After storing, hold K then release to activate special move; special is stored on frame 2
+ LK Fuhajin
(Low Fireball)
+ Release Lk.png 11 [38] 25 1 6 50 50 M Su Lowest angle, travels along the floor; more pushback on block than USF4
+ MK Fuhajin
(Mid Fireball)
+ Release Mk.png 11 [41] 25 1 6 50 50 M Su Medium angle; whiffs on crouching opponents
+ HK Fuhajin
(High Fireball)
+ Release Hk.png 11 [41] 25 3 7 50 50 M Su Highest angle; whiffs on crouchers except close-mid range Hugo
+ LK Shotenha
(Launching Kick)
+ Release Left.gifLk.png 8 2*9 24 -14 KD 80*50 100*50 M Su* 1-5f full invuln; 2nd hit is projectile hitbox; launches opponent into limited juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +39
+ MK Shotenha
(Launching Kick)
+ Release Left.gifMk.png 10 3*8 24 -13 KD 80*50 100*50 M Su* 2nd hit is projectile hitbox; launches opponent into juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +41
+ HK Shotenha
(Launching Kick)
+ Release Left.gifHk.png 12 2*9 24 -14 KD 80*50 100*50 M Su* 2nd hit is projectile hitbox; launches opponent into juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +39
+ LK Fusatsusen
(Axe Kick)
+ Release Right.gifLk.png 13 2*4 19 -6 5 50*30 50x2 M Su Both hits cancellable; can link into far.5LK, but followup is character specific
+ MK Fusatsusen
(Double Kick)
+ Release Right.gifMk.png 6 3(5)6 16 -3 KD 50*70 50*80 M Su 2-6f airborne and lower body strike/projectile invuln; 2nd hit cancellable; KD Adv: +22
+ HK Fusatsusen
(Jump Kick)
+ Release Right.gifHk.png 5 2(5)7 20+18
land
-33 KD 100*60 100*50 M - 1-2f full invuln, 4-38f airborne; KD Adv: +17
Ex.png Fuhajin
(Low Fireball)
Qcf.pngLk.pngMk.png
236+LK+MK
13 [49] 26 5 KD 50x2 50x2 M FA Lowest angle, travels along the ground; KD Adv: +47
Ex.png Fuhajin
(Mid Fireball)
Qcf.pngMk.pngHk.png
236+MK+HK
15 [49] 24 7 KD 50x2 50x2 M FA 3-14f airborne; medium angle; whiffs on all crouching opponents; KD Adv: +49
Ex.png Fuhajin
(High Fireball)
Qcf.pngLk.pngHk.png
236+LK+HK
13 [49] 26 5 KD 50x2 50x2 M FA 3-14f airborne; highest angle; whiffs on crouchers except close-mid range Hugo; KD Adv: +47
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Senpusha
(Pinwheel)
Qcb.pngLk.png
214+LK
7 3(1)4 4+17
land
-4(-8) KD 60*40 40x2 M Su 9-18f airborne; 2 hits cancellable; 2nd hit whiffs vs. crouch block (more unsafe); has high juggle potential; KD ADv: +39
MK Senpusha
(Pinwheel)
Qcb.pngMk.png
214+MK
9 3(2)3 11+15
land
-8 KD 70*50 70*60 M Su 11-27f airborne; 2 hits cancellable; KD Adv: +35
HK Senpusha
(Pinwheel)
Qcb.pngHk.png
214+HK
14 3(1)4(6)
3(1)3
5+24
land
-11 KD 50*30x3 50*35x3 M Su 16-39f airborne; first 2 hits cancellable; KD Adv: +32
Ex.png Senpusha
(Pinwheel)
Qcb.png2k.png
214+KK
7 3(1)4(3)
3*3(1)3(4)
3*3(1)3
5+21[27]
land
-8 KD 30x6 30x5*35 M FA 1-9f full invuln [U1: 1-8f], 10-41f projectile invuln [U1: 9-46f], ~46f airborne; has juggle potential (not on first hit); first 2 hits cancellable; in order, active frames hit Front-Both - Front-Back-Both - Front-Back-Both; KD Adv: +37
LK Shikusen
(Divekick)
Air Qcb.pngLk.png
Air 214+LK
14 until land 17 land -12(-2) KD 40 50 M - Forward/Neutral jump only; shortest trajectory; puts opponent into limited juggle state; KD Adv: +36~46
MK Shikusen
(Divekick)
Air Qcb.pngMk.png
Air 214+MK
14 until land 18 land -13(-3) KD 40 50 M - Forward/Neutral jump only; medium trajectory; puts opponent into limited juggle state; KD Adv: +35~45
HK Shikusen
(Divekick)
Air Qcb.pngHk.png
Air 214+HK
14 until land 19 land -14(-4) KD 40 50 M - Forward/Neutral jump only; farthest trajectory; puts opponent into limited juggle state; KD Adv: +34~44
+ Shirensen
(Followup)
+ K.png 5 3(3)1(12)2 12 land -45 KD 20x2*80 20x2*90 M - Non-EX version only; inconsistent on some characters and may drop partway through; KD Adv: +22~31 (as bad as +2 if it drops, like vs. Hugo)
Ex.png Shikusen
(Divekick)
Air Qcb.png2k.png
Air 214+KK
14 until land 14 land - - 50* 50* M - Can be used from any jump; followup automatically comes out on hit/block
+ EX Shirensen
(2nd/3rd Followups)
- 10 4(5)2
[(14)7]
28(0)
land
-39(-54) KD *25x2*60 *20x2*50 M - 2nd Impact automatically occurs on hit/block, 3rd Strike occurs if both hits of 2nd Impact connect; landing recovery is 28 for 2nd Impact, 4 for 3rd Strike; 3rd Strike puts opponent into limited juggle state, no longer wall bounces; KD Adv: +46~54
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
Rochumou
(Super)
Qcf.pngQcf.pngK.png
236236+K
6 9 12 0(8) KD 50*360 - M - 1-14f full invuln; travels ~3/4 screen, goes into cinematic animation on hit; KD Adv: +102
Feng Shui Engine
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+1 - 6 - - - - - - 1f full invuln (can no longer beat a frame-perfect safe jump); normals become chainable and special cancellable, dash moves farther/slower and low profiles; some normals gain more juggle potential and unique properties; all moves deal 0 stun during U1; max timer 840f (60f less than USF4)
Kaisen Dankairaku
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+7 2(5)3(5)
3(1)3(1)3(1)
3(2)3(1)2
60+33
land
-91 KD 480
((75*30x6*75))
- M - 1-16f full invuln; Dmg Distribution (cinematic version): 15x9*195*45*105; ((Non-cinematic juggle, some hits may whiff)); KD Adv: +70 ((+49))
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
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief