Street Fighter 6/Juri: Difference between revisions

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| input    = Neutral Jump Heavy Kick
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Revision as of 01:13, 22 October 2022


Introduction

This sadistic thrillseeker enjoys the strife and suffering of others, taking immense joy in obliterating her foes. Without revenge against M. Bison as a motivator, she whiles away her time in a gloomy haze.

Juri is well suited to explosive, aggressive rushdown and strike/throw mix that's empowered by space control with her ground normals and storing up stocks to improve her special moves, making her a menace at close and mid range. She can also get some very massive and flashy combos off of her hits, making her a great pick for someone who loves pulling off long combo strings.

The core of Juri's playstyle is centered around Fuhajin, which grants Juri a special stock (up to a maximum of 3). These stocks will separately enhance three of her other special moves; Saihasho is a ground-based projectile that travels much farther when enhanced, Ankensatsu is an advancing kick that has more hitstun for combo extensions when enhanced, and Go Ohsatsu is a lunging roundhouse that gains another kick when enhanced, increasing its corner carry potential. Juri can also cancel between these three moves if she has a stock available, using their enhanced versions when she does so, and her Level 1 Super Art, Sakkai Fuhazan, can be enhanced for extra damage on the last hit by holding down the button with a stock available.

Aside from those moves, Juri's ground and anti-air game are quite powerful. Her dash covers a lot of space at a time, making her strike/throw game especially dangerous, and many of her buttons either cover a lot of space in front of her (5MK, 5HK), convert into a Fuhajin knockdown either directly or through combos (6MP, 2MK), or do both (5HP). She can also shut down a ton of air approaches with 2HP as well as her dedicated anti-air special Tensenrin, particularly its HP version. Juri's powerful ground presence is also enhanced by the speed and length of Juri's Drive Rush; getting caught by Drive Rush normals from her usually results in her cashing out for a fair bit of damage and at minimum getting a Fuhajin stock.

Juri's most powerful and unique tool, however, is her Level 2 Super Art, the Feng Shui Engine. While it's active, Juri can chain her normals together in ascending order so long as she doesn't use the same button twice, similar to the magic series of the Darkstalkers games, and many of her normals gain new properties and cancel points that they lack otherwise, opening up FSE-exclusive combo routes and letting her crank out even stronger pressure. She can also choose to start it off with a dash that does damage and breaks through armor, allowing her to bully through enemies that try to Drive Impact or otherwise push through when she initially engages it.

While Juri has a lot going for her, there are a few things to keep in mind when playing her. Managing her Fuhajin stocks is critical to maximizing her effectiveness -- she's not so dependent on them that lacking them will completely ruin her offense, but not having any does shut out some options for her and can make her a little less threatening. Similarly, while she doesn't strictly need Feng Shui Engine to be effective, it offers a wide range of benefits for both combos and pressure, so mastering its use means learning and labbing out its chains in order to seize any opportunity the opponent gives her. If you enjoy the rush of kicking your opponents when they're down and crushing their defenses, Juri is the riotous rider for you.


Pick if you like: Avoid if you dislike:
  • Strong pokes and counterpokes that lead to good cancel options and grant a lot of frame advantage
  • Forcing your opponent to deal with fireball pressure while you approach them and enforce mixup after mixup
  • Using openings to quickly dash in on your opponent and start your pressure from almost anywhere on the screen
  • Combo and pressure options that become much more freeform with a powerup super
  • Having to manage an additional resource to maximize damage and conversions
  • Lacking a conventional fireball that can interact with others
  • Learning long combo sequences and getting used to changes in move properties during power-up supers
  • A linear, rushdown-oriented gameplan


Classic & Modern Versions Comparison

List of differences with Modern Juri
Missing Normals
  • Standing Light Punch (5LP)
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Kyosesho (6MP)
Shortcut-Only Specials
  • N/A
Miscellaneous Changes
  • N/A


Juri
SF6 Juri Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 22
Backward Dash Speed 23
Forward Dash Distance 1.903
Backward Dash Distance 1.114
Drive Rush Min. Distance (Throw) 0.641
Drive Rush Min. Distance (Block) 2.479
Drive Rush Max Distance 3.999
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Normals

Standing Normals

5LP
5LP
Standing Light Punch
SF6 Juri 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 300 LH +5 -2

5MP
5MP
Standing Medium Punch
SF6 Juri 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 12 Sp SA TC 600 LH +7 +2

5HP
5HP
Standing Heavy Punch
SF6 Juri 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 24 Sp SA 800 LH -1 -5

5LK
5LK
Standing Light Kick
SF6 Juri 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Sp SA 300 LH +2 -3

5MK
5MK
Standing Medium Kick
SF6 Juri 5mk 1.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5(8) 2(1)3 17 Sp SA (1st) 400,300 (700) LH +3 -4

5HK
5HK
Standing Heavy Kick
SF6 Juri 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 19 - 900 LH +2(+5) -3(0)

Crouching Normals

2LP
2LP
Crouching Light Punch
SF6 Juri 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1

2MP
2MP
Crouching Medium Punch
SF6 Juri 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Sp SA 600 LH +5 -2

2HP
2HP
Crouching Heavy Punch
SF6 Juri 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 23 Sp SA 900 LH +3 -11

2LK
2LK
Crouching Light Kick
SF6 Juri 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn 200 L +3 -1

2MK
2MK
Crouching Medium Kick
SF6 Juri 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 500 L +1 -6

2HK
2HK
Crouching Heavy Kick
SF6 Juri 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 900 L HKD +32 -11

Jumping Normals

j.LP
j.LP
Jumping Light Punch
SF6 Juri jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H - -

j.MP
j.MP
Jumping Medium Punch
SF6 Juri jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land Sp 500 H - -

j.HP
j.HP
Jumping Heavy Punch
SF6 Juri jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land - 900 H HKD +23(+34) -

j.LK
j.LK
Jumping Light Kick
SF6 Juri jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land - 300 H - -

j.MK
j.MK
Jumping Medium Kick
SF6 Juri jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 500 H - -

j.HK
j.HK
Jumping Heavy Kick
SF6 Juri jhk.png

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H - -

8j.HK
8j.HK
Neutral Jump Heavy Kick
SF6 Juri 8jhk.png

8HK
Neutral Jump Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 3 land - 800 H - -

Command Normals

6MP
6MP
Forward Medium Punch
SF6 Juri 6mp.png

6MP
Kyosesho
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17 Sp SA 600 LH +4 -3

6MK
6MK
Forward Medium Kick
SF6 Juri 6mk.png

6MK
Senkai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21(23) - 600 H +2 -3

6HK
6HK
Forward Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

4HK
4HK
Back Heavy Kick
SF6 Juri 4hk.png

4HK
Korenzan
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(19) 3(6)3 19 Sp SA 400x2 LH -2 -6

Target Combos

5MP > 4HP
5MP > 4MP
Standing Medium Punch > Back Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

5MP > 4HP > 5HP
5MP > 4MP > 5HP
Standing Medium Punch > Back Heavy Punch > Standing Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Universal Mechanics

Throws

Throw
Throw
SF6 Juri lplk.png

LPLK
Spider Fang Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +25 -

Back Throw
Back Throw
SF6 Juri 4lplk.png

4LPLK
Shadow Kick Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -

Drive Moves

Drive Parry
Drive Parry
SF6 Juri mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.

Drive Rush
Drive Rush
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Drive Impact
Drive Impact
SF6 Juri hphk.png

HPHK
Sekkan Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact.

Drive Reversal
Drive Reversal
SF6 Juri 6hphk.png

6HPHK
Kaita Raid (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal.

Special Moves

Fuha Store

214LK
214LK
LK Fuha Store
SF6 Juri 214lk.png

214LK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 19(21) SA3 600 LH KD +37 -4
  • Juri gains one store on hit, block, or whiff.
  • Clashes with non-EX, one hit projectiles.

214MK
214MK
MK Fuha Store

214MK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 21 SA3 600 LH KD +37 -6
  • Juri gains one store on hit, block, or whiff.
  • Clashes with non-EX, one hit projectiles.

214HK
214HK
HK Fuha Store

214HK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 4 20(22) SA3 500 LH KD +46 -8
  • Juri gains one store on hit, block, or whiff.
  • Clashes with non-EX, one hit projectiles.

214KK
214KK
Overdrive Fuha Store
SF6 Juri 214kk.png

214KK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 21 SA2 SA3 600 LH KD +45 -12
  • Juri gains one store on hit, block, or whiff.
  • Clashes with non-EX, one hit projectiles.

Fuhajin

236LK
236LK
LK Fuhajin
SF6 Juri 236lk.png

236LK
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 10 20 SA3 400 LH -2 -8
  • Data in [] is when Fuhajin consumes a stock.

236MK
236MK
MK Fuhajin
SF6 Juri 236mk.png

236MK
Ankensatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 19 land SA3 600 LH +5 (KD +21~23) -10
  • Data in [] is when Fuhajin consumes a stock.

236HK
236HK
HK Fuhajin
SF6 Juri 236hk.png

236HK
Go Ohsatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4 27 SA3 1000 LH KD +27 -11
  • Data in [] is when Fuhajin consumes a stock.

236LKMK
236LKMK
Overdrive LK Fuhajin
SF6 Juri 236lkmk.png

236LKMK
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [120] 27 SA2 SA3 400x2 LH KD +39 -2

236LKHK
236LKHK
Overdrive MK Fuhajin
SF6 Juri 236lkhk.png

236LKHK
Ankensatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 19 land SA2 SA3 800 LH +9 (KD +56~57) -10

236MKHK
236MKHK
Overdrive HK Fuhajin
SF6 Juri 236mkhk.png

236MKHK
Go Ohsatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4(12)3(28)5 28 SA2 SA3 400x3 (1200) LH KD +32 -16

Tensenrin

623LP
623LP
LP Tensenrin
SF6 Juri 623LP.png

623LP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(2)2 22 SA3 400x2 LH KD +37 -8

623MP
623MP
MP Tensenrin

623MP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 8(5)2(3)2 24+14 land - 300x4 (1200) LH KD +31 -37

623HP
623HP
HP Tensenrin

623HP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 8(5)2(3)2 24+14 land - 300x4 (1200) LH KD +28 -37(-41)

623PP
623PP
Overdrive Tensenrin
SF6 Juri 623PP.png

623PP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4(1)2(6)2(2)2 32+19 land - 600,200x3,400 (1600) LH KD +5 -48

Shikusen

j.214K
j.214K
Shikusen
SF6 Juri j214K.png

j.214K
Shiku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 until landing 18 land - 400 LH KD +34(+41) -10(-3)

j.214K~K
j.214K~K
Shikusen Follow-up
SF6 Juri j214K~K.png

j.214K~K
Shiren-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4(4)4(17)4 23(29)+12 land - 300x2,600 (1200) - KD +28(+33) -

j.214KK
j.214KK
Overdrive Shikusen
SF6 Juri j214kk.png

j.214KK
OD Shiku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 until landing 18 land - 300 LH KD +37(+44) -10(-3)

j.214KK~K
j.214KK~K
Overdrive Shikusen Follow-up
SF6 Juri j214KK~K.png

j.214KK~K
OD Shiren-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4(4)4(17)4 27(34)+7 land - 300x3 (900) - KD +50(+57) -

Super Arts

236236K
Fuharenjin
Level 1 Super Art
236236K
SF6 Juri 236236k.png

236236K
Sakkai Fuhazan
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 201 total - 1800 LH KD +26(+49) -32

214214P
Feng Shui Engine
Level 2 Super Art
214214P
SF6 Juri 214214P.png

214214P
Feng Shui Engine
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 [600] 6 - - - - -
  • Allows Juri to chain normals in increasing strength.
  • Changes some move properties.

Juri's signature super move, with some version in every Street Fighter she appears in.

214214[P]
Feng Shui Engine (Held)
Level 2 Super Art
214214[P]
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Holding the input adds a dash that is cancelable into any normal and special move.

214214K
Level 3 Super Art
214214K
SF6 Juri 214214k.png

214214K
Kaisen Dankai Raku
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 52 - 4000 LH HKD +22 -36


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