Street Fighter 6/Juri: Difference between revisions

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{{New Patch Warning SF6}}
{{Character Top SF6 | chara={{SUBPAGENAME}} }}
{{Character Top SF6 | chara={{SUBPAGENAME}} }}


<center>{{FrameDataKey-SF6}}</center>
<center>{{FrameDataKey-SF6}}</center>
<br>
<br>
'''Note:''' Hitconfirm reaction windows may be listed with 2 values x[y]. The [y] represents the move when '''chained into''' during {{clr|10|FSE}}, which often has a shorter hitconfirm window than its non-chained version.
'''Note:''' Hitconfirm reaction windows may be listed with 2 values x[y]. The [y] represents the move when '''chained into''' during {{clr|SA|FSE}}, which often has a shorter hitconfirm window than its non-chained version.


== Normals ==
== Normals ==
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| title    = Standing Light Punch
| title    = Standing Light Punch
| subtitle =
| subtitle =
| input    = 5LP
| input    = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 2L~5L or A[L]~5L
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=200px|juri_5lp|caption=}}
{{MoveDataCargoImage|imageHeight=200px|juri_5lp|caption=}}
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* Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}
* Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}
* '''Cancel Hitconfirm Window:''' 14f
* '''Cancel Hitconfirm Window:''' 14f
** Special/{{clr|4|DR}} cancel is delayed until after 3rd active frame
** Special/{{clr|DR|DR}} cancel is delayed until after 3rd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-3}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-3}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|P|+1}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|P|+1}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
{{AttackDataCargo-SF6/Query|juri_5lp_fse}}
{{AttackDataCargo-SF6/Query|juri_5lp_fse}}
* '''Cancel Hitconfirm Window:''' 14f sp / 16f chn
* '''Cancel Hitconfirm Window:''' 14f sp / 16f chn
** Special/{{clr|4|DR}} cancel is delayed until after 3rd active frame
** Special/{{clr|DR|DR}} cancel is delayed until after 3rd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-3}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-3}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
<br>
<br>
{{clr|L|5LP}} is a great meaty normal due to its high active frame count, with advantage up to {{sf6-adv|VP|+8}}/{{sf6-adv|P|+1}}. At close range, it links naturally into the 1st hit of {{clr|M|5MK}}, giving Juri access to all of her combo routes from a light starter. {{clr|L|5LP}} lacks the range to connect at the end of a 3-hit light string, but it can link to {{clr|L|5LK}} or chain to {{clr|L|2LP}} in this scenario instead. Against {{clr|4|Drive Impact}}, {{clr|L|5LP}} is slightly slower than {{clr|L|2LP}} when chained, but it's still possible to chain 3 hits quickly enough to break the armor if the opponent attempts a reversal {{clr|4|DI}}.
{{clr|L|5LP}} is a great meaty normal due to its high active frame count, with advantage up to {{sf6-adv|VP|+8}}/{{sf6-adv|P|+1}}. At close range, it links naturally into the 1st hit of {{clr|M|5MK}}, giving Juri access to all of her combo routes from a light starter. {{clr|L|5LP}} lacks the range to connect at the end of a 3-hit light string, but it can link to {{clr|L|5LK}} or chain to {{clr|L|2LP}} in this scenario instead. Against {{clr|DR|Drive Impact}}, {{clr|L|5LP}} is slightly slower than {{clr|L|2LP}} when chained, but it's still possible to chain 3 hits quickly enough to break the armor if the opponent attempts a reversal {{clr|DR|DI}}.


During {{clr|10|FSE}}, {{clr|L|5LP}} can chain into any normal 15f or faster (but will no longer combo directly to {{clr|H|6HP}} if the chain is delayed).
During {{clr|SA|FSE}}, {{clr|L|5LP}} can chain into any normal 15f or faster (but will no longer combo directly to {{clr|H|6HP}} if the chain is delayed).
}}
}}


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| title    = Standing Medium Punch
| title    = Standing Medium Punch
| subtitle =
| subtitle =
| input    = 5MP
| input    = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} 5M
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_5mp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_5mp|caption=}}
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{{AttackDataCargo-SF6/Query|juri_5mp}}
{{AttackDataCargo-SF6/Query|juri_5mp}}
* '''Cancel Hitconfirm Window:''' 16f
* '''Cancel Hitconfirm Window:''' 16f
** Special/{{clr|4|DR}} cancel is delayed until after 2nd active frame
** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+9}} oB
{{AttackDataCargo-SF6/Query|juri_5mp_fse}}
{{AttackDataCargo-SF6/Query|juri_5mp_fse}}
* '''Cancel Hitconfirm Window:''' 16[14]f sp / 18[16]f chn
* '''Cancel Hitconfirm Window:''' 16[14]f sp / 18[16]f chn
** Special/{{clr|4|DR}} cancel is delayed until after 2nd active frame
** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB
<br>
<br>
{{clr|M|5MP}} has short range and high pushback to compensate for its great advantage on hit and block. Like {{clr|L|5LP}}, it has a large number of active frames, allowing for a meaty up to {{sf6-adv|VP|+10}}/{{sf6-adv|VP|+5}}. The pushback prevents it from linking to {{clr|M|5MK}}, but it can still consistently combo to {{clr|M|2MP}}. {{clr|4|Drive Rush}} momentum helps alleviate the pushback problem, and even allows {{clr|M|5MP}} to create a blockstring into itself. If attempting to walk forward with staggered {{clr|M|5MP}} pressure, be sure to let go of the forward direction to avoid an accidental {{clr|M|6MP}} input.
{{clr|M|5MP}} has short range and high pushback to compensate for its great advantage on hit and block. Like {{clr|L|5LP}}, it has a large number of active frames, allowing for a meaty up to {{sf6-adv|VP|+10}}/{{sf6-adv|VP|+5}}. The pushback prevents it from linking to {{clr|M|5MK}}, but it can still consistently combo to {{clr|M|2MP}}. {{clr|DR|Drive Rush}} momentum helps alleviate the pushback problem, and even allows {{clr|M|5MP}} to create a blockstring into itself. If attempting to walk forward with staggered {{clr|M|5MP}} pressure, be sure to let go of the forward direction to avoid an accidental {{clr|M|6MP}} input.


Juri's pressure options after two consecutive {{clr|M|5MPs}} depends largely on whether the opponent is standing or crouching. Crouch blocking opponents are in range of {{clr|M|2MP}}, but it will whiff if they stand; {{clr|M|2MK}} can punish the opponent for standing here, but this is liable to be interrupted with a fast counter-hit button. Some opponents will Parry to cover both options, but Juri can walk up to punish this with a throw. Juri's block pressure is at its best when you pay attention to the opponent's defensive response and mix up your strings when appropriate.
Juri's pressure options after two consecutive {{clr|M|5MPs}} depends largely on whether the opponent is standing or crouching. Crouch blocking opponents are in range of {{clr|M|2MP}}, but it will whiff if they stand; {{clr|M|2MK}} can punish the opponent for standing here, but this is liable to be interrupted with a fast {{clr|PC|Counter-hit}} button. Some opponents will Parry to cover both options, but Juri can walk up to punish this with a throw. Juri's block pressure is at its best when you pay attention to the opponent's defensive response and mix up your strings when appropriate.


During {{clr|10|FSE}}, a {{clr|M|5MP}} chain can combo into any other normal, but a late cancel (final 4 frames) will not combo into {{clr|M|6MK}} overhead.
During {{clr|SA|FSE}}, a {{clr|M|5MP}} chain can combo into any other normal, but a late cancel (final 4 frames) will not combo into {{clr|M|6MK}} overhead.
}}
}}


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| title    = Standing Heavy Punch
| title    = Standing Heavy Punch
| subtitle =
| subtitle =
| input    = 5HP
| input    = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} A[H]
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_5hp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_5hp|caption=}}
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* Forces stand on hit
* Forces stand on hit
* '''Cancel Hitconfirm Window:''' 17f
* '''Cancel Hitconfirm Window:''' 17f
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+12}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+12}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+14}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+14}} oB
{{AttackDataCargo-SF6/Query|juri_5hp_fse}}
{{AttackDataCargo-SF6/Query|juri_5hp_fse}}
* '''Cancel Hitconfirm Window:''' 17[16]f sp / 19[18]f chn
* '''Cancel Hitconfirm Window:''' 17[16]f sp / 19[18]f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' KD +46 oH / {{sf6-adv|VP|+12}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' KD +46 oH / {{sf6-adv|VP|+12}} oB
<br>
<br>
A fully cancelable poke with long range but high whiff recovery. The pushback keeps it safe on block at most ranges despite its mediocre frame advantage. {{clr|H|5HP}} is a consistent follow-up to {{clr|4|Drive Rush}} or Punish Counter {{clr|M|5MP}} on hit, but it's too slow to naturally combo from anything. While it has the appearance of a long-range anti-air, the large hurtbox makes it unsuitable for this purpose.
A fully cancelable poke with long range but high whiff recovery. The pushback keeps it safe on block at most ranges despite its mediocre frame advantage. {{clr|H|5HP}} is a consistent follow-up to {{clr|DR|Drive Rush}} or {{clr|PC|Punish Counter}} {{clr|M|5MP}} on hit, but it's too slow to naturally combo from anything. While it has the appearance of a long-range anti-air, the large hurtbox makes it unsuitable for this purpose.


Outside of the aforementioned combos, {{clr|H|5HP}} is primarily used as a whiff punish and shimmy tool. After a corner throw, an immediate Forward Dash > Back Dash gives Juri enough advantage to punish with {{clr|H|5HP}} on reaction to the opponent's whiffed throw.  
Outside of the aforementioned combos, {{clr|H|5HP}} is primarily used as a whiff punish and shimmy tool. After a corner throw, an immediate Forward Dash > Back Dash gives Juri enough advantage to punish with {{clr|H|5HP}} on reaction to the opponent's whiffed throw.  


The chained version during {{clr|10|FSE}} launches the opponent, allowing for follow-up juggles. You can get an even higher launch by chaining into {{clr|H|5HK}} first. An example {{clr|10|FSE}} chain would be {{clr|M|2MK}}~{{clr|H|5HK}}~{{clr|H|5HP}} > {{clr|H|236HK}}, juggle {{clr|H|623HP}}/{{clr|10|Super}}. The extra juggle height when canceling into {{clr|H|236HK}} is what allows the ending juggle to work without spending any Fuha stocks or Drive meter.
The chained version during {{clr|SA|FSE}} launches the opponent, allowing for follow-up juggles. You can get an even higher launch by chaining into {{clr|H|5HK}} first. An example {{clr|SA|FSE}} chain would be {{clr|M|2MK}}~{{clr|H|5HK}}~{{clr|H|5HP}} > {{clr|H|236HK}}, juggle {{clr|H|623HP}}/{{clr|SA|Super}}. The extra juggle height when canceling into {{clr|H|236HK}} is what allows the ending juggle to work without spending any Fuha stocks or Drive meter.
}}
}}


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| title    = Standing Light Kick
| title    = Standing Light Kick
| subtitle =
| subtitle =
| input    = 5LK
| input    = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} 5L
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_5lk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_5lk|caption=}}
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* '''Cancel Hitconfirm Window:''' 13f
* '''Cancel Hitconfirm Window:''' 13f
** Special cancel is delayed until after 2nd active frame
** Special cancel is delayed until after 2nd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
{{AttackDataCargo-SF6/Query|juri_5lk_fse}}
{{AttackDataCargo-SF6/Query|juri_5lk_fse}}
* '''Cancel Hitconfirm Window:''' 13f sp / 15f chn
* '''Cancel Hitconfirm Window:''' 13f sp / 15f chn
** Special cancel is delayed until after 2nd active frame
** Special cancel is delayed until after 2nd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
<br>
<br>
A light kick with average range and frame data, mostly used in punishes or at the end of a 3-hit light confirm. The cancel routes are fairly limited compared to {{clr|L|2LP}}, so it's primarily used when no other button will reach. The hitbox and hurtbox are a bit unusual for a {{clr|L|5LK}}; it hits higher up than most similar buttons, and she doesn't extend a lower body hurtbox at all.
A light kick with average range and frame data, mostly used in punishes or at the end of a 3-hit light confirm. The cancel routes are fairly limited compared to {{clr|L|2LP}}, so it's primarily used when no other button will reach. The hitbox and hurtbox are a bit unusual for a {{clr|L|5LK}}; it hits higher up than most similar buttons, and she doesn't extend a lower body hurtbox at all.


{{clr|L|5LK}} can combo into {{clr|L|LK Fuhajin}} at close range, and at farther ranges can only combo into Tensenrin or a {{clr|10|Super Art}}. If you want to end a light confirm with a Fuha stock, use {{clr|L|2LP}} > {{clr|M|MK Fuhajin}} instead.
{{clr|L|5LK}} can combo into {{clr|L|LK Fuhajin}} at close range, and at farther ranges can only combo into Tensenrin or a {{clr|SA|Super Art}}. If you want to end a light confirm with a Fuha stock, use {{clr|L|2LP}} > {{clr|M|MK Fuhajin}} instead.


During {{clr|10|FSE}}, {{clr|L|5LK}} can chain into any normal 10f or faster (8f if the chain is delayed as late as possible).
During {{clr|SA|FSE}}, {{clr|L|5LK}} can chain into any normal 10f or faster (8f if the chain is delayed as late as possible).
}}
}}


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| title    = Standing Medium Kick
| title    = Standing Medium Kick
| subtitle =
| subtitle =
| input    = 5MK
| input    = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} --
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=160px|juri_5mk|1|caption=}}
{{MoveDataCargoImage|imageHeight=160px|juri_5mk|1|caption=}}
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* () refers to startup of 2nd hit
* () refers to startup of 2nd hit
* '''Cancel Hitconfirm Window:''' 14f (1st hit only)
* '''Cancel Hitconfirm Window:''' 14f (1st hit only)
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+5}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+5}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+19}} oH / {{sf6-adv|VP|+7}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+19}} oH / {{sf6-adv|VP|+7}} oB
{{AttackDataCargo-SF6/Query|juri_5mk_fse}}
{{AttackDataCargo-SF6/Query|juri_5mk_fse}}
* '''Cancel Hitconfirm Window:''' 29[25]f sp / 31[27]f chn
* '''Cancel Hitconfirm Window:''' 29[25]f sp / 31[27]f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+5}} oB, 2nd hit {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+5}} oB, 2nd hit {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+6}} oB
** For 2nd hit only: 15[13] sp / 17[15] ch
** For 2nd hit only: 15[13] sp / 17[15] ch
<br>
<br>
The first hit of {{clr|M|5MK}} is fast enough to link from {{clr|L|5LP}} at close range, giving Juri a rare Light > Medium combo route. This hit has enormous hitstun for a medium, even comboing into {{clr|H|214HK}} or {{clr|M|236MK}}. If the first hit whiffs, the second hit comes out on frame 8 with much longer range but no special cancel. {{clr|M|5MK}} can be used effectively as a counterpoke by standing just outside the range of the first hit and buffering a special. If Juri interrupts the opponent's poke she can score a knockdown; otherwise, the 2nd hit comes out safely.
The first hit of {{clr|M|5MK}} is fast enough to link from {{clr|L|5LP}} at close range, giving Juri a rare Light > Medium combo route. This hit has enormous hitstun for a medium, even comboing into {{clr|H|214HK}} or {{clr|M|236MK}}. If the first hit whiffs, the second hit comes out on frame 8 with much longer range but no special cancel. {{clr|M|5MK}} can be used effectively as a counterpoke by standing just outside the range of the first hit and buffering a special. If Juri interrupts the opponent's poke she can score a knockdown; otherwise, the 2nd hit comes out safely.


{{clr|M|5MK}} has excellent synergy with {{clr|4|Drive Rush}}; the fast startup allows it to stuff most counterpokes, and often leads to trade combos. On hit, Juri is {{sf6-adv|VP|+7}} with great forward momentum for a follow-up combo, and she is {{sf6-adv|E|0}} on block which can force the opponent to trade at best.
{{clr|M|5MK}} has excellent synergy with {{clr|DR|Drive Rush}}; the fast startup allows it to stuff most counterpokes, and often leads to trade combos. On hit, Juri is {{sf6-adv|VP|+7}} with great forward momentum for a follow-up combo, and she is {{sf6-adv|E|0}} on block which can force the opponent to trade at best.


During {{clr|10|FSE}}, both hits are cancelable, allowing for easier hitconfirms from a great poke. However, chaining into {{clr|M|5MK}} reduces the hitstun on the 1st hit, so you'll need to chain into a heavy normal to combo into her slower specials.
During {{clr|SA|FSE}}, both hits are cancelable, allowing for easier hitconfirms from a great poke. However, chaining into {{clr|M|5MK}} reduces the hitstun on the 1st hit, so you'll need to chain into a heavy normal to combo into her slower specials.
}}
}}


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| title    = Standing Heavy Kick
| title    = Standing Heavy Kick
| subtitle =
| subtitle =
| input    = 5HK
| input    = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} 5H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_5hk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_5hk|caption=}}
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| info    =
| info    =
{{AttackDataCargo-SF6/Query|juri_5hk}}
{{AttackDataCargo-SF6/Query|juri_5hk}}
* Punish Counter: KD +42~45 Launch
* {{clr|PC|Punish Counter}}: KD +42~45 Launch
** {{clr|PC|Counter-hit/Punish Counter}} also put airborne opponents into {{sf6-jug|limited juggle}} state
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
{{AttackDataCargo-SF6/Query|juri_5hk_fse}}
{{AttackDataCargo-SF6/Query|juri_5hk_fse}}
* '''Cancel Hitconfirm Window:''' 26[24]f sp/chn (PC: 38f)
* '''Cancel Hitconfirm Window:''' 26[24]f sp/chn (PC: 38f)
** Special/{{clr|4|DR}} cancel is delayed until after 5th recovery frame
** Special/{{clr|DR|DR}} cancel is delayed until after 5th recovery frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+7}} (KD +39) oH / {{sf6-adv|P|+2}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+7}} (KD +39) oH / {{sf6-adv|P|+2}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
<br>
<br>
Despite the animation, {{clr|H|5HK}} is not airborne and does not crush low pokes. It has great range and high pushback, making it a useful tool for approaching and setting up spacing traps on block. The Punish Counter launch effect is difficult to juggle after midscreen, with {{clr|10|SA1}} being the most consistent option, though even this can whiff at max range.  
Despite the animation, {{clr|H|5HK}} is not airborne and does not crush low pokes. It has great range and high pushback, making it a useful tool for approaching and setting up spacing traps on block. The {{clr|PC|Punish Counter}} launch effect is difficult to juggle after midscreen, with {{clr|SA|SA1}} being the most consistent option, though even this can whiff at max range.  


During {{clr|10|FSE}}, {{clr|H|5HK}} becomes fully cancelable. It can chain into any normal 15f or faster, but the combo into {{clr|H|6HP}} drops on a late confirm. The special confirm window is fairly lenient, though the cancel options are a bit limited; Tensenrin and {{clr|M|MK}}/{{clr|10|OD}} Fuhajin are the most useful options. Punish Counter {{clr|H|5HK}} during {{clr|10|FSE}} opens up many more juggle routes, such as a cancel into {{clr|M|MK Fuhajin}} or {{clr|H|236HK}}. Chaining into {{clr|H|5HK}} puts the opponent into a juggle state that can be followed by {{clr|H|5HP}} (or {{clr|H|2HP}} in the corner) for high damage.
During {{clr|SA|FSE}}, {{clr|H|5HK}} becomes fully cancelable. It can chain into any normal 15f or faster, but the combo into {{clr|H|6HP}} drops on a late confirm. The special confirm window is fairly lenient, though the cancel options are a bit limited; Tensenrin and {{clr|M|MK}}/{{clr|OD|OD}} Fuhajin are the most useful options. {{clr|PC|Punish Counter}} {{clr|H|5HK}} during {{clr|SA|FSE}} opens up many more juggle routes, such as a cancel into {{clr|M|MK Fuhajin}} or {{clr|H|236HK}}. Chaining into {{clr|H|5HK}} puts the opponent into a juggle state that can be followed by {{clr|H|5HP}} (or {{clr|H|2HP}} in the corner) for high damage.
}}
}}
<br>
<br>
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| title    = Crouching Light Punch
| title    = Crouching Light Punch
| subtitle =
| subtitle =
| input    = 2LP
| input    = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=160px|juri_2lp|caption=}}
{{MoveDataCargoImage|imageHeight=160px|juri_2lp|caption=}}
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* Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}
* Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}
* '''Cancel Hitconfirm Window:''' 13f
* '''Cancel Hitconfirm Window:''' 13f
** {{clr|4|DR}} cancel is delayed until after 2nd active frame
** {{clr|DR|DR}} cancel is delayed until after 2nd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+2}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
{{AttackDataCargo-SF6/Query|juri_2lp_fse}}
{{AttackDataCargo-SF6/Query|juri_2lp_fse}}
* '''Cancel Hitconfirm Window:''' 13f sp / 15f chn
* '''Cancel Hitconfirm Window:''' 13f sp / 15f chn
** {{clr|4|DR}} cancel is delayed until after 2nd active frame
** {{clr|DR|DR}} cancel is delayed until after 2nd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
<br>
<br>
Compared to {{clr|L|5LP}}, {{clr|L|2LP}} has more range and faster chain timing for beating {{clr|4|Drive Impact}}. It is also better on block, leaving a smaller gap in blockstrings. The downside is that since it's only {{sf6-adv|VP|+4}}, it can't naturally link to {{clr|L|5LK}} or the first hit of {{clr|M|5MK}}. {{clr|L|2LP}} is a great ender for 3-hit light strings, as it can combo into {{clr|M|MK Fuhajin}} to increase her Fuha stock at ranges where {{clr|L|LK Fuhajin}} whiffs; this gives it utility over {{clr|L|5LK}} as a string ender.
Compared to {{clr|L|5LP}}, {{clr|L|2LP}} has more range and faster chain timing for beating {{clr|DR|Drive Impact}}. It is also better on block, leaving a smaller gap in blockstrings. The downside is that since it's only {{sf6-adv|VP|+4}}, it can't naturally link to {{clr|L|5LK}} or the first hit of {{clr|M|5MK}}. {{clr|L|2LP}} is a great ender for 3-hit light strings, as it can combo into {{clr|M|MK Fuhajin}} to increase her Fuha stock at ranges where {{clr|L|LK Fuhajin}} whiffs; this gives it utility over {{clr|L|5LK}} as a string ender.


During {{clr|10|FSE}}, a {{clr|L|2LP}} chain can combo into any normal 10f or faster regardless of how late the chain is delayed.
During {{clr|SA|FSE}}, a {{clr|L|2LP}} chain can combo into any normal 10f or faster regardless of how late the chain is delayed.
}}
}}


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| title    = Crouching Medium Punch
| title    = Crouching Medium Punch
| subtitle =
| subtitle =
| input    = 2MP
| input    = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} A[M]
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=160px|juri_2mp|caption=}}
{{MoveDataCargoImage|imageHeight=160px|juri_2mp|caption=}}
Line 215: Line 215:
{{AttackDataCargo-SF6/Query|juri_2mp}}
{{AttackDataCargo-SF6/Query|juri_2mp}}
* '''Cancel Hitconfirm Window:''' 16f
* '''Cancel Hitconfirm Window:''' 16f
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+8}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+8}} oB
{{AttackDataCargo-SF6/Query|juri_2mp_fse}}
{{AttackDataCargo-SF6/Query|juri_2mp_fse}}
* '''Cancel Hitconfirm Window:''' 16[14]f sp / 18[16]f chn
* '''Cancel Hitconfirm Window:''' 16[14]f sp / 18[16]f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+6}} oB
<br>
<br>
Juri's {{clr|M|2MP}} is a buffer tool and combo filler after {{clr|M|5MP}} or Counter-hit lights. It fills a useful niche, having more range than {{clr|M|5MK's}} 1st hit and faster startup than {{clr|M|2MK}} or {{clr|M|6MP}}. The pushback on hit is significantly lower than {{clr|M|5MP}}, so it can actually combo directly to the 1st hit of {{clr|M|5MK}} without {{clr|4|Drive Rush}}; at {{sf6-adv|M|-2}} on block, however, it's still inferior to {{clr|M|5MP}} for block pressure. When canceled, {{clr|M|2MP}} combos into all of Juri's special moves except {{clr|H|HK Fuhajin}} and {{clr|M|236MK}}.
Juri's {{clr|M|2MP}} is a buffer tool and combo filler after {{clr|M|5MP}} or {{clr|PC|Counter-hit}} lights. It fills a useful niche, having more range than {{clr|M|5MK's}} 1st hit and faster startup than {{clr|M|2MK}} or {{clr|M|6MP}}. The pushback on hit is significantly lower than {{clr|M|5MP}}, so it can actually combo directly to the 1st hit of {{clr|M|5MK}} without {{clr|DR|Drive Rush}}; at {{sf6-adv|M|-2}} on block, however, it's still inferior to {{clr|M|5MP}} for block pressure. When canceled, {{clr|M|2MP}} combos into all of Juri's special moves except {{clr|H|HK Fuhajin}} and {{clr|M|236MK}}.


The hitbox extends upward far enough to be a useful anti-air at some longer ranges, especially for stuffing airborne approaches like Ken's Dragonlash or Kimberly's {{clr|H|6HK}}. Her head hurtbox is still quite vulnerable, so it shouldn't be used against close, deep jump-ins.
The hitbox extends upward far enough to be a useful anti-air at some longer ranges, especially for stuffing airborne approaches like Ken's Dragonlash or Kimberly's {{clr|H|6HK}}. Her head hurtbox is still quite vulnerable, so it shouldn't be used against close, deep jump-ins.


During {{clr|10|FSE}}, a {{clr|M|2MP}} chain can combo into any other normal, but a late cancel (final 4 frames) will not combo into {{clr|M|6MK}} overhead.
During {{clr|SA|FSE}}, a {{clr|M|2MP}} chain can combo into any other normal, but a late cancel (final 4 frames) will not combo into {{clr|M|6MK}} overhead.
}}
}}


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| title    = Crouching Heavy Punch
| title    = Crouching Heavy Punch
| subtitle =
| subtitle =
| input    = 2HP
| input    = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=200px|juri_2hp|caption=}}
{{MoveDataCargoImage|imageHeight=200px|juri_2hp|caption=}}
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* Forces stand on hit
* Forces stand on hit
* Upper Leg hurtbox is '''Anti-Air Invuln''' 8-15f (cannot hit cross-up)
* Upper Leg hurtbox is '''Anti-Air Invuln''' 8-15f (cannot hit cross-up)
* {{clr|PC|Punish Counter}} puts airborne opponents into spinning {{sf6-jug|free juggle}} state
* '''Cancel Hitconfirm Window:''' 18f
* '''Cancel Hitconfirm Window:''' 18f
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+20}} oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+20}} oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+22}} oH / {{sf6-adv|VP|+8}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+22}} oH / {{sf6-adv|VP|+8}} oB
{{AttackDataCargo-SF6/Query|juri_2hp_fse}}
{{AttackDataCargo-SF6/Query|juri_2hp_fse}}
* Launches opponent into {{sf6-jug|limited juggle}} state when [chained into]
* Launches opponent into {{sf6-jug|limited juggle}} state when [chained into]
* Jump cancelable on hit only
* Jump cancelable on hit only
* '''Cancel Hitconfirm Window:''' 16f sp / [18f jump] / 20[18]f chn
* '''Cancel Hitconfirm Window:''' 16f sp / [18f jump] / 20[18]f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' KD +51 oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' KD +51 oH / {{sf6-adv|VP|+6}} oB
<br>
<br>
{{clr|H|2HP}} is a solid anti-air and a useful combo tool after {{clr|4|DR~}}{{clr|M|5MP}} for extra damage. Because it's cancelable on all active frames, Juri can cancel into a {{clr|L|236LK}} projectile to lock airborne opponents down after a jump (at the cost of 1 Fuha stock). The range is not very good against grounded opponents, and is very unsafe if not canceled.
{{clr|H|2HP}} is a solid anti-air and a useful combo tool. Any medium or heavy normal canceled into {{clr|DR|Drive Rush}} generally combos into {{clr|H|2HP}}, {{clr|M|5MP}}, {{clr|M|2MP}} for solid damage and a Fuha stock. It can also link after {{clr|DR|DR~}}{{clr|M|5MP}}/{{clr|M|2MP}} for a {{clr|H|214HK}} launch. It's very unsafe if not canceled.


When chained into during {{clr|10|FSE}}, {{clr|H|2HP}} launches the opponents high into a limited juggle state. Juri can follow up with a forward jump cancel, at which point all her air normals become chainable and maintain the opponent's juggle state. These {{clr|10|FSE}} air normals can also be special canceled into her Divekick (and Shiren-sen follow-up), or you can end the chain with a {{clr|H|j.HP}} knockdown.
Because {{clr|H|2HP}} is cancelable on all active frames, Juri can cancel into a {{clr|L|236LK}} projectile to lock airborne opponents down after a jump for 1 Fuha stock. The {{clr|PC|Punish Counter}} anti-air juggle state allows Juri to follow up with freeform combo extensions that can deal huge damage and corner carry. Most jump-in timings will result in a regular hit or {{clr|PC|Counter-hit}}, but a late anti-air against an early jump attack makes it much more likely to punish. You can also use this juggle as a combo starter against blocked airborne reversals.
 
When chained into during {{clr|SA|FSE}}, {{clr|H|2HP}} launches the opponents high into a limited juggle state. Juri can follow up with a forward jump cancel, at which point all her air normals become chainable and maintain the opponent's juggle state. These {{clr|SA|FSE}} air normals can also be special canceled into her Divekick (and Shiren-sen follow-up), or you can end the chain with a {{clr|H|j.HP}} knockdown.
}}
}}


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| title    = Crouching Light Kick
| title    = Crouching Light Kick
| subtitle =
| subtitle =
| input    = 2LK
| input    = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} A[L]
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=140px|juri_2lk|caption=}}
{{MoveDataCargoImage|imageHeight=140px|juri_2lk|caption=}}
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{{AttackDataCargo-SF6/Query|juri_2lk_fse}}
{{AttackDataCargo-SF6/Query|juri_2lk_fse}}
* '''Cancel Hitconfirm Window:''' 15[13]f sp / 15f chn
* '''Cancel Hitconfirm Window:''' 15[13]f sp / 15f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|E|0}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|E|0}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
<br>
<br>
Juri's main low combo starter, with 3-hit confirms of {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|2LP}} or {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|5LK}} depending on your preference. With {{clr|4|Drive Rush}}, she can combo {{clr|L|2LK}}, {{clr|M|5MP}}, {{clr|M|2MP}} into her preferred special ender, giving her a good confirmable high/low mixup.
Juri's main low combo starter, with 3-hit confirms of {{clr|L|2LK}}~{{clr|L|2LP}}~{{clr|L|2LP}} or {{clr|L|2LK}}~{{clr|L|5LP}}~{{clr|L|5LK}} depending on your preference. With {{clr|DR|Drive Rush}}, she can combo {{clr|L|2LK}}, {{clr|M|5MP}}, {{clr|M|2MP}} into her preferred special ender, giving her a good confirmable high/low mixup.


During {{clr|10|FSE}}, {{clr|L|2LK}} becomes fully cancelable, comboing into {{clr|M|MK}}/{{clr|10|OD}} Fuhajin, Tensenrin, or more chained normals. This allows a string of {{clr|L|2LK}}~{{clr|L|2LK}}~{{clr|L|2LK}} to be confirmable into real damage; this is made even stronger by the fact that she can chain into {{clr|M|6MK}} at any time for an overhead. {{clr|L|2LK}} can chain into any normal 10f or faster (9f if delayed as late as possible).
During {{clr|SA|FSE}}, {{clr|L|2LK}} becomes fully cancelable, comboing into {{clr|M|MK}}/{{clr|OD|OD}} Fuhajin, Tensenrin, or more chained normals. This allows a string of {{clr|L|2LK}}~{{clr|L|2LK}}~{{clr|L|2LK}} to be confirmable into real damage; this is made even stronger by the fact that she can chain into {{clr|M|6MK}} at any time for an overhead. {{clr|L|2LK}} can chain into any normal 10f or faster (9f if delayed as late as possible).
}}
}}


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| title    = Crouching Medium Kick
| title    = Crouching Medium Kick
| subtitle =
| subtitle =
| input    = 2MK
| input    = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=110px|juri_2mk|caption=}}
{{MoveDataCargoImage|imageHeight=110px|juri_2mk|caption=}}
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{{AttackDataCargo-SF6/Query|juri_2mk}}
{{AttackDataCargo-SF6/Query|juri_2mk}}
* '''Cancel Hitconfirm Window:''' 13f
* '''Cancel Hitconfirm Window:''' 13f
** {{clr|4|DR}} cancel is delayed until after active frames
** {{clr|DR|DR}} cancel is delayed until after active frames
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+4}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+4}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+8}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+8}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Extends a hurtbox on whiff until end of recovery
* Extends a hurtbox on whiff until end of recovery
{{AttackDataCargo-SF6/Query|juri_2mk_fse}}
{{AttackDataCargo-SF6/Query|juri_2mk_fse}}
* '''Cancel Hitconfirm Window:''' 13[12]f sp / 15[14]f chn
* '''Cancel Hitconfirm Window:''' 13[12]f sp / 15[14]f chn
** {{clr|4|DR}} cancel is delayed until after active frames
** {{clr|DR|DR}} cancel is delayed until after active frames
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+4}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+4}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Extends a hurtbox on whiff until end of recovery
* Extends a hurtbox on whiff until end of recovery
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Juri's {{clr|M|2MK}} has great range, though its extended hurtbox stays out a bit longer than most similar pokes. It doesn't reach its full range until the 2nd active frame, so there may be some {{sf6-adv|VM|-8}} scenarios where she actually can't punish as well as other characters. Juri's pressure strings are much stronger against crouch blocking characters, so it's important to harass the opponent with this poke to keep them holding down.  
Juri's {{clr|M|2MK}} has great range, though its extended hurtbox stays out a bit longer than most similar pokes. It doesn't reach its full range until the 2nd active frame, so there may be some {{sf6-adv|VM|-8}} scenarios where she actually can't punish as well as other characters. Juri's pressure strings are much stronger against crouch blocking characters, so it's important to harass the opponent with this poke to keep them holding down.  


Juri moves forward when special canceling {{clr|M|2MK}}, allowing it to combo consistently into anything besides {{clr|H|214HK}} and {{clr|M|236MK}}. Approaching with {{clr|4|DR~}}{{clr|M|2MK}} leaves her {{sf6-adv|VP|+5}} on hit, but the pushback only allows for simple light conversions. Since this doesn't give any block advantage, this is approach is only useful if you intend to cancel {{clr|M|2MK}} into something else like {{clr|4|DRC}} or {{clr|10|SA2}}.
Juri moves forward when special canceling {{clr|M|2MK}}, allowing it to combo consistently into anything besides {{clr|H|214HK}} and {{clr|M|236MK}}. Approaching with {{clr|DR|DR~}}{{clr|M|2MK}} leaves her {{sf6-adv|VP|+5}} on hit, but the pushback only allows for simple light conversions. Since this doesn't give any block advantage, this is approach is only useful if you intend to cancel {{clr|M|2MK}} into something else like {{clr|DR|DRC}} or {{clr|SA|SA2}}.


At max range, {{clr|M|MK Fuhajin}} is her safest cancel at {{sf6-adv|VM|-6}}, though some characters have a consistent punish (e.g. Ken with {{clr|10|SA2}}); against these characters, it's safer to spend Drive meter or Fuha stocks for safer cancel routes.
At max range, {{clr|M|MK Fuhajin}} is her safest cancel at {{sf6-adv|VM|-6}}, though some characters have a consistent punish (e.g. Ken with {{clr|SA|SA2}}); against these characters, it's safer to spend Drive meter or Fuha stocks for safer cancel routes.


During {{clr|10|FSE}}, a {{clr|M|2MK}} chain will combo into any heavy normal even when delayed as late as possible. This makes it her strongest {{clr|10|FSE}} pressure starter. In the rare case that you juggle into {{clr|10|FSE}} {{clr|M|2MK}}, Juri maintains the juggle state.
During {{clr|SA|FSE}}, a {{clr|M|2MK}} chain will combo into any heavy normal even when delayed as late as possible. This makes it her strongest {{clr|SA|FSE}} pressure starter. In the rare case that you juggle into {{clr|SA|FSE}} {{clr|M|2MK}}, Juri maintains the juggle state.
}}
}}


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| title    = Crouching Heavy Kick
| title    = Crouching Heavy Kick
| subtitle =
| subtitle =
| input    = 2HK
| input    = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=130px|juri_2hk|caption=}}
{{MoveDataCargoImage|imageHeight=130px|juri_2hk|caption=}}
Line 322: Line 325:
| info    =
| info    =
{{AttackDataCargo-SF6/Query|juri_2hk}}
{{AttackDataCargo-SF6/Query|juri_2hk}}
* Counter-hit/Punish Counter: HKD +47
* {{clr|PC|Counter-hit/Punish Counter}}: HKD +47
* Not a Hard Knockdown when juggled into (after Free Juggle or {{clr|4|DR~}}{{clr|H|2HK}})
* Not a Hard Knockdown when juggled into (after Free Juggle or {{clr|DR|DR~}}{{clr|H|2HK}})
{{AttackDataCargo-SF6/Query|juri_2hk_fse}}
{{AttackDataCargo-SF6/Query|juri_2hk_fse}}
* '''Cancel Hitconfirm Window:''' 17[13]f sp / 19[15]f chn
* '''Cancel Hitconfirm Window:''' 17[13]f sp / 19[15]f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' HKD +48 oH / {{sf6-adv|VP|+5}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' HKD +48 oH / {{sf6-adv|VP|+5}} oB
<br>
<br>
Juri's sweep is among the worst overall in terms of startup and block disadvantage. It has a bit more range than her {{clr|M|2MK}}, but at {{sf6-adv|VM|-11}} there is a high likelihood that the opponent can punish with a {{clr|10|Super}} or their own sweep. It also completely lacks juggle potential, something that most other sweeps have by default.
Juri's sweep is among the worst overall in terms of startup and block disadvantage. It has a bit more range than her {{clr|M|2MK}}, but at {{sf6-adv|VM|-11}} there is a high likelihood that the opponent can punish with a {{clr|SA|Super}} or their own sweep. It also completely lacks juggle potential, something that most other sweeps have by default.


During {{clr|10|FSE}}, the sweep becomes fully cancelable even when not chained into. It won't combo into anything on hit, but all chains and most special cancels whiff safely after the opponent is knocked down. More importantly, Juri can make the sweep safe on block, even setting up frame traps or trade combos against attempted punishes. A chain into {{clr|H|6HP}} on block has a 5f gap that can interrupt many attempted sweep punishes, while {{clr|H|5HP}} is a true blockstring.
During {{clr|SA|FSE}}, the sweep becomes fully cancelable even when not chained into. It won't combo into anything on hit, but all chains and most special cancels whiff safely after the opponent is knocked down. More importantly, Juri can make the sweep safe on block, even setting up frame traps or trade combos against attempted punishes. A chain into {{clr|H|6HP}} on block has a 5f gap that can interrupt many attempted sweep punishes, while {{clr|H|5HP}} is a true blockstring.
}}
}}
<br>
<br>
Line 339: Line 342:
| title    = Jumping Light Punch
| title    = Jumping Light Punch
| subtitle =
| subtitle =
| input    = j.LP
| input    = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} --
| images  =
| images  =
{{MoveDataCargoImage|juri_jlp|caption=}}
{{MoveDataCargoImage|juri_jlp|caption=}}
Line 347: Line 350:
{{AttackDataCargo-SF6/Query|juri_jlp}}
{{AttackDataCargo-SF6/Query|juri_jlp}}
{{AttackDataCargo-SF6/Query|juri_jlp_fse}}
{{AttackDataCargo-SF6/Query|juri_jlp_fse}}
* Becomes chainable and special cancelable during {{clr|10|FSE}}
* Becomes chainable and special cancelable during {{clr|SA|FSE}}
<br>
<br>
An air-to-air button with fast startup and relatively short range. Mainly used in panic situations where {{clr|M|j.MP}} is unlikely to reach fast enough.
An air-to-air button with fast startup and relatively short range. Mainly used in panic situations where {{clr|M|j.MP}} is unlikely to reach fast enough.


After {{clr|10|FSE}} {{clr|H|2HP}} jump cancel, {{clr|L|j.LP}} continues the air juggle state. The opponent will be air reset if attempting to chain after air-to-air {{clr|L|j.LP}}.
After {{clr|SA|FSE}} {{clr|H|2HP}} jump cancel, {{clr|L|j.LP}} continues the air juggle state. The opponent will be air reset if attempting to chain after air-to-air {{clr|L|j.LP}}.
}}
}}


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| title    = Jumping Medium Punch
| title    = Jumping Medium Punch
| subtitle =
| subtitle =
| input    = j.MP
| input    = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} --
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_jmp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_jmp|caption=}}
Line 368: Line 371:
* Puts airborne opponents into {{sf6-jug|limited juggle}} state
* Puts airborne opponents into {{sf6-jug|limited juggle}} state
* Can only be used as a fuzzy instant overhead if opponent blocks deep {{clr|H|j.HK}} during Burnout
* Can only be used as a fuzzy instant overhead if opponent blocks deep {{clr|H|j.HK}} during Burnout
* Becomes chainable during {{clr|10|FSE}}
* Becomes chainable during {{clr|SA|FSE}}
<br>
<br>
Like most {{clr|M|j.MPs}}, this juggles airborne opponents. However, the angle is much different than most similar attacks; it hits well below Juri, making it hard to use as an air-to-air, or to use late in her jump arc. It combos fairly reliably when canceled into Divekick from a forward jump; this makes it an excellent counter to corner throw loops, as {{clr|M|j.MP}} > {{clr|10|j.214KK}} lands as a Punish Counter on the way up. If you suspect a throw is coming, this is much less risky than an OD/Super reversal, and gives a more reliable punish than backdash.
Like most {{clr|M|j.MPs}}, this juggles airborne opponents. However, the angle is much different than most similar attacks; it hits well below Juri, making it hard to use as an air-to-air, or to use late in her jump arc. It combos fairly reliably when canceled into Divekick from a forward jump; this makes it an excellent counter to corner throw loops, as {{clr|M|j.MP}} > {{clr|OD|j.214KK}} lands as a {{clr|PC|Punish Counter}} on the way up. If you suspect a throw is coming, this is much less risky than an OD/Super reversal, and gives a more reliable punish than backdash.


If the opponent is in Burnout, safe jump setups into blocked {{clr|H|j.HK}} can create a true blockstring into an instant overhead {{clr|M|j.MP}}, creating a terrifying high/low mixup. Without the extra blockstun from Burnout, there is a gap in the blockstring, which causes {{clr|M|j.MP}} to whiff if the opponent holds downback.
If the opponent is in Burnout, safe jump setups into blocked {{clr|H|j.HK}} can create a true blockstring into an instant overhead {{clr|M|j.MP}}, creating a terrifying high/low mixup. Without the extra blockstun from Burnout, there is a gap in the blockstring, which causes {{clr|M|j.MP}} to whiff if the opponent holds downback.


After {{clr|10|FSE}} {{clr|H|2HP}} jump cancel, it continues the air juggle state. A strong, simple sequence after the launch is {{clr|M|j.MP}}~{{clr|H|j.HK}} > j.214K~K. Even without the {{clr|H|2HP}} launcher, {{clr|10|FSE}} {{clr|M|j.MP}} can chain into other {{clr|10|FSE}} air normals when used as an air-to-air, but they will usually whiff unless Juri is far above the opponent. If used near its max height, {{clr|M|j.MP}} can chain into {{clr|M|j.MK}}, forcing the opponent to block both hits standing.
After {{clr|SA|FSE}} {{clr|H|2HP}} jump cancel, it continues the air juggle state. A strong, simple sequence after the launch is {{clr|M|j.MP}}~{{clr|H|j.HK}} > j.214K~K. Even without the {{clr|H|2HP}} launcher, {{clr|SA|FSE}} {{clr|M|j.MP}} can chain into other {{clr|SA|FSE}} air normals when used as an air-to-air, but they will usually whiff unless Juri is far above the opponent. If used near its max height, {{clr|M|j.MP}} can chain into {{clr|M|j.MK}}, forcing the opponent to block both hits standing.
}}
}}


Line 381: Line 384:
| title    = Jumping Heavy Punch
| title    = Jumping Heavy Punch
| subtitle =
| subtitle =
| input    = j.HP
| input    = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} --
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_jhp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_jhp|caption=}}
Line 391: Line 394:
* Can hit Cross-up
* Can hit Cross-up
* Spike knockdown vs. airborne opponents (no HKD)
* Spike knockdown vs. airborne opponents (no HKD)
* Becomes chainable and special cancelable during {{clr|10|FSE}} (but no juggle)
* Becomes chainable and special cancelable during {{clr|SA|FSE}} (but no juggle)
<br>
<br>
Similar to Juri's {{clr|H|j.HP}} from SF4, this normal reaches far downward, allowing her to mix up her air normal timing. It causes a Hard Knockdown on grounded opponents, making it less rewarding than standard jump attacks. Against airborne opponents, it causes a standard knockdown instead; Juri's knockdown advantage depends on the height it connects.
Similar to Juri's {{clr|H|j.HP}} from SF4, this normal reaches far downward, allowing her to mix up her air normal timing. It causes a Hard Knockdown on grounded opponents, making it less rewarding than standard jump attacks. Against airborne opponents, it causes a standard knockdown instead; Juri's knockdown advantage depends on the height it connects.


If used at the end of an {{clr|10|FSE}} air chain, it usually knocks down before a chain or Divekick cancel can connect; specific setups are required to follow it up on a high-juggled opponent. Jumping directly above the opponent with a max-height {{clr|H|j.HP}}~{{clr|H|j.HK}} sets up a double overhead that can be mixed with {{clr|H|j.HP}} into an immediate {{clr|L|2LK}}; the opponent cannot start parrying once the {{clr|H|j.HP}} has connected, and an early parry leaves them vulnerable to Empty Jump > Throw.  
If used at the end of an {{clr|SA|FSE}} air chain, it usually knocks down before a chain or Divekick cancel can connect; specific setups are required to follow it up on a high-juggled opponent. Jumping directly above the opponent with a max-height {{clr|H|j.HP}}~{{clr|H|j.HK}} sets up a double overhead that can be mixed with {{clr|H|j.HP}} into an immediate {{clr|L|2LK}}; the opponent cannot start parrying once the {{clr|H|j.HP}} has connected, and an early parry leaves them vulnerable to Empty Jump > Throw.  
}}
}}


Line 402: Line 405:
| title    = Jumping Light Kick
| title    = Jumping Light Kick
| subtitle =
| subtitle =
| input    = j.LK
| input    = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L
| images  =
| images  =
{{MoveDataCargoImage|juri_jlk|caption=}}
{{MoveDataCargoImage|juri_jlk|caption=}}
Line 412: Line 415:
* Can hit Cross-up
* Can hit Cross-up
* Can be used as a fuzzy instant overhead (vs. Blanka, does not work after perfect safe jump timing)
* Can be used as a fuzzy instant overhead (vs. Blanka, does not work after perfect safe jump timing)
* Becomes chainable and special cancelable during {{clr|10|FSE}}
* Becomes chainable and special cancelable during {{clr|SA|FSE}}
<br>
<br>
A cross-up with better hitbox priority than {{clr|M|j.MK}}, at the cost of a much narrower hitbox and lower hitstun for follow-up combos. The instant overhead property allows Juri to close out a round with a tricky mixup after making the opponent block a deep jump-in, but this is a high-risk endeavor.
A cross-up with better hitbox priority than {{clr|M|j.MK}}, at the cost of a much narrower hitbox and lower hitstun for follow-up combos. The instant overhead property allows Juri to close out a round with a tricky mixup after making the opponent block a deep jump-in, but this is a high-risk endeavor.


After {{clr|10|FSE}} {{clr|H|2HP}} jump cancel, {{clr|L|j.LK}} continues the air juggle state. The opponent will be air reset if attempting to chain after air-to-air {{clr|L|j.LK}}. Juri cannot use {{clr|10|FSE}} to combo after an instant overhead {{clr|L|j.LK}}.
After {{clr|SA|FSE}} {{clr|H|2HP}} jump cancel, {{clr|L|j.LK}} continues the air juggle state. The opponent will be air reset if attempting to chain after air-to-air {{clr|L|j.LK}}. Juri cannot use {{clr|SA|FSE}} to combo after an instant overhead {{clr|L|j.LK}}.
}}
}}


Line 423: Line 426:
| title    = Jumping Medium Kick
| title    = Jumping Medium Kick
| subtitle =
| subtitle =
| input    = j.MK
| input    = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=140px|juri_jmk|caption=}}
{{MoveDataCargoImage|imageHeight=140px|juri_jmk|caption=}}
Line 436: Line 439:
A cross-up with a wide hitbox. At the right spacing, mixing between this and {{clr|H|j.HP}} allows for ambiguous left/right jump-ins.
A cross-up with a wide hitbox. At the right spacing, mixing between this and {{clr|H|j.HP}} allows for ambiguous left/right jump-ins.


After {{clr|10|FSE}} {{clr|H|2HP}} jump cancel or a chain from {{clr|10|FSE}} {{clr|M|j.MP}}, {{clr|M|j.MK}} will continue the air juggle state.
After {{clr|SA|FSE}} {{clr|H|2HP}} jump cancel or a chain from {{clr|SA|FSE}} {{clr|M|j.MP}}, {{clr|M|j.MK}} will continue the air juggle state.
}}
}}


Line 443: Line 446:
| title    = Jumping Heavy Kick
| title    = Jumping Heavy Kick
| subtitle =
| subtitle =
| input    = j.HK
| input    = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_jhk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_jhk|caption=}}
Line 456: Line 459:
An average jump-in tool with the hurtbox slightly outside the attack hitbox. Its main advantage over {{clr|H|j.HP}} is that it doesn't knock down, allowing a full combo after its high hitstun.
An average jump-in tool with the hurtbox slightly outside the attack hitbox. Its main advantage over {{clr|H|j.HP}} is that it doesn't knock down, allowing a full combo after its high hitstun.


After {{clr|10|FSE}} {{clr|H|2HP}} jump cancel or a chain from {{clr|10|FSE}} {{clr|M|j.MP}}, {{clr|M|j.MK}} will continue the air juggle state.
After {{clr|SA|FSE}} {{clr|H|2HP}} jump cancel or a chain from {{clr|SA|FSE}} {{clr|M|j.MP}}, {{clr|M|j.MK}} will continue the air juggle state.
}}
}}


Line 463: Line 466:
| title    = Neutral Jumping Heavy Kick
| title    = Neutral Jumping Heavy Kick
| subtitle =
| subtitle =
| input    = 8j.HK
| input    = {{Classic_sf6}} 8j.HK<br>{{Modern_sf6}} 8j.H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=60px|juri_8jhk|caption=}}
{{MoveDataCargoImage|imageHeight=60px|juri_8jhk|caption=}}
Line 472: Line 475:
{{AttackDataCargo-SF6/Query|juri_8jhk_fse}}
{{AttackDataCargo-SF6/Query|juri_8jhk_fse}}
* Shifts Juri's hurtbox upward during startup
* Shifts Juri's hurtbox upward during startup
* Becomes chainable during {{clr|10|FSE}} (but not special cancelable)
* Becomes chainable during {{clr|SA|FSE}} (but not special cancelable)
<br>
<br>
This version of {{clr|H|j.HK}} hits on both sides of Juri, making it a useful air-to-air and preventing opponents from easily walking/dashing under a neutral jump.
This version of {{clr|H|j.HK}} hits on both sides of Juri, making it a useful air-to-air and preventing opponents from easily walking/dashing under a neutral jump.


When chained from {{clr|10|FSE}} {{clr|M|neutral j.MP}}, the opponent is kept in a limited juggle state; this button cannot come out after {{clr|10|FSE}} {{clr|H|2HP}} jump cancel, since it automatically forces a forward jump.
When chained from {{clr|SA|FSE}} {{clr|M|neutral j.MP}}, the opponent is kept in a limited juggle state; this button cannot come out after {{clr|SA|FSE}} {{clr|H|2HP}} jump cancel, since it automatically forces a forward jump.
}}
}}
<br>
<br>
Line 485: Line 488:
| title    = Kyosesho
| title    = Kyosesho
| subtitle =
| subtitle =
| input    = 6MP
| input    = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} --
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_6mp|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_6mp|caption=}}
Line 493: Line 496:
{{AttackDataCargo-SF6/Query|juri_6mp}}
{{AttackDataCargo-SF6/Query|juri_6mp}}
* '''Cancel Hitconfirm Window:''' 15f
* '''Cancel Hitconfirm Window:''' 15f
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+9}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+9}} oB
{{AttackDataCargo-SF6/Query|juri_6mp_fse}}
{{AttackDataCargo-SF6/Query|juri_6mp_fse}}
* '''Cancel Hitconfirm Window:''' 15[13]f sp / 17[15]f chn
* '''Cancel Hitconfirm Window:''' 15[13]f sp / 17[15]f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+7}} oB
<br>
<br>
Juri takes a small step forward during the startup, giving it range similar to {{clr|M|2MK}} with the same startup. Since it does slightly more damage than {{clr|M|2MK}}, it's useful in {{sf6-adv|VP|+8}} situations, such as 1-Stock {{clr|M|236MK}}. It can be used in counter-hit confirms, or as a Punish Counter starter that keeps Juri closer to the opponent on hit.
Juri takes a small step forward during the startup, giving it range similar to {{clr|M|2MK}} with the same startup. Since it does slightly more damage than {{clr|M|2MK}}, it's useful in {{sf6-adv|VP|+8}} situations, such as 1-Stock {{clr|M|236MK}}. It can be used in {{clr|PC|Counter-hit}} confirms, or as a {{clr|PC|Punish Counter}} starter that keeps Juri closer to the opponent on hit.


Perhaps the most impactful feature of this command normal is that it prevents Juri from easily walking forward with staggered {{clr|M|5MP}} blockstrings; having to let go of the forward input can create a larger frame gap that the opponent can jab through.
Perhaps the most impactful feature of this command normal is that it prevents Juri from easily walking forward with staggered {{clr|M|5MP}} blockstrings; having to let go of the forward input can create a larger frame gap that the opponent can jab through.


During {{clr|10|FSE}}, a {{clr|M|6MP}} chain can combo into any other normal, but a late cancel (final 2 frames) will not combo into {{clr|M|6MK}} overhead.
During {{clr|SA|FSE}}, a {{clr|M|6MP}} chain can combo into any other normal, but a late cancel (final 2 frames) will not combo into {{clr|M|6MK}} overhead.
}}
}}


Line 510: Line 513:
| title    = Senkai Kick
| title    = Senkai Kick
| subtitle =
| subtitle =
| input    = 6MK
| input    = {{Classic_sf6}} 6MK<br>{{Modern_sf6}} 6M
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_6mk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_6mk|caption=}}
Line 521: Line 524:
* 2f extra recovery on whiff
* 2f extra recovery on whiff
* '''Cancel Hitconfirm Window:''' [14f] sp/chn  
* '''Cancel Hitconfirm Window:''' [14f] sp/chn  
** Special/{{clr|4|DR}} cancel is delayed until after 2nd active frame
** Special/{{clr|DR|DR}} cancel is delayed until after 2nd active frame
* '''{{clr|4|Drive Rush}} cancel advantage:''' KD +37 oH / {{sf6-adv|VP|+9}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' KD +37 oH / {{sf6-adv|VP|+9}} oB
<br>
<br>
Juri's overhead appears to be a hopkick, but is not airborne or a low crush. Like most overheads, it is safe on block and only leads to a combo after {{clr|4|Drive Rush}}. She can usually link this into {{clr|M|5MP}}, {{clr|M|2MP}} due to the forward momentum, but if it connects at max range, she should link directly into {{clr|M|2MP}}.
Juri's overhead appears to be a hopkick, but is not airborne or a low crush. Like most overheads, it is safe on block and only leads to a combo after {{clr|DR|Drive Rush}}. She can usually link this into {{clr|M|5MP}}, {{clr|M|2MP}} due to the forward momentum, but if it connects at max range, she should link directly into {{clr|M|2MP}}.


Juri cannot special cancel a raw {{clr|M|6MK}} during {{clr|10|FSE}} the way she can with {{clr|H|5HK}} or {{clr|H|2HK}}; the cancel is only possible when chaining into {{clr|M|6MK}}. Since this chain knocks down on hit with no juggle opportunity and the overhead is safe on its own, she is better off just stopping at {{clr|M|6MK}} or chaining into another {{clr|10|FSE}} normal. Chaining into the {{clr|10|FSE}} overhead from {{clr|M|5MP}} or {{clr|M|2MP}} leaves a small gap that the opponent can interrupt with a jab if they react quickly enough.
Juri cannot special cancel a raw {{clr|M|6MK}} during {{clr|SA|FSE}} the way she can with {{clr|H|5HK}} or {{clr|H|2HK}}; the cancel is only possible when chaining into {{clr|M|6MK}}. Since this chain knocks down on hit with no juggle opportunity and the overhead is safe on its own, she is better off just stopping at {{clr|M|6MK}} or chaining into another {{clr|SA|FSE}} normal. Chaining into the {{clr|SA|FSE}} overhead from {{clr|M|5MP}} or {{clr|M|2MP}} leaves a small gap that the opponent can interrupt with a jab if they react quickly enough.
}}
}}


Line 533: Line 536:
| title    = Renko Kicks
| title    = Renko Kicks
| subtitle =
| subtitle =
| input    = 6HP
| input    = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_6hp|1|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_6hp|1|caption=}}
Line 545: Line 548:
{{AttackDataCargo-SF6/Query|juri_6hp}}
{{AttackDataCargo-SF6/Query|juri_6hp}}
* Both hits put airborne opponents into {{sf6-jug|limited juggle}} state; () refers to startup of 2nd hit only
* Both hits put airborne opponents into {{sf6-jug|limited juggle}} state; () refers to startup of 2nd hit only
* Counter-hit/Punish Counter bonus advantage carries through both hits
* {{clr|PC|Counter-hit/Punish Counter}} bonus advantage carries through both hits
* '''Cancel Hitconfirm Window:''' 27f/14f
* '''Cancel Hitconfirm Window:''' 27f/14f
* '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+6}} oB, 2nd hit {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+9}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+6}} oB, 2nd hit {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+9}} oB
* '''{{clr|10|SA2}} cancel advantage:''' 1st hit {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+8}} oB, 2nd hit {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' 1st hit {{sf6-adv|VP|+18}} oH / {{sf6-adv|VP|+8}} oB, 2nd hit {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB
{{AttackDataCargo-SF6/Query|juri_6hp_fse}}
{{AttackDataCargo-SF6/Query|juri_6hp_fse}}
* '''Cancel Hitconfirm Window:''' 27[23]f sp / 29[25]f chn
* '''Cancel Hitconfirm Window:''' 27[23]f sp / 29[25]f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit KD +48 oH / {{sf6-adv|VP|+6}} oB, 2nd hit KD +53 oH / {{sf6-adv|VP|+9}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' 1st hit KD +48 oH / {{sf6-adv|VP|+6}} oB, 2nd hit KD +53 oH / {{sf6-adv|VP|+9}} oB
<br>
<br>
{{clr|H|6HP}} is Juri's longest cancelable normal, and very easy to hitconfirm. The combination of slow startup, recovery, and forward movement makes this a dangerous move to whiff in neutral. On block, a cancel to {{clr|L|214LK}} usually keeps it safe from 4f punishes, even at close range. Being cancelable on both hits also makes this move strong against {{clr|4|Drive Impact}}, as Juri can quickly cancel into her own {{clr|4|DI}} on reaction.
{{clr|H|6HP}} is Juri's longest cancelable normal, and very easy to hitconfirm. The combination of slow startup, recovery, and forward movement makes this a dangerous move to whiff in neutral. On block, a cancel to {{clr|L|214LK}} usually keeps it safe from 4f punishes, even at close range. Being cancelable on both hits also makes this move strong against {{clr|DR|Drive Impact}}, as Juri can quickly cancel into her own {{clr|DR|DI}} on reaction.


There is a specific range where only the second hit will connect, but most of the time both hits will connect with no issues.
There is a specific range where only the second hit will connect, but most of the time both hits will connect with no issues.
Line 559: Line 562:
In combos, first hit has more hitstun, allowing a combo to {{clr|H|214HK}} for the meterless juggle. This single hit cannot be confirmed on reaction (7f confirm window), but it's only slightly more damage than 2-hit {{clr|H|6HP}} into {{clr|M|214MK}}. With 1 Fuha stock available, Juri gains a strong combo route with 2-hit {{clr|H|6HP}} > {{clr|M|236MK}}, {{clr|M|6MP}} into any special.
In combos, first hit has more hitstun, allowing a combo to {{clr|H|214HK}} for the meterless juggle. This single hit cannot be confirmed on reaction (7f confirm window), but it's only slightly more damage than 2-hit {{clr|H|6HP}} into {{clr|M|214MK}}. With 1 Fuha stock available, Juri gains a strong combo route with 2-hit {{clr|H|6HP}} > {{clr|M|236MK}}, {{clr|M|6MP}} into any special.


When chained into during {{clr|10|FSE}}, both hits cause a knockdown. The second hit uses up more juggle potential but launches higher, allowing for some unique midscreen juggle routes like {{clr|10|FSE}} {{clr|H|6HP}} (2 hit) > {{clr|H|236HK}}, juggle {{clr|10|SA1}}.
When chained into during {{clr|SA|FSE}}, both hits cause a knockdown. The second hit uses up more juggle potential but launches higher, allowing for some unique midscreen juggle routes like {{clr|SA|FSE}} {{clr|H|6HP}} (2 hit) > {{clr|H|236HK}}, juggle {{clr|SA|SA1}}.
}}
}}


Line 566: Line 569:
| title    = Korenzan
| title    = Korenzan
| subtitle =
| subtitle =
| input    = 4HK
| input    = {{Classic_sf6}} 4HK<br>{{Modern_sf6}} 4H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_4hk|1|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_4hk|1|caption=}}
Line 579: Line 582:
* 1st hit: Forces Stand and puts airborne opponents into {{sf6-jug|limited juggle}} state
* 1st hit: Forces Stand and puts airborne opponents into {{sf6-jug|limited juggle}} state
* 2nd hit: OTG bounce vs. airborne opponents; () refers to startup of 2nd hit only
* 2nd hit: OTG bounce vs. airborne opponents; () refers to startup of 2nd hit only
* Counter-hit/Punish Counter bonus advantage carries through both hits
* {{clr|PC|Counter-hit/Punish Counter}} bonus advantage carries through both hits
* '''Cancel Hitconfirm Window:''' 39f/17f
* '''Cancel Hitconfirm Window:''' 39f/17f
* '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB, 2nd hit {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' 1st hit {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB, 2nd hit {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|10|SA2}} cancel advantage:''' 1st hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB, 2nd hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+8}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' 1st hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+6}} oB, 2nd hit {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+8}} oB
{{AttackDataCargo-SF6/Query|juri_4hk_fse}}
{{AttackDataCargo-SF6/Query|juri_4hk_fse}}
* 2nd hit: OTG bounce vs. airborne opponents; () refers to startup of 2nd hit only
* 2nd hit: OTG bounce vs. airborne opponents; () refers to startup of 2nd hit only
* '''Cancel Hitconfirm Window:''' 39[31]f sp / 41[33]f chn
* '''Cancel Hitconfirm Window:''' 39[31]f sp / 41[33]f chn
** 2nd hit only: 17f sp / 19f chn
** 2nd hit only: 17f sp / 19f chn
* '''{{clr|4|Drive Rush}} cancel advantage:''' 1st hit KD +51 oH / {{sf6-adv|VP|+4}} oB, 2nd hit KD +32 oH / {{sf6-adv|VP|+6}} oB
* '''{{clr|DR|Drive Rush}} cancel advantage:''' 1st hit KD +51 oH / {{sf6-adv|VP|+4}} oB, 2nd hit KD +32 oH / {{sf6-adv|VP|+6}} oB
<br>
<br>
A 2-hit axe kick that gives Juri a long hitconfirm window for canceling into safety on block or damage on hit. It does not combo into {{clr|H|214HK}} or {{clr|M|236MK}}, somewhat limiting her meterless damage options on hit. The upward hit is not a very strong anti-air, losing to (or trading with) most air normals. If it does connect against an airborne opponent (as an anti-air or in a juggle), Juri can juggle with any move that has juggle potential; notably, a meterless Fuha store will not work in most juggle routes.
A 2-hit axe kick that gives Juri a long hitconfirm window for canceling into safety on block or damage on hit. It does not combo into {{clr|H|214HK}} or {{clr|M|236MK}}, somewhat limiting her meterless damage options on hit. The upward hit is not a very strong anti-air, losing to (or trading with) most air normals. If it does connect against an airborne opponent (as an anti-air or in a juggle), Juri can juggle with any move that has juggle potential; notably, a meterless Fuha store will not work in most juggle routes.


When chained into during {{clr|10|FSE}}, both hits cause a knockdown. The first hit launches the opponent upward a bit, and canceling this hit can lead to some improved juggles especially in the corner. The second hit can cancel to Tensenrin or {{clr|10|SA1}} before the opponent is slammed to the ground.
When chained into during {{clr|SA|FSE}}, both hits cause a knockdown. The first hit launches the opponent upward a bit, and canceling this hit can lead to some improved juggles especially in the corner. The second hit can cancel to Tensenrin or {{clr|SA|SA1}} before the opponent is slammed to the ground.
}}
}}
<br>
<br>
Line 600: Line 603:
| title    = Death Crest
| title    = Death Crest
| subtitle =
| subtitle =
| input    = 5MP~4HP~HP
| input    = {{Classic_sf6}} 5MP~4HP~HP<br>{{Modern_sf6}} 5M~4M~M
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=150px|juri_5mp_4hp|caption=}}
{{MoveDataCargoImage|imageHeight=150px|juri_5mp_4hp|caption=}}
Line 619: Line 622:
* Not airborne despite the animation
* Not airborne despite the animation
<br>
<br>
The first half of Death Crest is a rare instance of a safe Target Combo that can easily be confirmed on hit or block. The {{clr|M|5MP}} starter is plus on block but has very little range, so a string like {{clr|M|5MP}}, {{clr|M|5MP}}~{{clr|H|4HP}} will not work unless you have {{clr|4|Drive Rush}} momentum. Being too predictable with the TC chain can lead to getting Perfect Parried, but the gap is safe against reversal {{clr|4|Drive Impact}}.
The first half of Death Crest is a rare instance of a safe Target Combo that can easily be confirmed on hit or block. The {{clr|M|5MP}} starter is plus on block but has very little range, so a string like {{clr|M|5MP}}, {{clr|M|5MP}}~{{clr|H|4HP}} will not work unless you have {{clr|DR|Drive Rush}} momentum. Being too predictable with the TC chain can lead to getting Perfect Parried, but the gap is safe against reversal {{clr|DR|Drive Impact}}.


The final hit is very unsafe if blocked, but this shouldn't be an issue due to the lenient hitconfirm window. Juri can chase down the opponent with a meaty normal after a midscreen knockdown, but {{clr|4|Drive Rush}} is required to get true strike/throw pressure. The final hit is cancelable into any Super to tack on extra damage, but only on hit; you cannot use {{clr|10|SA2}} to bail yourself out if you finished the TC sequence on block.
The final hit is very unsafe if blocked, but this shouldn't be an issue due to the lenient hitconfirm window. Juri can chase down the opponent with a meaty normal after a midscreen knockdown, but {{clr|DR|Drive Rush}} is required to get true strike/throw pressure. The final hit is cancelable into any Super to tack on extra damage, but only on hit; you cannot use {{clr|SA|SA2}} to bail yourself out if you finished the TC sequence on block.
}}
}}
<br>
<br>
Line 630: Line 633:
| title    = Forward Throw
| title    = Forward Throw
| subtitle =
| subtitle =
| input    = LPLK
| input    = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=140px|juri_lplk|caption=}}
{{MoveDataCargoImage|imageHeight=140px|juri_lplk|caption=}}
Line 637: Line 640:
| info    =
| info    =
{{AttackDataCargo-SF6/Query|juri_lplk}}
{{AttackDataCargo-SF6/Query|juri_lplk}}
* Punish Counter: HKD +36
* {{clr|PC|Punish Counter}}: HKD +36
* Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
* Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
<br>
<br>
Line 649: Line 652:
| title    = Back Throw
| title    = Back Throw
| subtitle =
| subtitle =
| input    = 4LPLK
| input    = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=140px|juri_4lplk|caption=}}
{{MoveDataCargoImage|imageHeight=140px|juri_4lplk|caption=}}
Line 657: Line 660:
{{AttackDataCargo-SF6/Query|juri_4lplk}}
{{AttackDataCargo-SF6/Query|juri_4lplk}}
* Side switch
* Side switch
* Punish Counter: HKD +22
* {{clr|PC|Punish Counter}}: HKD +22
* Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
* Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
<br>
<br>
Line 667: Line 670:
| title    = Air Throw
| title    = Air Throw
| subtitle =
| subtitle =
| input    = LPLK (air)
| input    = {{Classic_sf6}} LPLK (air)<br>{{Modern_sf6}} LM (air)
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=150px|juri_jlplk|caption=}}
{{MoveDataCargoImage|imageHeight=150px|juri_jlplk|caption=}}
Line 686: Line 689:
| title    = Drive Impact
| title    = Drive Impact
| subtitle =
| subtitle =
| input    = HPHK
| input    = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_hphk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_hphk|caption=}}
Line 693: Line 696:
| info    =
| info    =
{{AttackDataCargo-SF6/Query|juri_hphk}}
{{AttackDataCargo-SF6/Query|juri_hphk}}
* '''Armor (2-hit):''' 1-27f
* '''Armor (2-hit):''' 1-27f; '''Range:''' 2.511 (1.461 movement + 1.05 hitbox)
* Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
* On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
* Combos when canceled from {{clr|H|2HP}}/{{clr|M|5MK (1st)}} or Punish Counter {{clr|H|5HP}}/{{clr|H|6HP (both)}}/{{clr|M|2MP}}/{{clr|M|2MK}}/{{clr|M|6MP}} (no corner wallsplat)
* On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
** Useful for draining opponent's Drive gauge, especially after Perfect Parry
* Combos when canceled from {{clr|H|2HP}}/{{clr|M|5MK (1st)}} or {{clr|PC|Punish Counter}} {{clr|H|5HP}}/{{clr|H|6HP (both)}}/{{clr|M|2MP}}/{{clr|M|2MK}}/{{clr|M|6MP}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
* A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes
** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details.
See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details.


When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout
* {{clr|H|5HP}}, {{clr|10|FSE}} {{clr|M|6MK}}: 5[1]
* {{clr|H|5HP}}: 5[1]
* {{clr|H|6HP (2nd)}}: 8[4]
* {{clr|H|6HP (2nd)}}, {{clr|SA|FSE}} {{clr|M|6MK}}: 8[4]
* {{clr|M|5MP}}, {{clr|M|6MP}}: 10[6]
* {{clr|M|5MP}}, {{clr|M|6MP}}: 10[6]
* {{clr|M|2MP}}, {{clr|M|2MK}}, {{clr|H|2HP}}, {{clr|H|6HP (1st)}}, {{clr|H|4HK (2nd)}}, {{clr|10|FSE}} {{clr|M|5MK (2nd)}}: 11[7]
* {{clr|M|2MP}}, {{clr|M|2MK}}, {{clr|H|2HP}}, {{clr|H|6HP (1st)}}, {{clr|H|4HK (2nd)}}, {{clr|SA|FSE}} {{clr|M|5MK (2nd)}}: 11[7]
* {{clr|M|5MK (1st)}}, {{clr|10|FSE}} {{clr|H|2HK}}: 12[8]
* {{clr|M|5MK (1st)}}, {{clr|SA|FSE}} {{clr|H|2HK}}: 12[8]
* {{clr|H|4HK (1st)}}: 13[9]
* {{clr|H|4HK (1st)}}: 13[9]
* {{clr|10|FSE}} {{clr|H|5HK}}: 15[11]
* {{clr|SA|FSE}} {{clr|H|5HK}}: 15[11]
* Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
* Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters


Line 713: Line 719:
* '''Marisa (214K)''', frame 3 armor
* '''Marisa (214K)''', frame 3 armor
* '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor
* '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock.
 
* {{clr|H|5HP}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup.
* {{clr|4|DR~}}{{clr|M|5MP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit
* {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit
* {{clr|4|DR~}}{{clr|M|6MP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit
* {{clr|DR|DR~}}{{clr|M|5MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit
* {{clr|DR|DR~}}{{clr|M|6MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit
}}
}}


Line 723: Line 730:
| title    = Drive Reversal
| title    = Drive Reversal
| subtitle =
| subtitle =
| input    = 6HPHK (in blockstun)
| input    = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_6hphk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_6hphk|caption=}}
Line 730: Line 737:
| info    =
| info    =
{{AttackDataCargo-SF6/Query|juri_6hphk}}
{{AttackDataCargo-SF6/Query|juri_6hphk}}
* '''Full Invuln:''' 1-22f; Armor Break
* '''Full Invuln:''' 1-22f; '''Range:''' 1.598; Armor Break
* 5f extra recovery on hit
* 5f extra recovery on hit; 4f screen freeze during startup
{{AttackDataCargo-SF6/Query|juri_6hphk_recovery}}
* '''Full Invuln:''' 1-20f; '''Range:''' 1.598; Armor Break
* 5f extra recovery on hit; no screen freeze
See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details.
See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details.
}}
}}
Line 739: Line 749:
| title    = Drive Parry
| title    = Drive Parry
| subtitle =
| subtitle =
| input    = MPMK
| input    = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_mpmk|caption=}}
{{MoveDataCargoImage|imageHeight=180px|juri_mpmk|caption=}}
Line 753: Line 763:
}}
}}


=====<font style="visibility:hidden; float:right">Drive Rush (66)</font>=====
=====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>=====
{{MoveDataCargo
{{MoveDataCargo
| title    = Drive Rush
| title    = Drive Rush
| subtitle =
| subtitle =
| input    = 66
| input    = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=120px|juri_66|caption=}}
{{MoveDataCargoImage|imageHeight=160px|juri_mpmk_66_pdr|caption=}}
| hitboxes =
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|juri_66|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|juri_mpmk_66_pdr|caption=}}
| info    =
| info    =
{{AttackDataCargo-SF6/Query|juri_66}}
{{AttackDataCargo-SF6/Query|juri_mpmk_66_pdr}}
* 1-bar version performed out of Parry
* Startup is 1+8 immediately after successful Parry
{{AttackDataCargo-SF6/Query|juri_mpmk_66_drc}}
* 3-bar version performed on hit/block from a cancelable normal
** Can also be performed from whiffed cancelable light normals
 
See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Juri/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
* Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation
* The first 15 recovery frames are cancelable into any attack
* The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
* Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties
* Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
* Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo
** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo
See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}.
 
* Distance:
Distance:
** 0.641 (min, cancel into immediate Throw)
* 0.641 (min, cancel into immediate Throw)
** 2.479 (min, earliest blocking/movement frame)
* 2.479 (min, earliest blocking/movement frame)
** 3.999 (max, final {{clr|4|DR}} frame)
* 3.999 (max, final {{clr|DR|DR}} frame)
* See Strategy page for [[Street_Fighter_6/Juri/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
}}
}}
<br>
<br>
Line 779: Line 799:
{{MoveDataCargo
{{MoveDataCargo
| title    = Fuhajin
| title    = Fuhajin
| subtitle =
| subtitle = Store Kick
| input    = 214K
| input    = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 214X or 4S (M)
| images  =
| images  =
{{MoveDataCargoImage|imageWidth=200px|juri_214lk|caption=}}
{{MoveDataCargoImage|imageWidth=200px|juri_214lk|caption=}}
Line 790: Line 810:
{{AttackDataCargo-SF6/Query|juri_214lk}}
{{AttackDataCargo-SF6/Query|juri_214lk}}
* Fastest total duration, safest to whiff at a distance
* Fastest total duration, safest to whiff at a distance
* Gains Fuha stock on frame 10; '''1-Hit Projectile Clash''' hitbox on frames 8-13
* Puts opponent into {{sf6-jug|limited juggle}} state on hit (can only follow with {{clr|SA|SA3}} cancel)
* '''Cancel Hitconfirm Window:''' 19f (Super)
* '''Cancel Hitconfirm Window:''' 19f (Super)
{{AttackDataCargo-SF6/Query|juri_214mk}}
{{AttackDataCargo-SF6/Query|juri_214mk}}
* Gains Fuha stock on frame 13; '''1-Hit Projectile Clash''' hitbox on frames 11-16
* Puts opponent into {{sf6-jug|limited juggle}} state on hit (can only follow with {{clr|SA|SA3}} cancel)
* '''Cancel Hitconfirm Window:''' 24f (Super)
* '''Cancel Hitconfirm Window:''' 24f (Super)
{{AttackDataCargo-SF6/Query|juri_214hk}}
{{AttackDataCargo-SF6/Query|juri_214hk}}
* Gains Fuha stock on frame 25; '''1-Hit Projectile Clash''' hitbox on frames 23-28
* Puts opponent into {{sf6-jug|limited juggle}} state on hit
* '''Cancel Hitconfirm Window:''' 16f (Super)
* '''Cancel Hitconfirm Window:''' 16f (Super)
{{AttackDataCargo-SF6/Query|juri_214kk}}
{{AttackDataCargo-SF6/Query|juri_214kk}}
* Gains Fuha stock on frame 12; '''2-Hit OD Projectile Clash''' hitbox on frames 10-17
* Puts opponent into {{sf6-jug|limited juggle}} state on hit
* '''Cancel Hitconfirm Window:''' 28f (Super)
* '''Cancel Hitconfirm Window:''' 28f (Super)
* '''{{clr|10|SA2}} cancel advantage:''' KD +49 oH / {{sf6-adv|VM|-8}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' KD +49 oH / {{sf6-adv|VM|-8}} oB (punishable even when using {{clr|SA|SA2}} dash attack)
** Can be punished even if using {{clr|10|SA2}} dash attack
<br>
<br>
Juri kicks upward with one foot, launching the opponent into the air on hit. The LK version stands in place, the MK and OD versions take a small forward step, and the HK version takes a large forward step before attacking. The HK and OD versions launch high enough for an easy follow-up juggle on hit, but the LK and MK versions can only juggle into a canceled {{clr|10|SA3}}. Fuhajin can clash with fireballs during the active frames; meterless versions can dissipate 1-hit low priority projectiles, while OD Fuhajin can dissipate 2-hit OD priority projectiles.
Juri kicks upward with one foot, launching the opponent into the air on hit. The {{clr|L|LK}} version stands in place, the {{clr|M|MK}} and {{clr|OD|OD}} versions take a small forward step, and the {{clr|H|HK}} version takes a large forward step before attacking. The {{clr|H|HK}} and {{clr|OD|OD}} versions launch high enough for an easy follow-up juggle on hit, but the {{clr|L|LK}} and {{clr|M|MK}} versions can only juggle into a canceled {{clr|SA|SA3}}. Fuhajin can clash with fireballs during the active frames; meterless versions can dissipate 1-hit low priority projectiles, while {{clr|OD|OD Fuhajin}} can dissipate 2-hit {{clr|OD|OD}} priority projectiles.


Juri's "Fuha Stock" increases by 1 (up to a maximum of 3) on hit, block, or whiff; this occurs on the first active frame for meterless versions and on frame 14 for the OD version. These stocks improve the effectiveness of her 236K specials and her {{clr|10|SA1}}. Whiffing the LK version from far range is a fairly safe way to build stocks unless the opponent has a fast, long range punish option. A well-spaced LK Fuhajin on block is also relatively safe, but other versions are much more punishable. Even canceling {{clr|10|OD Fuhajin}} into {{clr|10|SA2}} is unsafe due to the move's late cancel window.
Juri's "Fuha Stock" increases by 1 (up to a maximum of 3) on hit, block, or whiff; this occurs on the first active frame for all versions. These stocks improve the effectiveness of her 236K specials and her {{clr|SA|SA1}}. Whiffing the {{clr|L|LK}} version from far range is a fairly safe way to build stocks unless the opponent has a fast, long range punish option. A well-spaced {{clr|L|LK Fuhajin}} on block is also relatively safe, but other versions are much more punishable. Even canceling {{clr|OD|OD Fuhajin}} into {{clr|SA|SA2}} is unsafe due to the move's late cancel window.


{{clr|10|OD Fuhajin}} is the best version to use for combo consistency, as it combos naturally even from ranged light normals.
{{clr|OD|OD Fuhajin}} is the best version to use for combo consistency, as it combos naturally even from ranged light normals.
}}
}}


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{{MoveDataCargo
{{MoveDataCargo
| title    = Saihasho
| title    = Saihasho
| subtitle =
| subtitle = Fireball
| input    = 236LK
| input    = {{Classic_sf6}} 236LK<br>{{Modern_sf6}} 236L or 5S
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=110px|juri_236lk|caption=}}
{{MoveDataCargoImage|imageHeight=110px|juri_236lk|caption=}}
Line 832: Line 859:
{{AttackDataCargo-SF6/Query|juri_236lkmk}}
{{AttackDataCargo-SF6/Query|juri_236lkmk}}
* '''Cancel Hitconfirm Window:''' 7f (Super) / 4f (Follow-up)
* '''Cancel Hitconfirm Window:''' 7f (Super) / 4f (Follow-up)
* '''{{clr|10|SA2}} cancel advantage:''' KD +57 oH / {{sf6-adv|VP|+17}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' KD +57 oH / {{sf6-adv|VP|+17}} oB
* '''Projectile Speed:''' 0.035
* '''Projectile Speed:''' 0.035
<br>
<br>
Line 843: Line 870:
{{MoveDataCargo
{{MoveDataCargo
| title    = Ankensatsu
| title    = Ankensatsu
| subtitle =
| subtitle = Axe Kick
| input    = 236MK
| input    = {{Classic_sf6}} 236MK<br>{{Modern_sf6}} 236M or 2S
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=170px|juri_236Mk|caption=Links into 5LK}}
{{MoveDataCargoImage|imageHeight=170px|juri_236Mk|caption=Links into 5LK}}
Line 864: Line 891:
* Causes OTG bounce vs. airborne opponents ({{sf6-jug|limited juggle}} state)
* Causes OTG bounce vs. airborne opponents ({{sf6-jug|limited juggle}} state)
* '''Cancel Hitconfirm Window:''' 23f (Super/Follow-up)
* '''Cancel Hitconfirm Window:''' 23f (Super/Follow-up)
* '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|M|-3}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|M|-3}} oB
* Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
* Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
<br>
<br>
Ankensatsu is an airborne hopkick that can low crush, but does not hit overhead. It links naturally into {{clr|L|5LK}} on hit if starting approximately within Juri's {{clr|M|2MK}} range. Hopping over a low/throw for a Punish Counter opens up even stronger link options.
Ankensatsu is an airborne hopkick that can low crush, but does not hit overhead. It links naturally into {{clr|L|5LK}} on hit if starting approximately within Juri's {{clr|M|2MK}} range. Hopping over a low/throw for a {{clr|PC|Punish Counter}} opens up even stronger link options.


With 1 Fuha stock, it gains much better hit advantage allowing for stronger follow-up links. Juri can also chain into her other 236K specials by pressing {{clr|L|LK}} (for safety) or {{clr|H|HK}} (for damage). Against airborne opponents, it causes a knockdown with approximately +23 KD Advantage, granting oki even against a midscreen back rise.
With 1 Fuha stock, it gains much better hit advantage allowing for stronger follow-up links. Juri can also chain into her other 236K specials by pressing {{clr|L|LK}} (for safety) or {{clr|H|HK}} (for damage). Against airborne opponents, it causes a knockdown with approximately +23 KD Advantage, granting oki even against a midscreen back rise.


{{clr|10|OD Ankensatsu}} acts mostly the same, but with even better hit advantage. With 1 Fuha stock and 1 additional Drive bar, it can chain into the other {{clr|10|OD}} 236K specials by pressing {{clr|L|LK}} or {{clr|H|HK}}. By juggling into it (most notably from [[#236HK|OD Go Ohsatsu]]), Juri can pick up a juggle from the ground bounce.
{{clr|OD|OD Ankensatsu}} acts mostly the same, but with even better hit advantage. With 1 Fuha stock and 1 additional Drive bar, it can chain into the other {{clr|OD|OD}} 236K specials by pressing {{clr|L|LK}} or {{clr|H|HK}}. By juggling into it (most notably from [[#236HK|OD Go Ohsatsu]]), Juri can pick up a juggle from the ground bounce.


All versions of Ankensatsu are very unsafe on block, so being able to chain out of the 1-Stock and {{clr|10|OD}} versions makes it much more useful. The slow startup only allows it to combo from heavies and the first hit of {{clr|M|5MK}}, except in punishes where all mediums can combo into it. All versions apply extra damage scaling, likely to prevent massive damage loops using {{clr|4|Drive Rush}} cancels.
All versions of Ankensatsu are very unsafe on block, so being able to chain out of the 1-Stock and {{clr|OD|OD}} versions makes it much more useful. The slow startup only allows it to combo from heavies and the first hit of {{clr|M|5MK}}, except in punishes where all mediums can combo into it. All versions apply extra damage scaling, likely to prevent massive damage loops using {{clr|DR|Drive Rush}} cancels.
}}
}}


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{{MoveDataCargo
{{MoveDataCargo
| title    = Go Ohsatsu
| title    = Go Ohsatsu
| subtitle =
| subtitle = Lunge Kick
| input    = 236HK
| input    = {{Classic_sf6}} 236HK<br>{{Modern_sf6}} 236H
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=160px|juri_236Hk|caption=}}
{{MoveDataCargoImage|imageHeight=170px|juri_236Hk|caption=}}
----
----
{{MoveDataCargoImage|imageHeight=170px|juri_236Hk_stock|caption=}}
{{MoveDataCargoImage|imageHeight=170px|juri_236Hk_stock|caption=}}
Line 899: Line 926:
{{AttackDataCargo-SF6/Query|juri_236mkhk}}
{{AttackDataCargo-SF6/Query|juri_236mkhk}}
* '''Cancel Hitconfirm Window:''' 77f (3rd hit) / 38f (2nd hit) (Super/Follow-up)
* '''Cancel Hitconfirm Window:''' 77f (3rd hit) / 38f (2nd hit) (Super/Follow-up)
* '''{{clr|10|SA2}} cancel advantage:''' 1st hit {{sf6-adv|VP|+17}} oH/oB, 2nd hit KD +54 oH / {{sf6-adv|VP|+15}} oB, 3rd hit KD +52 oH / {{sf6-adv|VP|+4}} oB
* '''{{clr|SA|SA2}} cancel advantage:''' 1st hit {{sf6-adv|VP|+17}} oH/oB, 2nd hit KD +54 oH / {{sf6-adv|VP|+15}} oB, 3rd hit KD +52 oH / {{sf6-adv|VP|+4}} oB
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
* Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
<br>
<br>
Go Ohsatsu is a forward-lunging kick; it knocks down, but is very unsafe on block. Like the other 236K moves, Juri can chain into a LK or MK follow-up by pressing the button at the cost of 1 additional Fuha stock. The high damage makes it a great ender when canceling to {{clr|10|SA3}}; just be sure not to cancel the early hits of the 1-Stock and OD versions or you will lose significant damage. Against airborne opponents, both meterless versions can launch high enough to juggle Tensenrin afterwards; on the ground, the launch is only useful in Super or Follow-up cancels.
Go Ohsatsu is a forward-lunging kick; it knocks down, but is very unsafe on block. Like the other 236K moves, Juri can chain into a LK or MK follow-up by pressing the button at the cost of 1 additional Fuha stock. The high damage makes it a great ender when canceling to {{clr|SA|SA3}}; just be sure not to cancel the early hits of the 1-Stock and OD versions or you will lose significant damage. Against airborne opponents, both meterless versions can launch high enough to juggle Tensenrin afterwards; on the ground, the launch is only useful in Super or Follow-up cancels.


OD Go Ohsatsu performs 3 hits, all of which are cancelable into follow-ups or {{clr|10|SA2}}/{{clr|10|SA3}}. For the cost of 1 Fuha stock and 1 additional Drive bar, press LK or MK to chain into the respective OD follow-up. The entire OD Go Ohsatsu animation is an airtight blockstring, giving plenty of time to decide whether a cancel for safety or damage is appropriate. Only the first hit of the OD version leaves grounded opponents standing; the 2nd and 3rd hits launch the opponent and have different juggle values, which may affect Juri's potential combo routes. Note that canceling the final hit into {{clr|10|SA2}} on block leaves Juri outside of throw range with only minimal advantage, so the 2nd hit should be canceled on block if you want to start your pressure.
OD Go Ohsatsu performs 3 hits, all of which are cancelable into follow-ups or {{clr|SA|SA2}}/{{clr|SA|SA3}}. For the cost of 1 Fuha stock and 1 additional Drive bar, press LK or MK to chain into the respective OD follow-up. The entire OD Go Ohsatsu animation is an airtight blockstring, giving plenty of time to decide whether a cancel for safety or damage is appropriate. Only the first hit of the OD version leaves grounded opponents standing; the 2nd and 3rd hits launch the opponent and have different juggle values, which may affect Juri's potential combo routes. Note that canceling the final hit into {{clr|SA|SA2}} on block leaves Juri outside of throw range with only minimal advantage, so the 2nd hit should be canceled on block if you want to start your pressure.
}}
}}


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{{MoveDataCargo
{{MoveDataCargo
| title    = Tensenrin
| title    = Tensenrin
| subtitle =
| subtitle = Uppercut
| input    = 623P
| input    = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (H)
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=240px|juri_623lp|caption=}}
{{MoveDataCargoImage|imageHeight=240px|juri_623lp|caption=}}
Line 928: Line 955:
* '''Full Invuln:''' 1-9f; '''Airborne''' 10-56f ({{FKD}} state)
* '''Full Invuln:''' 1-9f; '''Airborne''' 10-56f ({{FKD}} state)
<br>
<br>
Tensenrin is Juri's "Pinwheel" attack, most closely resembling its SFV incarnation. The LP version stays on the ground and hits twice, making it useful for {{clr|10|SA3}} cancels; it has juggle potential, but it's much harder to connect properly in juggles than the other versions. MP and HP Tensenrin are strong vertical anti-airs with juggle potential, but no Super cancel. They are mostly identical, with the HP version traveling slightly farther forward in the air. The 2nd hit of HP Tensenrin also whiffs on crouch block, becoming slightly worse on block (though this is largely irrelevant).
Tensenrin is Juri's "Pinwheel" attack, most closely resembling its SFV incarnation. The LP version stays on the ground and hits twice, making it useful for {{clr|SA|SA3}} cancels; it has juggle potential, but it's much harder to connect properly in juggles than the other versions. MP and HP Tensenrin are strong vertical anti-airs with juggle potential, but no Super cancel. They are mostly identical, with the HP version traveling slightly farther forward in the air. The 2nd hit of HP Tensenrin also whiffs on crouch block, becoming slightly worse on block (though this is largely irrelevant).


OD Tensenrin is Juri's primary reversal option. It acts basically the same as the MP and HP version aside from the slightly longer startup..
OD Tensenrin is Juri's primary reversal option. It acts basically the same as the MP and HP version aside from the slightly longer startup..
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{{MoveDataCargo
{{MoveDataCargo
| title    = Shiku-sen
| title    = Shiku-sen
| subtitle =
| subtitle = Divekick
| input    = j.214K
| input    = {{Classic_sf6}} j.214K<br>{{Modern_sf6}} j.214X or j.S
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=180px|juri_j214k|caption=}}
{{MoveDataCargoImage|imageHeight=190px|juri_j214k|caption=}}
----
{{MoveDataCargoImage|imageHeight=180px|juri_j214kk|caption=}}
| hitboxes =
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|juri_j214k|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=180px|juri_j214k|caption=}}
Line 954: Line 979:
Juri's classic Divekick from the SF4 series returns. It can only be used from a forward jump, and can just barely be made safe on block if perfectly spaced. Unlike the SF4 version, there is no way to alter the trajectory based on the button strength, so Juri can't bait a whiffed reversal by using a short version from long range.
Juri's classic Divekick from the SF4 series returns. It can only be used from a forward jump, and can just barely be made safe on block if perfectly spaced. Unlike the SF4 version, there is no way to alter the trajectory based on the button strength, so Juri can't bait a whiffed reversal by using a short version from long range.


Juri can combo Shiku-sen into her Shiren-sen follow-up on hit by pressing K again; nothing will come out if this is attempted on block. If the Divekick is well-spaced, Juri can also juggle directly after landing, though this is not particularly useful in most cases; meterless Divekick into {{clr|10|SA1}} can squeeze out a little extra damage but at a very high risk of dropping.
Juri can combo Shiku-sen into her Shiren-sen follow-up on hit by pressing K again; nothing will come out if this is attempted on block. If the Divekick is well-spaced, Juri can also juggle directly after landing, though this is not particularly useful in most cases; meterless Divekick into {{clr|SA|SA1}} can squeeze out a little extra damage but at a very high risk of dropping.
}}
}}


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{{MoveDataCargo
{{MoveDataCargo
| title    = Shiren-sen
| title    = Shiren-sen
| subtitle =
| subtitle = Divekick Follow-up
| input    = j.214K~K
| input    = {{Classic_sf6}} j.214K~K<br>{{Modern_sf6}} j.214X~X or j.S~S
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=160px|juri_j214k~k|caption=}}
{{MoveDataCargoImage|imageHeight=200px|juri_j214k~k|caption=}}
----
{{MoveDataCargoImage|imageHeight=160px|juri_j214kk~k|caption=}}
| hitboxes =
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|juri_j214k~k|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=200px|juri_j214k~k|caption=}}
Line 977: Line 1,000:
* The 7f landing recovery puts Juri in a crouching state
* The 7f landing recovery puts Juri in a crouching state
<br>
<br>
Shiren-sen is a follow-up to Divekick that comes out only on hit. Both versions put the opponents into a juggle state, though only the OD version can combo afterward. The knockdown advantage can vary depending on how the move connects, especially against airborne opponents. For the most part, there is no reason not to attempt this follow-up since Juri can't be more unsafe on block. The only situations where Juri can get more damage without the follow-up are when juggling {{clr|10|SA1}} after a perfectly spaced Divekick, or juggling OD Divekick directly into {{clr|10|SA3}} (due to scaling differences).
Shiren-sen is a follow-up to Divekick that comes out only on hit. Both versions put the opponents into a juggle state, though only the OD version can combo afterward. The knockdown advantage can vary depending on how the move connects, especially against airborne opponents. For the most part, there is no reason not to attempt this follow-up since Juri can't be more unsafe on block. The only situations where Juri can get more damage without the follow-up are when juggling {{clr|SA|SA1}} after a perfectly spaced Divekick, or juggling OD Divekick directly into {{clr|SA|SA3}} (due to scaling differences).
}}
}}
<br>
<br>
Line 986: Line 1,009:
| title    = Sakkai Fuhazan
| title    = Sakkai Fuhazan
| subtitle = Level 1 Super Art
| subtitle = Level 1 Super Art
| input    = 236236K
| input    = {{classic_sf6}} 236236K<br>{{Modern_sf6}} 236236L or 5HS or 6HS
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=200px|juri_236236k|caption=hold [K] for more damage at the cost of a Stock}}
{{MoveDataCargoImage|imageHeight=220px|juri_236236k|caption=hold [K] for more damage at the cost of a Stock}}
| hitboxes =
| hitboxes =
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|juri_236236k|caption=}}
{{MoveDataCargoImage|hitbox=yes|imageHeight=160px|juri_236236k|caption=}}
Line 1,009: Line 1,032:
* 30% minimum damage scaling
* 30% minimum damage scaling
<br>
<br>
A projectile Super that sends the opponent to the opposite edge of the screen. It works well in juggles, like after {{clr|10|OD Divekick}}~{{clr|10|Shiren-sen}} or any OTG bounce scenario. The knockdown advantage is highly variable depending on Juri's screen position. For 1 Fuha stock, holding the K button results in 300 extra damage on the final hit.
A projectile Super that sends the opponent to the opposite edge of the screen. It works well in juggles, like after {{clr|OD|OD Divekick}}~{{clr|OD|Shiren-sen}} or any OTG bounce scenario. The knockdown advantage is highly variable depending on Juri's screen position. For 1 Fuha stock, holding the K button results in 300 extra damage on the final hit.


The fast startup and strike/throw invincibility makes this an effective reversal when {{clr|10|OD Tensenrin}} is unavailable, or when using it would be ill-advised (for example, against a Kimberly spraycan setup that punishes {{clr|10|OD Tensenrin}} on hit).
The fast startup and strike/throw invincibility makes this an effective reversal when {{clr|OD|OD Tensenrin}} is unavailable, or when using it would be ill-advised (for example, against a Kimberly spraycan setup that punishes {{clr|OD|OD Tensenrin}} on hit).


The full damage distribution is: 200x4,300,700 (enhanced: 200x4,300,1000).
The full damage distribution is: 200x4,300,700 (enhanced: 200x4,300,1000).
Line 1,020: Line 1,043:
| title    = Feng Shui Engine
| title    = Feng Shui Engine
| subtitle = Level 2 Super Art
| subtitle = Level 2 Super Art
| input    = 214214P
| input    = {{classic_sf6}} 214214P (HOLD OK)<br>{{Modern_sf6}} 214214M or 4HS
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=140px|juri_214214p|caption=}}
{{MoveDataCargoImage|imageHeight=140px|juri_214214p|caption=}}
Line 1,032: Line 1,055:
* Install timer lasts 600f (10 seconds); timer freezes during attack hitstop
* Install timer lasts 600f (10 seconds); timer freezes during attack hitstop
{{AttackDataCargo-SF6/Query|juri_214214p_hold}}
{{AttackDataCargo-SF6/Query|juri_214214p_hold}}
* Holding P begins the {{clr|10|FSE}} install with a dash attack; Armor Break
* Holding P begins the {{clr|SA|FSE}} install with a dash attack; Armor Break
* Puts airborne opponents into {{sf6-jug|free juggle}} state or maintains existing juggle state
* Puts airborne opponents into {{sf6-jug|free juggle}} state or maintains existing juggle state
* '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block)
* '''Drive Gauge Depletion:''' 1 bar (hit) / 0.5 bars (block)
* 40% minimum damage scaling on dash attack
* 40% minimum damage scaling on dash attack
<br>
<br>
Juri's {{clr|10|FSE}} install Super allows her to chain normals into equal or higher strengths for 10 seconds, though she cannot repeat the same button twice in a chain. For example, {{clr|M|2MP}}~{{clr|M|5MK}} would work, but {{clr|M|2MP}}~{{clr|M|5MP}} would not since they share the same button command. Many non-cancelable normals gain cancel properties during {{clr|10|FSE}}, like {{clr|L|2LK}}, {{clr|H|2HK}}, and {{clr|H|5HK}}. The chained hits also have many unique properties themselves, such as {{clr|M|6MK}} causing a knockdown. The install timer stops counting down during your attack hitstop, which makes it easier to pressure the opponent without wasting too much of your install time.
Juri's {{clr|SA|FSE}} install Super allows her to chain normals into equal or higher strengths for 10 seconds, though she cannot repeat the same button twice in a chain. For example, {{clr|M|2MP}}~{{clr|M|5MK}} would work, but {{clr|M|2MP}}~{{clr|M|5MP}} would not since they share the same button command. Many non-cancelable normals gain cancel properties during {{clr|SA|FSE}}, like {{clr|L|2LK}}, {{clr|H|2HK}}, and {{clr|H|5HK}}. The chained hits also have many unique properties themselves, such as {{clr|M|6MK}} causing a knockdown. The install timer stops counting down during your attack hitstop, which makes it easier to pressure the opponent without wasting too much of your install time.


If Juri holds the [P] button during the Super freeze, she will perform a dash attack that can be canceled into any normal. This gives her more reliable point blank combos when canceling normals into {{clr|10|FSE}}. The dash attack itself is unsafe on block if not canceled into a normal. The dash attack has juggle potential, allowing it to chain into a launching {{clr|10|FSE}} {{clr|H|2HP}} for unique juggle opportunities, especially in the corner.
If Juri holds the [P] button during the Super freeze, she will perform a dash attack that can be canceled into any normal. This gives her more reliable point blank combos when canceling normals into {{clr|SA|FSE}}. The dash attack itself is unsafe on block if not canceled into a normal. The dash attack has juggle potential, allowing it to chain into a launching {{clr|SA|FSE}} {{clr|H|2HP}} for unique juggle opportunities, especially in the corner.


{{clr|10|FSE}} gives Juri combo routes that can easily lead to a safe jump setup, allowing her to safely continue pressure. By slightly delaying the jump timing, she can instead chain her air normals together for a double-overhead mixup. It can be tricky for the opponent to correctly block a high-high and high-low chain, so they may instead opt to hold Parry before the first jump-in connects, opening the door to empty jump Throw instead.  
{{clr|SA|FSE}} gives Juri combo routes that can easily lead to a safe jump setup, allowing her to safely continue pressure. By slightly delaying the jump timing, she can instead chain her air normals together for a double-overhead mixup. It can be tricky for the opponent to correctly block a high-high and high-low chain, so they may instead opt to hold Parry before the first jump-in connects, opening the door to empty jump Throw instead.  
}}
}}


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| title    = Kaisen Dankai Raku
| title    = Kaisen Dankai Raku
| subtitle = Level 3 Super Art
| subtitle = Level 3 Super Art
| input    = 214214K
| input    = {{classic_sf6}} 214214K<br>{{Modern_sf6}} 214214H or 2HS
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=140px|juri_214214k|caption=}}
{{MoveDataCargoImage|imageHeight=140px|juri_214214k|caption=}}
Line 1,068: Line 1,091:
* 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
* 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
<br>
<br>
A cinematic Super that cancels from most of Juri's special moves. It also works well in juggles, but is slightly slower than {{clr|10|SA1}}, making the timing more strict in some circumstances. If your opponent is a true Juri fan, they may intentionally let you land the {{clr|10|Critical Art}} version.  
A cinematic Super that cancels from most of Juri's special moves. It also works well in juggles, but is slightly slower than {{clr|SA|SA1}}, making the timing more strict in some circumstances. If your opponent is a true Juri fan, they may intentionally let you land the {{clr|SA|Critical Art}} version.  
}}
}}
<br>
<br>
Line 1,077: Line 1,100:
| title    = Neutral Taunt
| title    = Neutral Taunt
| subtitle =
| subtitle =
| input    = 5PPPKKK
| input    = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=160px|Juri_5pppkkk|caption= '' "You gonna keep me waiting, babe?" ''}}
{{MoveDataCargoImage|imageHeight=160px|Juri_5pppkkk|caption= '' "You gonna keep me waiting, babe?" ''}}
Line 1,088: Line 1,111:
| title    = Forward Taunt
| title    = Forward Taunt
| subtitle =
| subtitle =
| input    = 6PPPKKK
| input    = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=160px|Juri_6pppkkk|caption= '' "Killer beam! Or whatever." ''}}
{{MoveDataCargoImage|imageHeight=160px|Juri_6pppkkk|caption= '' "Killer beam! Or whatever." ''}}
Line 1,099: Line 1,122:
| title    = Back Taunt
| title    = Back Taunt
| subtitle =
| subtitle =
| input    = 4PPPKKK
| input    = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A
| images  =
| images  =
{{MoveDataCargoImage|imageHeight=160px|Juri_4pppkkk|caption= '' "What are you waiting for?" ''}}
{{MoveDataCargoImage|imageHeight=160px|Juri_4pppkkk|caption= '' "What are you waiting for?" ''}}

Latest revision as of 12:28, 17 March 2025


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 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
Assist Combos
  • A[L~L~L]: 2LK ~ 2LP ~ M Fuhajin (Store)
    • On Block: stops at 2LP
  • A[M~M~M]: 2MP ~ OD Fuhajin (Store) ~ SA1
    • On Block: stops at OD Fuhajin
    • Burnout: 2MP ~ M Fuhajin (Store)
  • A[H~H~H~H~H]: 5HP ~ OD(M) Ankensatsu ~ 2MK ~ L Tensenrin ~ SA3
    • Burnout: 5HP ~ H Go Ohsatsu ~ SA3
    • On Block: stops at OD(M) Ankensatsu / H Go Ohsatsu
Miscellaneous Changes
  • Standing Light Punch (5LP) is only available as a chained normal via 2L or Auto L
    • 5LP is unavailable outside of chains

Patch History

1.08
  • 5HK Drive Gain 3000 -> 4000; FSE chained version 750 -> 1000
  • 2HP causes spinning free juggle state on airborne Punish Counter
    • Very rewarding as a late-timed anti-air or as a punish on airborne attacks
  • Korenzan (4HK) Drive Gain 1500 -> 3500; FSE chained version 375 -> 875
  • HK Fuhajin (214HK) active 4 -> 5 (no change to total duration)
    • Makes Juri's new anti-air 2HP juggles more consistent
1.06
  • OD Fuhajin 214KK Fuha stock obtained 2f earlier (12f); projectile clash hitbox appears 2f earlier (10f)
    • Proximity guard hitbox also comes out 2f earlier and was expanded to match the attack hitbox
1.05
  • 2LK reduced upper hitbox to stop it from beating low crush moves
  • 2MK extends a hurtbox on whiff until end of recovery
  • j.MP damage 700 -> 500 (SA2 chained version: 500 -> 300)
  • 6HP less pushback on 1st hit and new hitbox on 2nd hit in combos only
  • 4HK 2nd hit now puts airborne opponents into limited juggle OTG state
  • 5MP~4HP~HP final hit Super cancelable
    • Now always leaves a 2f blockstring gap between the first 2 hits, while last 2 hits are always a true blockstring

  • OD Fuhajin 214KK startup 16f -> 12f, active 4 -> 6, recovery 25 -> 21; combos from all lights
  • Ankensatsu 236MK starter scaling 20% added, and counts as 2 hits of scaling when comboed into
    • Hit Advantage +3 -> +5 with more pushback (can lead to combos even without Fuha stocks)
  • Shiren-sen j.214K~K/214KK~K hitbox expanded for more consistency; Juri lands closer to the opponent for better oki

  • SA1 no longer moves forward during screen freeze (cannot move through fast projectiles)
  • SA3 hurtbox adjusted to match animation; Block Advantage -31 -> -36
1.01
  • Removed unintended kara cancel when canceling enhanced 236X specials into SA3


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
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count
    • A juggle count of -1 represents a crumple state; this can lead to a grounded or airborne hit depending on timing

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up
  • Even for attacks that don't normally start a juggle, this is relevant for Forced Knockdown and Crumple situations

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit

More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:

  • Combo Count Initial Value
  • Combo Count Additional Value
  • Combo Count Upper Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



IASA / Actionable Recovery

Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins.

Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.




Note: Hitconfirm reaction windows may be listed with 2 values x[y]. The [y] represents the move when chained into during FSE, which often has a shorter hitconfirm window than its non-chained version.

Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 2L~5L or A[L]~5L
SF6 Juri 5lp.png
SF6 Juri 5lp hitbox.png
Hitboxes Off
Hitboxes On

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 300 LH +5 -2
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 14f
    • Special/DR cancel is delayed until after 3rd active frame
  • Drive Rush cancel advantage: +4 oH / -3 oB
  • SA2 cancel advantage: +8 oH / +1 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
5LP (FSE Chain)
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 100 LH +5 -2
  • Cancel Hitconfirm Window: 14f sp / 16f chn
    • Special/DR cancel is delayed until after 3rd active frame
  • Drive Rush cancel advantage: +4 oH / -3 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


5LP is a great meaty normal due to its high active frame count, with advantage up to +8/+1. At close range, it links naturally into the 1st hit of 5MK, giving Juri access to all of her combo routes from a light starter. 5LP lacks the range to connect at the end of a 3-hit light string, but it can link to 5LK or chain to 2LP in this scenario instead. Against Drive Impact, 5LP is slightly slower than 2LP when chained, but it's still possible to chain 3 hits quickly enough to break the armor if the opponent attempts a reversal DI.

During FSE, 5LP can chain into any normal 15f or faster (but will no longer combo directly to 6HP if the chain is delayed).

5MP
Standing Medium Punch
SF6 Classic.png 5MP
SF6 Modern.png 5M
SF6 Juri 5mp.png
SF6 Juri 5mp hitbox.png
Hitboxes Off
Hitboxes On

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 12 Sp SA TC 600 LH +7 +2
  • Cancel Hitconfirm Window: 16f
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +12 oH / +7 oB
  • SA2 cancel advantage: +14 oH / +9 oB
5MP (FSE Chain)
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 12 Chn Sp SA 400 LH +7 +2
  • Cancel Hitconfirm Window: 16[14]f sp / 18[16]f chn
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +12 oH / +7 oB


5MP has short range and high pushback to compensate for its great advantage on hit and block. Like 5LP, it has a large number of active frames, allowing for a meaty up to +10/+5. The pushback prevents it from linking to 5MK, but it can still consistently combo to 2MP. Drive Rush momentum helps alleviate the pushback problem, and even allows 5MP to create a blockstring into itself. If attempting to walk forward with staggered 5MP pressure, be sure to let go of the forward direction to avoid an accidental 6MP input.

Juri's pressure options after two consecutive 5MPs depends largely on whether the opponent is standing or crouching. Crouch blocking opponents are in range of 2MP, but it will whiff if they stand; 2MK can punish the opponent for standing here, but this is liable to be interrupted with a fast Counter-hit button. Some opponents will Parry to cover both options, but Juri can walk up to punish this with a throw. Juri's block pressure is at its best when you pay attention to the opponent's defensive response and mix up your strings when appropriate.

During FSE, a 5MP chain can combo into any other normal, but a late cancel (final 4 frames) will not combo into 6MK overhead.

5HP
Standing Heavy Punch
SF6 Classic.png 5HP
SF6 Modern.png A[H]
SF6 Juri 5hp.png
SF6 Juri 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 24 Sp SA 800 LH -1 -5
  • Forces stand on hit
  • Cancel Hitconfirm Window: 17f
  • Drive Rush cancel advantage: +16 oH / +12 oB
  • SA2 cancel advantage: +18 oH / +14 oB
5HP (FSE Chain)
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 24 Chn Sp SA 600 LH KD +29 -5
  • Cancel Hitconfirm Window: 17[16]f sp / 19[18]f chn
  • Drive Rush cancel advantage: KD +46 oH / +12 oB


A fully cancelable poke with long range but high whiff recovery. The pushback keeps it safe on block at most ranges despite its mediocre frame advantage. 5HP is a consistent follow-up to Drive Rush or Punish Counter 5MP on hit, but it's too slow to naturally combo from anything. While it has the appearance of a long-range anti-air, the large hurtbox makes it unsuitable for this purpose.

Outside of the aforementioned combos, 5HP is primarily used as a whiff punish and shimmy tool. After a corner throw, an immediate Forward Dash > Back Dash gives Juri enough advantage to punish with 5HP on reaction to the opponent's whiffed throw.

The chained version during FSE launches the opponent, allowing for follow-up juggles. You can get an even higher launch by chaining into 5HK first. An example FSE chain would be 2MK~5HK~5HP > 236HK, juggle 623HP/Super. The extra juggle height when canceling into 236HK is what allows the ending juggle to work without spending any Fuha stocks or Drive meter.

5LK
Standing Light Kick
SF6 Classic.png 5LK
SF6 Modern.png 5L
SF6 Juri 5lk.png
SF6 Juri 5lk hitbox.png
Hitboxes Off
Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Sp SA 300 LH +2 -3
  • Cancel Hitconfirm Window: 13f
    • Special cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • SA2 cancel advantage: +5 oH / 0 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
5LK (FSE Chain)
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Chn Sp SA 100 LH +2 -3
  • Cancel Hitconfirm Window: 13f sp / 15f chn
    • Special cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A light kick with average range and frame data, mostly used in punishes or at the end of a 3-hit light confirm. The cancel routes are fairly limited compared to 2LP, so it's primarily used when no other button will reach. The hitbox and hurtbox are a bit unusual for a 5LK; it hits higher up than most similar buttons, and she doesn't extend a lower body hurtbox at all.

5LK can combo into LK Fuhajin at close range, and at farther ranges can only combo into Tensenrin or a Super Art. If you want to end a light confirm with a Fuha stock, use 2LP > MK Fuhajin instead.

During FSE, 5LK can chain into any normal 10f or faster (8f if the chain is delayed as late as possible).

5MK
Standing Medium Kick
SF6 Classic.png 5MK
SF6 Modern.png --
SF6 Juri 5mk 1.png

SF6 Juri 5mk 2.png
SF6 Juri 5mk 1 hitbox.png

SF6 Juri 5mk 2 hitbox.png
Hitboxes Off
Hitboxes On

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
  • () refers to startup of 2nd hit
  • Cancel Hitconfirm Window: 14f (1st hit only)
  • Drive Rush cancel advantage: +17 oH / +5 oB
  • SA2 cancel advantage: +19 oH / +7 oB
5MK (FSE Chain)
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5(8) 2(1)3 17 Chn Sp SA 300,200 LH +3 -4
  • Cancel Hitconfirm Window: 29[25]f sp / 31[27]f chn
  • Drive Rush cancel advantage: 1st hit +13 oH / +5 oB, 2nd hit +13 oH / +6 oB
    • For 2nd hit only: 15[13] sp / 17[15] ch


The first hit of 5MK is fast enough to link from 5LP at close range, giving Juri a rare Light > Medium combo route. This hit has enormous hitstun for a medium, even comboing into 214HK or 236MK. If the first hit whiffs, the second hit comes out on frame 8 with much longer range but no special cancel. 5MK can be used effectively as a counterpoke by standing just outside the range of the first hit and buffering a special. If Juri interrupts the opponent's poke she can score a knockdown; otherwise, the 2nd hit comes out safely.

5MK has excellent synergy with Drive Rush; the fast startup allows it to stuff most counterpokes, and often leads to trade combos. On hit, Juri is +7 with great forward momentum for a follow-up combo, and she is 0 on block which can force the opponent to trade at best.

During FSE, both hits are cancelable, allowing for easier hitconfirms from a great poke. However, chaining into 5MK reduces the hitstun on the 1st hit, so you'll need to chain into a heavy normal to combo into her slower specials.

5HK
Standing Heavy Kick
SF6 Classic.png 5HK
SF6 Modern.png 5H
SF6 Juri 5hk.png
SF6 Juri 5hk hitbox.png
Hitboxes Off
Hitboxes On

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 19 - 900 LH +2(+5) -3(0)
  • Punish Counter: KD +42~45 Launch
    • Counter-hit/Punish Counter also put airborne opponents into limited juggle state
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
5HK (FSE Chain)
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 19 Chn Sp SA 700 LH KD +34 -3
  • Cancel Hitconfirm Window: 26[24]f sp/chn (PC: 38f)
    • Special/DR cancel is delayed until after 5th recovery frame
  • Drive Rush cancel advantage: +7 (KD +39) oH / +2 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Despite the animation, 5HK is not airborne and does not crush low pokes. It has great range and high pushback, making it a useful tool for approaching and setting up spacing traps on block. The Punish Counter launch effect is difficult to juggle after midscreen, with SA1 being the most consistent option, though even this can whiff at max range.

During FSE, 5HK becomes fully cancelable. It can chain into any normal 15f or faster, but the combo into 6HP drops on a late confirm. The special confirm window is fairly lenient, though the cancel options are a bit limited; Tensenrin and MK/OD Fuhajin are the most useful options. Punish Counter 5HK during FSE opens up many more juggle routes, such as a cancel into MK Fuhajin or 236HK. Chaining into 5HK puts the opponent into a juggle state that can be followed by 5HP (or 2HP in the corner) for high damage.


Crouching Normals

2LP
Crouching Light Punch
SF6 Classic.png 2LP
SF6 Modern.png 2L
SF6 Juri 2lp.png
SF6 Juri 2lp hitbox.png
Hitboxes Off
Hitboxes On

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • SA2 cancel advantage: +7 oH / +2 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
2LP (FSE Chain)
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 100 LH +4 -1
  • Cancel Hitconfirm Window: 13f sp / 15f chn
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Compared to 5LP, 2LP has more range and faster chain timing for beating Drive Impact. It is also better on block, leaving a smaller gap in blockstrings. The downside is that since it's only +4, it can't naturally link to 5LK or the first hit of 5MK. 2LP is a great ender for 3-hit light strings, as it can combo into MK Fuhajin to increase her Fuha stock at ranges where LK Fuhajin whiffs; this gives it utility over 5LK as a string ender.

During FSE, a 2LP chain can combo into any normal 10f or faster regardless of how late the chain is delayed.

2MP
Crouching Medium Punch
SF6 Classic.png 2MP
SF6 Modern.png A[M]
SF6 Juri 2mp.png
SF6 Juri 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Sp SA 600 LH +5 -2
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +13 oH / +6 oB
  • SA2 cancel advantage: +15 oH / +8 oB
2MP (FSE Chain)
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Chn Sp SA 400 LH +5 -2
  • Cancel Hitconfirm Window: 16[14]f sp / 18[16]f chn
  • Drive Rush cancel advantage: +13 oH / +6 oB


Juri's 2MP is a buffer tool and combo filler after 5MP or Counter-hit lights. It fills a useful niche, having more range than 5MK's 1st hit and faster startup than 2MK or 6MP. The pushback on hit is significantly lower than 5MP, so it can actually combo directly to the 1st hit of 5MK without Drive Rush; at -2 on block, however, it's still inferior to 5MP for block pressure. When canceled, 2MP combos into all of Juri's special moves except HK Fuhajin and 236MK.

The hitbox extends upward far enough to be a useful anti-air at some longer ranges, especially for stuffing airborne approaches like Ken's Dragonlash or Kimberly's 6HK. Her head hurtbox is still quite vulnerable, so it shouldn't be used against close, deep jump-ins.

During FSE, a 2MP chain can combo into any other normal, but a late cancel (final 4 frames) will not combo into 6MK overhead.

2HP
Crouching Heavy Punch
SF6 Classic.png 2HP
SF6 Modern.png 2H
SF6 Juri 2hp.png
SF6 Juri 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 23 Sp SA 900 LH +3 -11
  • Forces stand on hit
  • Upper Leg hurtbox is Anti-Air Invuln 8-15f (cannot hit cross-up)
  • Punish Counter puts airborne opponents into spinning free juggle state
  • Cancel Hitconfirm Window: 18f
  • Drive Rush cancel advantage: +20 oH / +6 oB
  • SA2 cancel advantage: +22 oH / +8 oB
2HP (FSE Chain)
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 23 Sp SA Jmp 700 LH KD +34 -11
  • Launches opponent into limited juggle state when [chained into]
  • Jump cancelable on hit only
  • Cancel Hitconfirm Window: 16f sp / [18f jump] / 20[18]f chn
  • Drive Rush cancel advantage: KD +51 oH / +6 oB


2HP is a solid anti-air and a useful combo tool. Any medium or heavy normal canceled into Drive Rush generally combos into 2HP, 5MP, 2MP for solid damage and a Fuha stock. It can also link after DR~5MP/2MP for a 214HK launch. It's very unsafe if not canceled.

Because 2HP is cancelable on all active frames, Juri can cancel into a 236LK projectile to lock airborne opponents down after a jump for 1 Fuha stock. The Punish Counter anti-air juggle state allows Juri to follow up with freeform combo extensions that can deal huge damage and corner carry. Most jump-in timings will result in a regular hit or Counter-hit, but a late anti-air against an early jump attack makes it much more likely to punish. You can also use this juggle as a combo starter against blocked airborne reversals.

When chained into during FSE, 2HP launches the opponents high into a limited juggle state. Juri can follow up with a forward jump cancel, at which point all her air normals become chainable and maintain the opponent's juggle state. These FSE air normals can also be special canceled into her Divekick (and Shiren-sen follow-up), or you can end the chain with a j.HP knockdown.

2LK
Crouching Light Kick
SF6 Classic.png 2LK
SF6 Modern.png A[L]
SF6 Juri 2lk.png
SF6 Juri 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn 200 L +3 -1
  • Chains into 5LP/2LP/2LK
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
2LK (FSE Chain)
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn Sp SA 100 L +3 -1
  • Cancel Hitconfirm Window: 15[13]f sp / 15f chn
  • Drive Rush cancel advantage: +4 oH / 0 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Juri's main low combo starter, with 3-hit confirms of 2LK~2LP~2LP or 2LK~5LP~5LK depending on your preference. With Drive Rush, she can combo 2LK, 5MP, 2MP into her preferred special ender, giving her a good confirmable high/low mixup.

During FSE, 2LK becomes fully cancelable, comboing into MK/OD Fuhajin, Tensenrin, or more chained normals. This allows a string of 2LK~2LK~2LK to be confirmable into real damage; this is made even stronger by the fact that she can chain into 6MK at any time for an overhead. 2LK can chain into any normal 10f or faster (9f if delayed as late as possible).

2MK
Crouching Medium Kick
SF6 Classic.png 2MK
SF6 Modern.png 2M
SF6 Juri 2mk.png
SF6 Juri 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 500 L +1 -6
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +11 oH / +4 oB
  • SA2 cancel advantage: +15 oH / +8 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Extends a hurtbox on whiff until end of recovery
2MK (FSE Chain)
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Chn Sp SA 300 L +1 -6
  • Cancel Hitconfirm Window: 13[12]f sp / 15[14]f chn
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +11 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Extends a hurtbox on whiff until end of recovery


Juri's 2MK has great range, though its extended hurtbox stays out a bit longer than most similar pokes. It doesn't reach its full range until the 2nd active frame, so there may be some -8 scenarios where she actually can't punish as well as other characters. Juri's pressure strings are much stronger against crouch blocking characters, so it's important to harass the opponent with this poke to keep them holding down.

Juri moves forward when special canceling 2MK, allowing it to combo consistently into anything besides 214HK and 236MK. Approaching with DR~2MK leaves her +5 on hit, but the pushback only allows for simple light conversions. Since this doesn't give any block advantage, this is approach is only useful if you intend to cancel 2MK into something else like DRC or SA2.

At max range, MK Fuhajin is her safest cancel at -6, though some characters have a consistent punish (e.g. Ken with SA2); against these characters, it's safer to spend Drive meter or Fuha stocks for safer cancel routes.

During FSE, a 2MK chain will combo into any heavy normal even when delayed as late as possible. This makes it her strongest FSE pressure starter. In the rare case that you juggle into FSE 2MK, Juri maintains the juggle state.

2HK
Crouching Heavy Kick
SF6 Classic.png 2HK
SF6 Modern.png 3H
SF6 Juri 2hk.png
SF6 Juri 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 900 L HKD +32 -11
  • Counter-hit/Punish Counter: HKD +47
  • Not a Hard Knockdown when juggled into (after Free Juggle or DR~2HK)
2HK (FSE Chain)
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 Sp SA 700 L HKD +32 -11
  • Cancel Hitconfirm Window: 17[13]f sp / 19[15]f chn
  • Drive Rush cancel advantage: HKD +48 oH / +5 oB


Juri's sweep is among the worst overall in terms of startup and block disadvantage. It has a bit more range than her 2MK, but at -11 there is a high likelihood that the opponent can punish with a Super or their own sweep. It also completely lacks juggle potential, something that most other sweeps have by default.

During FSE, the sweep becomes fully cancelable even when not chained into. It won't combo into anything on hit, but all chains and most special cancels whiff safely after the opponent is knocked down. More importantly, Juri can make the sweep safe on block, even setting up frame traps or trade combos against attempted punishes. A chain into 6HP on block has a 5f gap that can interrupt many attempted sweep punishes, while 5HP is a true blockstring.


Jumping Normals

j.LP
Jumping Light Punch
SF6 Classic.png j.LP
SF6 Modern.png --
SF6 Juri jlp.png
SF6 Juri jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H +6(+9) +2(+5)
j.LP (FSE Chain)
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land Chn Sp 100 H +9 +5
  • Becomes chainable and special cancelable during FSE


An air-to-air button with fast startup and relatively short range. Mainly used in panic situations where j.MP is unlikely to reach fast enough.

After FSE 2HP jump cancel, j.LP continues the air juggle state. The opponent will be air reset if attempting to chain after air-to-air j.LP.

j.MP
Jumping Medium Punch
SF6 Classic.png j.MP
SF6 Modern.png --
SF6 Juri jmp.png
SF6 Juri jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land Sp 500 H +4(+13) -2(+7)
j.MP (FSE Chain)
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land Chn Sp 300 H - -
  • Puts airborne opponents into limited juggle state
  • Can only be used as a fuzzy instant overhead if opponent blocks deep j.HK during Burnout
  • Becomes chainable during FSE


Like most j.MPs, this juggles airborne opponents. However, the angle is much different than most similar attacks; it hits well below Juri, making it hard to use as an air-to-air, or to use late in her jump arc. It combos fairly reliably when canceled into Divekick from a forward jump; this makes it an excellent counter to corner throw loops, as j.MP > j.214KK lands as a Punish Counter on the way up. If you suspect a throw is coming, this is much less risky than an OD/Super reversal, and gives a more reliable punish than backdash.

If the opponent is in Burnout, safe jump setups into blocked j.HK can create a true blockstring into an instant overhead j.MP, creating a terrifying high/low mixup. Without the extra blockstun from Burnout, there is a gap in the blockstring, which causes j.MP to whiff if the opponent holds downback.

After FSE 2HP jump cancel, it continues the air juggle state. A strong, simple sequence after the launch is j.MP~j.HK > j.214K~K. Even without the 2HP launcher, FSE j.MP can chain into other FSE air normals when used as an air-to-air, but they will usually whiff unless Juri is far above the opponent. If used near its max height, j.MP can chain into j.MK, forcing the opponent to block both hits standing.

j.HP
Jumping Heavy Punch
SF6 Classic.png j.HP
SF6 Modern.png --
SF6 Juri jhp.png
SF6 Juri jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land - 900 H HKD +23(+34) +4(+11)
j.HP (FSE Chain)
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land Chn Sp 700 H KD -
  • Can hit Cross-up
  • Spike knockdown vs. airborne opponents (no HKD)
  • Becomes chainable and special cancelable during FSE (but no juggle)


Similar to Juri's j.HP from SF4, this normal reaches far downward, allowing her to mix up her air normal timing. It causes a Hard Knockdown on grounded opponents, making it less rewarding than standard jump attacks. Against airborne opponents, it causes a standard knockdown instead; Juri's knockdown advantage depends on the height it connects.

If used at the end of an FSE air chain, it usually knocks down before a chain or Divekick cancel can connect; specific setups are required to follow it up on a high-juggled opponent. Jumping directly above the opponent with a max-height j.HP~j.HK sets up a double overhead that can be mixed with j.HP into an immediate 2LK; the opponent cannot start parrying once the j.HP has connected, and an early parry leaves them vulnerable to Empty Jump > Throw.

j.LK
Jumping Light Kick
SF6 Classic.png j.LK
SF6 Modern.png j.L
SF6 Juri jlk.png
SF6 Juri jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land - 300 H +5(+10) +1(+6)
j.LK (FSE Chain)
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land Chn Sp 100 H - -
  • Can hit Cross-up
  • Can be used as a fuzzy instant overhead (vs. Blanka, does not work after perfect safe jump timing)
  • Becomes chainable and special cancelable during FSE


A cross-up with better hitbox priority than j.MK, at the cost of a much narrower hitbox and lower hitstun for follow-up combos. The instant overhead property allows Juri to close out a round with a tricky mixup after making the opponent block a deep jump-in, but this is a high-risk endeavor.

After FSE 2HP jump cancel, j.LK continues the air juggle state. The opponent will be air reset if attempting to chain after air-to-air j.LK. Juri cannot use FSE to combo after an instant overhead j.LK.

j.MK
Jumping Medium Kick
SF6 Classic.png j.MK
SF6 Modern.png j.M
SF6 Juri jmk.png
SF6 Juri jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 500 H +8(+13) +4(+9)
j.MK (FSE Chain)
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land Chn Sp 300 H +10(+13) +6(+9)
  • Can hit Cross-up
  • Becomes chainable and special cancelable during FSE


A cross-up with a wide hitbox. At the right spacing, mixing between this and j.HP allows for ambiguous left/right jump-ins.

After FSE 2HP jump cancel or a chain from FSE j.MP, j.MK will continue the air juggle state.

j.HK
Jumping Heavy Kick
SF6 Classic.png j.HK
SF6 Modern.png j.H
SF6 Juri jhk.png
SF6 Juri jhk hitbox.png
Hitboxes Off
Hitboxes On

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H +6(+15) +2(+11)
j.HK (FSE Chain)
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land Chn Sp 600 H - -
  • Shifts Juri's hurtbox upward during startup
  • Becomes chainable and special cancelable during FSE


An average jump-in tool with the hurtbox slightly outside the attack hitbox. Its main advantage over j.HP is that it doesn't knock down, allowing a full combo after its high hitstun.

After FSE 2HP jump cancel or a chain from FSE j.MP, j.MK will continue the air juggle state.

8j.HK
Neutral Jumping Heavy Kick
SF6 Classic.png 8j.HK
SF6 Modern.png 8j.H
SF6 Juri 8jhk.png
SF6 Juri 8jhk hitbox.png
Hitboxes Off
Hitboxes On

8HK
Neutral Jump Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 3 land - 800 H +11(+15) +7(+11)
8HK (FSE Chain)
Neutral Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 3 land Chn Sp 600 H - -
  • Shifts Juri's hurtbox upward during startup
  • Becomes chainable during FSE (but not special cancelable)


This version of j.HK hits on both sides of Juri, making it a useful air-to-air and preventing opponents from easily walking/dashing under a neutral jump.

When chained from FSE neutral j.MP, the opponent is kept in a limited juggle state; this button cannot come out after FSE 2HP jump cancel, since it automatically forces a forward jump.


Command Normals

6MP
Kyosesho
SF6 Classic.png 6MP
SF6 Modern.png --
SF6 Juri 6mp.png
SF6 Juri 6mp hitbox.png
Hitboxes Off
Hitboxes On

6MP
Kyosesho
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17 Sp SA 600 LH +4 -3
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +14 oH / +7 oB
  • SA2 cancel advantage: +16 oH / +9 oB
6MP (FSE Chain)
Kyosesho
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17 Chn Sp SA 400 LH +4 -3
  • Cancel Hitconfirm Window: 15[13]f sp / 17[15]f chn
  • Drive Rush cancel advantage: +14 oH / +7 oB


Juri takes a small step forward during the startup, giving it range similar to 2MK with the same startup. Since it does slightly more damage than 2MK, it's useful in +8 situations, such as 1-Stock 236MK. It can be used in Counter-hit confirms, or as a Punish Counter starter that keeps Juri closer to the opponent on hit.

Perhaps the most impactful feature of this command normal is that it prevents Juri from easily walking forward with staggered 5MP blockstrings; having to let go of the forward input can create a larger frame gap that the opponent can jab through.

During FSE, a 6MP chain can combo into any other normal, but a late cancel (final 2 frames) will not combo into 6MK overhead.

6MK
Senkai Kick
SF6 Classic.png 6MK
SF6 Modern.png 6M
SF6 Juri 6mk.png
SF6 Juri 6mk hitbox.png
Hitboxes Off
Hitboxes On

6MK
Senkai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21(23) - 600 H +2 -3
  • 2f extra recovery on whiff
6MK (FSE Chain)
Senkai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21(23) Sp SA 400 H KD +25 -3
  • 2f extra recovery on whiff
  • Cancel Hitconfirm Window: [14f] sp/chn
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: KD +37 oH / +9 oB


Juri's overhead appears to be a hopkick, but is not airborne or a low crush. Like most overheads, it is safe on block and only leads to a combo after Drive Rush. She can usually link this into 5MP, 2MP due to the forward momentum, but if it connects at max range, she should link directly into 2MP.

Juri cannot special cancel a raw 6MK during FSE the way she can with 5HK or 2HK; the cancel is only possible when chaining into 6MK. Since this chain knocks down on hit with no juggle opportunity and the overhead is safe on its own, she is better off just stopping at 6MK or chaining into another FSE normal. Chaining into the FSE overhead from 5MP or 2MP leaves a small gap that the opponent can interrupt with a jab if they react quickly enough.

6HP
Renko Kicks
SF6 Classic.png 6HP
SF6 Modern.png 6H
SF6 Juri 6hp.png

SF6 Juri 6hp 2.png
SF6 Juri 6hp hitbox.png

SF6 Juri 6hp 2 hitbox.png
Hitboxes Off
Hitboxes On

6HP
Renko Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(23) 3(5)3 20 Sp SA 500x2 LH +2 -4
  • Both hits put airborne opponents into limited juggle state; () refers to startup of 2nd hit only
  • Counter-hit/Punish Counter bonus advantage carries through both hits
  • Cancel Hitconfirm Window: 27f/14f
  • Drive Rush cancel advantage: 1st hit +16 oH / +6 oB, 2nd hit +15 oH / +9 oB
  • SA2 cancel advantage: 1st hit +18 oH / +8 oB, 2nd hit +17 oH / +11 oB
6HP (FSE Chain)
Renko Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(23) 3(5)3 20 Chn Sp SA 400x2 LH KD +40 -4
  • Cancel Hitconfirm Window: 27[23]f sp / 29[25]f chn
  • Drive Rush cancel advantage: 1st hit KD +48 oH / +6 oB, 2nd hit KD +53 oH / +9 oB


6HP is Juri's longest cancelable normal, and very easy to hitconfirm. The combination of slow startup, recovery, and forward movement makes this a dangerous move to whiff in neutral. On block, a cancel to 214LK usually keeps it safe from 4f punishes, even at close range. Being cancelable on both hits also makes this move strong against Drive Impact, as Juri can quickly cancel into her own DI on reaction.

There is a specific range where only the second hit will connect, but most of the time both hits will connect with no issues.

In combos, first hit has more hitstun, allowing a combo to 214HK for the meterless juggle. This single hit cannot be confirmed on reaction (7f confirm window), but it's only slightly more damage than 2-hit 6HP into 214MK. With 1 Fuha stock available, Juri gains a strong combo route with 2-hit 6HP > 236MK, 6MP into any special.

When chained into during FSE, both hits cause a knockdown. The second hit uses up more juggle potential but launches higher, allowing for some unique midscreen juggle routes like FSE 6HP (2 hit) > 236HK, juggle SA1.

4HK
Korenzan
SF6 Classic.png 4HK
SF6 Modern.png 4H
SF6 Juri 4hk.png

SF6 Juri 4hk 2.png
SF6 Juri 4hk hitbox.png

SF6 Juri 4hk 2 hitbox.png
Hitboxes Off
Hitboxes On

4HK
Korenzan
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(19) 3(6)3 19 Sp SA 400x2 LH -2 -6
  • 1st hit: Forces Stand and puts airborne opponents into limited juggle state
  • 2nd hit: OTG bounce vs. airborne opponents; () refers to startup of 2nd hit only
  • Counter-hit/Punish Counter bonus advantage carries through both hits
  • Cancel Hitconfirm Window: 39f/17f
  • Drive Rush cancel advantage: 1st hit +10 oH / +4 oB, 2nd hit +10 oH / +6 oB
  • SA2 cancel advantage: 1st hit +12 oH / +6 oB, 2nd hit +12 oH / +8 oB
4HK (FSE Chain)
Korenzan
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(19) 3(6)3 19 Chn Sp SA 300x2 LH KD +20 -6
  • 2nd hit: OTG bounce vs. airborne opponents; () refers to startup of 2nd hit only
  • Cancel Hitconfirm Window: 39[31]f sp / 41[33]f chn
    • 2nd hit only: 17f sp / 19f chn
  • Drive Rush cancel advantage: 1st hit KD +51 oH / +4 oB, 2nd hit KD +32 oH / +6 oB


A 2-hit axe kick that gives Juri a long hitconfirm window for canceling into safety on block or damage on hit. It does not combo into 214HK or 236MK, somewhat limiting her meterless damage options on hit. The upward hit is not a very strong anti-air, losing to (or trading with) most air normals. If it does connect against an airborne opponent (as an anti-air or in a juggle), Juri can juggle with any move that has juggle potential; notably, a meterless Fuha store will not work in most juggle routes.

When chained into during FSE, both hits cause a knockdown. The first hit launches the opponent upward a bit, and canceling this hit can lead to some improved juggles especially in the corner. The second hit can cancel to Tensenrin or SA1 before the opponent is slammed to the ground.


Target Combos

5MP~4HP~HP
Death Crest
SF6 Classic.png 5MP~4HP~HP
SF6 Modern.png 5M~4M~M
SF6 Juri 5mp 4hp.png

SF6 Juri 5mp 4hp hp.png
SF6 Juri 5mp 4hp hitbox.png

SF6 Juri 5mp 4hp hp hitbox.png
Hitboxes Off
Hitboxes On

5MP~4HP
Death Crest 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 20 TC 500 LH KD +33 -3
  • Leaves a 2f gap after 5MP on block
  • TC Cancel Hitconfirm Window: 14f (single hit) / 44f (full TC)
5MP~4HP~HP
Death Crest 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 27 SA (hit) 600(480) LH KD +32 -16
  • () refers to scaled damage from 5MP~4HP combo starter
  • True blockstring even at max delay
  • Cancels to Super on hit only
  • Not airborne despite the animation


The first half of Death Crest is a rare instance of a safe Target Combo that can easily be confirmed on hit or block. The 5MP starter is plus on block but has very little range, so a string like 5MP, 5MP~4HP will not work unless you have Drive Rush momentum. Being too predictable with the TC chain can lead to getting Perfect Parried, but the gap is safe against reversal Drive Impact.

The final hit is very unsafe if blocked, but this shouldn't be an issue due to the lenient hitconfirm window. Juri can chase down the opponent with a meaty normal after a midscreen knockdown, but Drive Rush is required to get true strike/throw pressure. The final hit is cancelable into any Super to tack on extra damage, but only on hit; you cannot use SA2 to bail yourself out if you finished the TC sequence on block.


Throws

Forward Throw (LPLK)
Forward Throw
SF6 Classic.png LPLK
SF6 Modern.png LM
SF6 Juri lplk.png
SF6 Juri lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Spider Fang Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +25 -
  • Punish Counter: HKD +36
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Juri can dash after a Forward Throw, leaving her +3 for an auto-timed corner throw loop. This does not allow her to walk back to bait the opponent's throw tech, and she is left too far away to walk for manual throw timing. A forward dash into immediate back dash will leave Juri at least +10 if the opponent tries to tech a throw, allowing for a 5HP punish starter, but the backdash itself loses to most wakeup buttons or invincible reversals.

Midscreen, the opponent is sent too far for any follow-up oki.

Back Throw (4LPLK)
Back Throw
SF6 Classic.png 4LPLK
SF6 Modern.png 4LM
SF6 Juri 4lplk.png
SF6 Juri lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Shadow Kick Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -
  • Side switch
  • Punish Counter: HKD +22
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Unique in that the opponent doesn't change position after being thrown, making it worse at cornering the opponent than most characters. Juri does not have enough KD advantage for true oki after throwing the opponent back into the corner, but she can use meaty normals to force them to block.

Air Throw (LPLK Air)
Air Throw
SF6 Classic.png LPLK (air)
SF6 Modern.png LM (air)
SF6 Juri jlplk.png
SF6 Juri jlplk hitbox.png
Hitboxes Off
Hitboxes On

j.LPLK
Zanka-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +2(+4) -
  • Side switch
  • KD advantage varies based on height; higher throw gives better advantage


The side switch makes Air Throw a good option if Juri's back is to the wall, but a terrible air-to-air if the opponent tries to jump out of their own corner. Juri does not get any follow-up oki even after throwing the opponent back into the corner.


Drive System

Drive Impact (HPHK)
Drive Impact
SF6 Classic.png HPHK
SF6 Modern.png DI
SF6 Juri hphk.png
SF6 Juri hphk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Armor (2-hit): 1-27f; Range: 2.511 (1.461 movement + 1.05 hitbox)
  • On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
  • On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
  • Combos when canceled from 2HP/5MK (1st) or Punish Counter 5HP/6HP (both)/2MP/2MK/6MP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
  • A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
    • This happens because a blocked DI is not considered a "hit" for combo purposes
    • Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HP: 5[1]
  • 6HP (2nd), FSE 6MK: 8[4]
  • 5MP, 6MP: 10[6]
  • 2MP, 2MK, 2HP, 6HP (1st), 4HK (2nd), FSE 5MK (2nd): 11[7]
  • 5MK (1st), FSE 2HK: 12[8]
  • 4HK (1st): 13[9]
  • FSE 5HK: 15[11]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.

  • 5HP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~5MP* > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • DR~6MP* > DI: 2f blockstring gap prevents opponent from absorbing the hit

Drive Reversal (6HPHK)
Drive Reversal
SF6 Classic.png 6HPHK
SF6 Modern.png 6DI
SF6 Juri 6hphk.png
SF6 Juri 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Kaita Raid (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-22f; Range: 1.598; Armor Break
  • 5f extra recovery on hit; 4f screen freeze during startup
6HPHK
Kaita Raid (Recovery)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 26(31) - 500 recoverable LH KD +23 -6
  • Full Invuln: 1-20f; Range: 1.598; Armor Break
  • 5f extra recovery on hit; no screen freeze

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
SF6 Classic.png MPMK
SF6 Modern.png DP
SF6 Juri mpmk.png
SF6 Juri mpmk hitbox.png
Hitboxes Off
Hitboxes On

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

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (MPMK~66)
Drive Rush
SF6 Classic.png MPMK~66
SF6 Modern.png DP~66
SF6 Juri 66.png
SF6 Juri 66 hitbox.png
Hitboxes Off
Hitboxes On

MPMK~66
Parry Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
3+8 - 15(37) - - - - -
  • 1-bar version performed out of Parry
  • Startup is 1+8 immediately after successful Parry
MPMK or 66
Drive Rush Cancel
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 - 15(37) - - - - -
  • 3-bar version performed on hit/block from a cancelable normal
    • Can also be performed from whiffed cancelable light normals

See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes

  • Startup refers to minimum time before an attack can cancel the Drive Rush animation
  • The first 15 recovery frames are cancelable into any attack
  • The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
  • Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo

Distance:

  • 0.641 (min, cancel into immediate Throw)
  • 2.479 (min, earliest blocking/movement frame)
  • 3.999 (max, final DR frame)


Special Moves

Fuhajin (214K)
Fuhajin
Store Kick
SF6 Classic.png 214K
SF6 Modern.png 214X or 4S (M)
SF6 Juri 214lk.png
SF6 Juri 214lk hitbox.png

SF6 Juri 214kk hitbox.png
Hitboxes Off
Hitboxes On

214LK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 19(21) SA3 600 LH KD +37 -4
  • Fastest total duration, safest to whiff at a distance
  • Gains Fuha stock on frame 10; 1-Hit Projectile Clash hitbox on frames 8-13
  • Puts opponent into limited juggle state on hit (can only follow with SA3 cancel)
  • Cancel Hitconfirm Window: 19f (Super)
214MK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 21 SA3 600 LH KD +37 -6
  • Gains Fuha stock on frame 13; 1-Hit Projectile Clash hitbox on frames 11-16
  • Puts opponent into limited juggle state on hit (can only follow with SA3 cancel)
  • Cancel Hitconfirm Window: 24f (Super)
214HK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 5 19(21) SA3 500 LH KD +46 -8
  • Gains Fuha stock on frame 25; 1-Hit Projectile Clash hitbox on frames 23-28
  • Puts opponent into limited juggle state on hit
  • Cancel Hitconfirm Window: 16f (Super)
214KK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 21 SA2 SA3 600 LH KD +45 -12
  • Gains Fuha stock on frame 12; 2-Hit OD Projectile Clash hitbox on frames 10-17
  • Puts opponent into limited juggle state on hit
  • Cancel Hitconfirm Window: 28f (Super)
  • SA2 cancel advantage: KD +49 oH / -8 oB (punishable even when using SA2 dash attack)


Juri kicks upward with one foot, launching the opponent into the air on hit. The LK version stands in place, the MK and OD versions take a small forward step, and the HK version takes a large forward step before attacking. The HK and OD versions launch high enough for an easy follow-up juggle on hit, but the LK and MK versions can only juggle into a canceled SA3. Fuhajin can clash with fireballs during the active frames; meterless versions can dissipate 1-hit low priority projectiles, while OD Fuhajin can dissipate 2-hit OD priority projectiles.

Juri's "Fuha Stock" increases by 1 (up to a maximum of 3) on hit, block, or whiff; this occurs on the first active frame for all versions. These stocks improve the effectiveness of her 236K specials and her SA1. Whiffing the LK version from far range is a fairly safe way to build stocks unless the opponent has a fast, long range punish option. A well-spaced LK Fuhajin on block is also relatively safe, but other versions are much more punishable. Even canceling OD Fuhajin into SA2 is unsafe due to the move's late cancel window.

OD Fuhajin is the best version to use for combo consistency, as it combos naturally even from ranged light normals.

Saihasho (236LK)
Saihasho
Fireball
SF6 Classic.png 236LK
SF6 Modern.png 236L or 5S
SF6 Juri 236lk.png

SF6 Juri 236lk stock.png
SF6 Juri 236lk hitbox.png
First Active Frames

SF6 Juri 236lk hitbox2.png
Disjoint "Fireball" Hitbox

SF6 Juri 236lkmk hitbox.png
OD Fireball Hitbox
Hitboxes Off
Hitboxes On

236LK
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 10 20 SA3 400 LH -2 -8
  • Cancel Hitconfirm Window: 3f (Super)
  • Projectile Speed: 0.028
236LK (1 Stock)
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [80] 29 SA3 600 LH +1 -3
  • Cancel Hitconfirm Window: 3f (Super/Follow-up)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Projectile Speed: 0.028
236LKMK
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 [120] 27 SA2 SA3 400x2 LH KD +39 -2
  • Cancel Hitconfirm Window: 7f (Super) / 4f (Follow-up)
  • SA2 cancel advantage: KD +57 oH / +17 oB
  • Projectile Speed: 0.035


Saihasho is a projectile attack that hits along the ground. With no Fuha stocks, it does not travel beyond Juri's foot, though it still has a projectile hitbox, meaning strike-invincible moves can lose to it. With 1 stock, it becomes a true projectile, moving slowly and traveling approximately 2/3 of the screen. Juri can combo afterwards if well-spaced, though this is much easier if the opponent is cornered. For an additional Fuha stock, Juri can press MK or HK to chain into her other 236K specials. The cancel window for Super or the 1-Stock follow-up is remarkably short, giving no time to properly hitconfirm on its own.

OD Saihasho is a higher priority 2-hit projectile that knocks down on hit. This version can also chain into a 236K follow-up by pressing MK or HK; this consumes 1 additional Drive bar and 1 Fuha stock for each follow-up, although the initial Saihasho does not consume the Fuha stock. The projectile travels a little more than a fullscreen distance, so it can force the opponent into a mixup on block or bait them into trying to avoid it.

Ankensatsu (236MK)
Ankensatsu
Axe Kick
SF6 Classic.png 236MK
SF6 Modern.png 236M or 2S
SF6 Juri 236mk.png
Links into 5LK

SF6 Juri 236mk stock.png
Extends combos, can be stock neutral
SF6 Juri 236mk hitbox.png
Hitboxes Off
Hitboxes On

236MK
Ankensatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 19 land SA3 600 LH +5 (KD +21~23) -10
  • Airborne/Low Crush 8-27f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 23f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
236MK (1 Stock)
Ankensatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 19 land SA3 600 LH +8 (KD +21~23) -10
  • Airborne/Low Crush 8-27f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 23f (Super/Follow-up)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
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
  • Airborne/Low Crush 8-27f (Forced Knockdown state)
  • Causes OTG bounce vs. airborne opponents (limited juggle state)
  • Cancel Hitconfirm Window: 23f (Super/Follow-up)
  • SA2 cancel advantage: +16 oH / -3 oB
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)


Ankensatsu is an airborne hopkick that can low crush, but does not hit overhead. It links naturally into 5LK on hit if starting approximately within Juri's 2MK range. Hopping over a low/throw for a Punish Counter opens up even stronger link options.

With 1 Fuha stock, it gains much better hit advantage allowing for stronger follow-up links. Juri can also chain into her other 236K specials by pressing LK (for safety) or HK (for damage). Against airborne opponents, it causes a knockdown with approximately +23 KD Advantage, granting oki even against a midscreen back rise.

OD Ankensatsu acts mostly the same, but with even better hit advantage. With 1 Fuha stock and 1 additional Drive bar, it can chain into the other OD 236K specials by pressing LK or HK. By juggling into it (most notably from OD Go Ohsatsu), Juri can pick up a juggle from the ground bounce.

All versions of Ankensatsu are very unsafe on block, so being able to chain out of the 1-Stock and OD versions makes it much more useful. The slow startup only allows it to combo from heavies and the first hit of 5MK, except in punishes where all mediums can combo into it. All versions apply extra damage scaling, likely to prevent massive damage loops using Drive Rush cancels.

Go Ohsatsu (236HK)
Go Ohsatsu
Lunge Kick
SF6 Classic.png 236HK
SF6 Modern.png 236H
SF6 Juri 236hk.png

SF6 Juri 236hk stock.png
SF6 Juri 236hk stock 2.png
SF6 Juri 236hk hitbox.png
1st Hit

SF6 Juri 236hk stock hitbox.png
Fuhajin Stock 2nd Hit

SF6 Juri 236mkhk hitbox.png
OD Version 2nd & 3rd Hit
Hitboxes Off
Hitboxes On

236HK
Go Ohsatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4 27 SA3 1000 LH KD +27 -11
  • Cancel Hitconfirm Window: 22f (Super)
236HK
Go Ohsatsu (1 Stock)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4(12)3 27 SA3 700,500 (1200) LH KD +37 -12
  • Cancel Hitconfirm Window: 36f (2nd hit, Super/Follow-up)
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
  • Cancel Hitconfirm Window: 77f (3rd hit) / 38f (2nd hit) (Super/Follow-up)
  • SA2 cancel advantage: 1st hit +17 oH/oB, 2nd hit KD +54 oH / +15 oB, 3rd hit KD +52 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Go Ohsatsu is a forward-lunging kick; it knocks down, but is very unsafe on block. Like the other 236K moves, Juri can chain into a LK or MK follow-up by pressing the button at the cost of 1 additional Fuha stock. The high damage makes it a great ender when canceling to SA3; just be sure not to cancel the early hits of the 1-Stock and OD versions or you will lose significant damage. Against airborne opponents, both meterless versions can launch high enough to juggle Tensenrin afterwards; on the ground, the launch is only useful in Super or Follow-up cancels.

OD Go Ohsatsu performs 3 hits, all of which are cancelable into follow-ups or SA2/SA3. For the cost of 1 Fuha stock and 1 additional Drive bar, press LK or MK to chain into the respective OD follow-up. The entire OD Go Ohsatsu animation is an airtight blockstring, giving plenty of time to decide whether a cancel for safety or damage is appropriate. Only the first hit of the OD version leaves grounded opponents standing; the 2nd and 3rd hits launch the opponent and have different juggle values, which may affect Juri's potential combo routes. Note that canceling the final hit into SA2 on block leaves Juri outside of throw range with only minimal advantage, so the 2nd hit should be canceled on block if you want to start your pressure.

Tensenrin (623P)
Tensenrin
Uppercut
SF6 Classic.png 623P
SF6 Modern.png 623X or 6S (H)
SF6 Juri 623LP.png
SF6 Juri 623LP hitbox.png

SF6 Juri 623HP hitbox.png
Hitboxes Off
Hitboxes On

623LP
Tensenrin
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3(2)2 22 SA3 400x2 LH KD +37 -8
  • Cancel Hitconfirm Window: 17f (Super); both hits cancelable
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
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
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


Tensenrin is Juri's "Pinwheel" attack, most closely resembling its SFV incarnation. The LP version stays on the ground and hits twice, making it useful for SA3 cancels; it has juggle potential, but it's much harder to connect properly in juggles than the other versions. MP and HP Tensenrin are strong vertical anti-airs with juggle potential, but no Super cancel. They are mostly identical, with the HP version traveling slightly farther forward in the air. The 2nd hit of HP Tensenrin also whiffs on crouch block, becoming slightly worse on block (though this is largely irrelevant).

OD Tensenrin is Juri's primary reversal option. It acts basically the same as the MP and HP version aside from the slightly longer startup..

Shiku-sen (j.214K)
Shiku-sen
Divekick
SF6 Classic.png j.214K
SF6 Modern.png j.214X or j.S
SF6 Juri j214K.png
SF6 Juri j214K hitbox.png
Hitboxes Off
Hitboxes On

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.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)


Juri's classic Divekick from the SF4 series returns. It can only be used from a forward jump, and can just barely be made safe on block if perfectly spaced. Unlike the SF4 version, there is no way to alter the trajectory based on the button strength, so Juri can't bait a whiffed reversal by using a short version from long range.

Juri can combo Shiku-sen into her Shiren-sen follow-up on hit by pressing K again; nothing will come out if this is attempted on block. If the Divekick is well-spaced, Juri can also juggle directly after landing, though this is not particularly useful in most cases; meterless Divekick into SA1 can squeeze out a little extra damage but at a very high risk of dropping.

Shiren-sen (j.214K~K)
Shiren-sen
Divekick Follow-up
SF6 Classic.png j.214K~K
SF6 Modern.png j.214X~X or j.S~S
SF6 Juri j214K~K.png
SF6 Juri j214K~K hitbox.png
Hitboxes Off
Hitboxes On

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) -
  • Forced Knockdown state until landing
  • The 12f landing recovery puts Juri in a crouching state
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) -


Shiren-sen is a follow-up to Divekick that comes out only on hit. Both versions put the opponents into a juggle state, though only the OD version can combo afterward. The knockdown advantage can vary depending on how the move connects, especially against airborne opponents. For the most part, there is no reason not to attempt this follow-up since Juri can't be more unsafe on block. The only situations where Juri can get more damage without the follow-up are when juggling SA1 after a perfectly spaced Divekick, or juggling OD Divekick directly into SA3 (due to scaling differences).


Super Arts

Level 1 Super (236236K)
Sakkai Fuhazan
Level 1 Super Art
SF6 Classic.png 236236K
SF6 Modern.png 236236L or 5HS or 6HS
SF6 Juri 236236k.png
hold [K] for more damage at the cost of a Stock
SF6 Juri 236236k hitbox.png
SF6 Juri 236236k hitbox2.png
SF6 Juri 236236k hitbox3.png
hold [K] for more damage at the cost of a Stock
Hitboxes Off
Hitboxes On

236236K
Sakkai Fuhazan
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 201 total - 1800 LH KD +26(+49) -32
  • Strike/Throw Invuln: 1-8f; Armor Break
  • Super-priority projectile hitbox
  • Projectile Speed: 0.12 / 0.22 final
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
    • Distribution: 800x5,1000 (hit) / 500,400x5 (block)
  • 30% minimum damage scaling
236236[K]
Sakkai Fuhazan (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 201 Total - 2100 LH KD +26(+49) -32
  • Strike/Throw Invuln: 1-8f; Armor Break
  • Super-priority projectile hitbox; consumes 1 Fuha stock
  • Projectile Speed: 0.12 / 0.22 final
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
    • Distribution: 800x5,1000 (hit) / 500,400x5 (block)
  • 30% minimum damage scaling


A projectile Super that sends the opponent to the opposite edge of the screen. It works well in juggles, like after OD Divekick~Shiren-sen or any OTG bounce scenario. The knockdown advantage is highly variable depending on Juri's screen position. For 1 Fuha stock, holding the K button results in 300 extra damage on the final hit.

The fast startup and strike/throw invincibility makes this an effective reversal when OD Tensenrin is unavailable, or when using it would be ill-advised (for example, against a Kimberly spraycan setup that punishes OD Tensenrin on hit).

The full damage distribution is: 200x4,300,700 (enhanced: 200x4,300,1000).

Level 2 Super (214214P)
Feng Shui Engine
Level 2 Super Art
SF6 Classic.png 214214P (HOLD OK)
SF6 Modern.png 214214M or 4HS
SF6 Juri 214214P.png

SF6 Juri 214214P hold.png
optional dash (214214[P]), the part that Armor Breaks and steals Drive
SF6 Juri 214214P hold hitbox.png
optional dash (214214[P]), the part that Armor Breaks and steals Drive
Hitboxes Off
Hitboxes On

214214P
Feng Shui Engine
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 [600] 6 - - - - -
  • Install Super; allows Juri to chain normals together; changes the properties of many normals
  • Install timer lasts 600f (10 seconds); timer freezes during attack hitstop
214214[P]
Feng Shui Engine (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 11 26 - 300 LH -4(+6) -17(-7)
  • Holding P begins the FSE install with a dash attack; Armor Break
  • Puts airborne opponents into free juggle state or maintains existing juggle state
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 40% minimum damage scaling on dash attack


Juri's FSE install Super allows her to chain normals into equal or higher strengths for 10 seconds, though she cannot repeat the same button twice in a chain. For example, 2MP~5MK would work, but 2MP~5MP would not since they share the same button command. Many non-cancelable normals gain cancel properties during FSE, like 2LK, 2HK, and 5HK. The chained hits also have many unique properties themselves, such as 6MK causing a knockdown. The install timer stops counting down during your attack hitstop, which makes it easier to pressure the opponent without wasting too much of your install time.

If Juri holds the [P] button during the Super freeze, she will perform a dash attack that can be canceled into any normal. This gives her more reliable point blank combos when canceling normals into FSE. The dash attack itself is unsafe on block if not canceled into a normal. The dash attack has juggle potential, allowing it to chain into a launching FSE 2HP for unique juggle opportunities, especially in the corner.

FSE gives Juri combo routes that can easily lead to a safe jump setup, allowing her to safely continue pressure. By slightly delaying the jump timing, she can instead chain her air normals together for a double-overhead mixup. It can be tricky for the opponent to correctly block a high-high and high-low chain, so they may instead opt to hold Parry before the first jump-in connects, opening the door to empty jump Throw instead.

Level 3 Super (214214K)
Kaisen Dankai Raku
Level 3 Super Art
SF6 Classic.png 214214K
SF6 Modern.png 214214H or 2HS
SF6 Juri 214214k.png

SF6 Juri 214214k ca.png
CA version, adds 500 damage
SF6 Juri 214214k hitbox.png
Hitboxes Off
Hitboxes On

214214K
Kaisen Dankai Raku
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 52 - 4000 LH HKD +22 -36
  • Full Invuln: 1-13f; Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~2 Drive bars for Juri
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
214214K
Kaisen Dankai Raku (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 52 - 4500 LH HKD +20 -36
  • Full Invuln: 1-13f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.4 Drive bars for Juri
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


A cinematic Super that cancels from most of Juri's special moves. It also works well in juggles, but is slightly slower than SA1, making the timing more strict in some circumstances. If your opponent is a true Juri fan, they may intentionally let you land the Critical Art version.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
SF6 Classic.png 5PPPKKK
SF6 Modern.png 5LMHS+DP+A
SF6 Juri 5pppkkk.png
"You gonna keep me waiting, babe?"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
294 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
SF6 Classic.png 6PPPKKK
SF6 Modern.png 6LMHS+DP+A
SF6 Juri 6pppkkk.png
"Killer beam! Or whatever."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
199 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
SF6 Classic.png 4PPPKKK
SF6 Modern.png 4LMHS+DP+A
SF6 Juri 4pppkkk.png
"What are you waiting for?"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
185 (total) - - - - - - -



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