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== Move Analysis == | == Move Analysis == | ||
=== Normal Moves === | === Normal Moves === | ||
*Standing [[File:Jab.gif]] [[ | *Standing [[File:Jab.gif]] [[Media:Juri_standing_LP.jpg|(hitbox)]] | ||
**Juri's fastest full animation (11f) | **Juri's fastest full animation (11f) | ||
**can be whiffed to quickly discard a held Fuhajin | **can be whiffed to quickly discard a held Fuhajin | ||
*Far standing [[File:Strong.gif]] [[ | *Far standing [[File:Strong.gif]] [[Media:Juri_far_standing_MP.jpg|(hitbox)]] | ||
**Juri's longest (useful) poke | **Juri's longest (useful) poke | ||
**moves forward a significant distance on the first frame; very good for kara throws | **moves forward a significant distance on the first frame; very good for kara throws | ||
*Far standing [[File:Fierce.gif]] [[ | *Far standing [[File:Fierce.gif]] [[Media:Juri_far_standing_HP.jpeg|(hitbox)]] | ||
*Far standing [[File:Short.gif]] [[ | *Far standing [[File:Short.gif]] [[Media:Juri_far_standing_LK.jpg|(hitbox)]] | ||
**slightly shorter range than far MK | **slightly shorter range than far MK | ||
**difficult to whiff-punish | **difficult to whiff-punish | ||
*Far standing [[File:Forward.gif]] [[ | *Far standing [[File:Forward.gif]] [[Media:Juri_far_standing_MK_(1).jpg|(hitbox 1)]] [[Media:Juri_far_standing_MK_(2).jpg|(hitbox 2)]] | ||
**slightly shorter range than far MP | **slightly shorter range than far MP | ||
**good priority | **good priority | ||
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**hits twice enough if close enough | **hits twice enough if close enough | ||
*Far standing [[File:Roundhouse.gif]] [[ | *Far standing [[File:Roundhouse.gif]] [[Media:Juri_far_standing_HK.jpg|(hitbox)]] | ||
**moves very far forward | **moves very far forward | ||
**vulernable to focus attacks | **vulernable to focus attacks | ||
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**if Feng Shui Engine is active, whiffs on most crouching characters | **if Feng Shui Engine is active, whiffs on most crouching characters | ||
*Close standing [[File:Strong.gif]] [[ | *Close standing [[File:Strong.gif]] [[Media:Juri_close_standing_MP.jpg|(hitbox)]] | ||
*Close standing [[File:Fierce.gif]] [[ | *Close standing [[File:Fierce.gif]] [[Media:Juri_close_standing_HP.jpg|(hitbox)]] | ||
**airborne from frame 3; decent for punishing throw attempts or crouch teching | **airborne from frame 3; decent for punishing throw attempts or crouch teching | ||
**very unsafe on block | **very unsafe on block | ||
*Close standing [[File:Short.gif]] [[ | *Close standing [[File:Short.gif]] [[Media:Juri_close_standing_LK.jpg|(hitbox)]] | ||
**Juri's fastest attack (3f startup) | **Juri's fastest attack (3f startup) | ||
*Close standing [[File:Forward.gif]] [[ | *Close standing [[File:Forward.gif]] [[Media:Juri_close_standing_MK_(1).jpg|(hitbox 1)]] [[Media:Juri_close_standing_MK_(2).jpg|(hitbox 2)]] | ||
**startup covered by airborne frames | **startup covered by airborne frames | ||
**beats most throws, but can lose to invincible command grabs | **beats most throws, but can lose to invincible command grabs | ||
**can be used as a substitute for crouch teching | **can be used as a substitute for crouch teching | ||
*Close standing [[File:Roundhouse.gif]] [[ | *Close standing [[File:Roundhouse.gif]] [[Media:Juri_close_standing_HK_(1).jpg|(hitbox 1)]] [[Media:Juri_close_standing_HK_(2).jpg|(hitbox 2)]] | ||
*Crouching [[File:Jab.gif]] [[ | *Crouching [[File:Jab.gif]] [[Media:Juri_crouching_LP.jpg|(hitbox)]] | ||
*Crouching [[File:Strong.gif]] [[ | *Crouching [[File:Strong.gif]] [[Media:Juri_crouching_MP.jpg|(hitbox)]] | ||
**primary anti-air | **primary anti-air | ||
**long active window; good meaty attack | **long active window; good meaty attack | ||
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**recovers slightly before animation finishes, making it possible to move forward slightly | **recovers slightly before animation finishes, making it possible to move forward slightly | ||
*Crouching [[File:Fierce.gif]] [[ | *Crouching [[File:Fierce.gif]] [[Media:Juri_crouching_HP.jpg|(hitbox)]] | ||
**good anti-air for opponents directly above or crossing up | **good anti-air for opponents directly above or crossing up | ||
*Crouching [[File:Short.gif]] [[ | *Crouching [[File:Short.gif]] [[Media:Juri_crouching_LK.jpg|(hitbox)]] | ||
**use for hit-confirming | **use for hit-confirming | ||
*Crouching [[File:Forward.gif]] [[ | *Crouching [[File:Forward.gif]] [[Media:Juri_crouching_MK.jpg|(hitbox)]] | ||
**mid and upper-body invincibility | **mid and upper-body invincibility | ||
**good low poke | **good low poke | ||
*Crouching [[File:Roundhouse.gif]] [[ | *Crouching [[File:Roundhouse.gif]] [[Media:Juri_crouching_HK.jpg|(hitbox)]] | ||
**mid and upper-body invincibility | **mid and upper-body invincibility | ||
Revision as of 14:48, 10 May 2011

Juri
Juri is a sadistic agent working for Seth under S.I.N. Seth has installed the "Feng Shui Engine" into her left eye, which has enhanced her powers significantly. It is said that having watched her family murdered long ago is what has given Juri her lust for violence. But it is also driven by desires for revenge, as her family was murdered by Shadaloo, and joining S.I.N. is just a ploy to get closer to Shadaloo so she can take down Bison from within. Being hired to kill enemies of S.I.N. just happens to be a nice perk to go along with this mission.
In a nutshell
Juri definitely holds the prize for the most unique Projectile in the game. Learning Juri means mastering the Fuhajin and learning how to find opportunites to store them and how to use them on offense. While it may appear at first glance that Juri plays a game by mixing up Dive Kicks and Senpushas to catch opponents off guard, patient opponents will tear that offense apart. But once you master the art of the Fuhajin, Juri's game really opens up. But it takes a lot of technical prowess and practice to learn how to properly use this weapon, so Juri is definitely not for the feint of heart or those looking for easy wins.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
Frame Data
Move Analysis
Normal Moves
- Standing
(hitbox)
- Juri's fastest full animation (11f)
- can be whiffed to quickly discard a held Fuhajin
- Far standing
(hitbox)
- Juri's longest (useful) poke
- moves forward a significant distance on the first frame; very good for kara throws
- Far standing
(hitbox)
- Far standing
(hitbox)
- slightly shorter range than far MK
- difficult to whiff-punish
- Far standing
(hitbox 1) (hitbox 2)
- slightly shorter range than far MP
- good priority
- good anti-air at certain angles
- hits twice enough if close enough
- Far standing
(hitbox)
- moves very far forward
- vulernable to focus attacks
- whiffs on some crouching characters
- if Feng Shui Engine is active, whiffs on most crouching characters
- Close standing
(hitbox)
- Close standing
(hitbox)
- airborne from frame 3; decent for punishing throw attempts or crouch teching
- very unsafe on block
- Close standing
(hitbox)
- Juri's fastest attack (3f startup)
- Close standing
(hitbox 1) (hitbox 2)
- startup covered by airborne frames
- beats most throws, but can lose to invincible command grabs
- can be used as a substitute for crouch teching
- Close standing
(hitbox 1) (hitbox 2)
- Crouching
(hitbox)
- Crouching
(hitbox)
- primary anti-air
- long active window; good meaty attack
- good to whiff while buffering Senpusha
- recovers slightly before animation finishes, making it possible to move forward slightly
- Crouching
(hitbox)
- good anti-air for opponents directly above or crossing up
- Crouching
(hitbox)
- use for hit-confirming
- Crouching
(hitbox)
- mid and upper-body invincibility
- good low poke
- Crouching
(hitbox)
- mid and upper-body invincibility
Unique Attacks
N/A
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- close s.MK (1) xx Fuhajin (store) - 80 damage, 140 stun
- close s.HP xx EX Senpusha - 250 damage, 355 stun
- c.MK xx H/EX Senpusha - 200/240 damage, 255/285 stun
- EX Shikusen |> L/EX Senpusha - 200/290 damage, 180/295 stun
- EX Shikusen |> j.HP - 250 damage, 250 stun
- (air-to-air) j.MP |> j.MP |> c.HK - 172 damage, 180 stun
- (air-to-air) j.MP |> close s.HP xx L/EX Senpusha - 182/270 damage, 282/370 stun
Hit Confirm Combos
- c.LK, c.LK xx M Senpusha - 136 damage, 204 stun
- c.LK > s.LP, c.MP xx H Senpusha - 196 damage, 289 stun; whiffs on most crouchers
- c.LK > close s.LK, c.MP xx H Senpusha - 196 damage, 289 stun
- c.MK xx L Fuhajin (release), c.MK xx H Senpusha - 256 damage, 339 stun
- c.MK xx L Fuhajin (release), c.HK - 182 damage, 230 stun, untechable
Dizzy / Focus Crumple Combos
- c.HP xx H/EX Senpusha
- EX Shikusen |> L/EX Senpusha
FADC Combos
- c.MK xx L Fuhajin (release) xx EX Focus Cancel, c.HP xx H Senpusha - 288 damage, 419 stun
- c.MK xx L Senpusha xx EX Focus Cancel, s.LK, c.MP xx H Senpusha - 277 damage, 343 stun
Advanced Combos
- (air-to-air) j.MP |> EX Shikusen |> L/EX Senpusha - 242 damage, 330 stun; must be falling from jump when j.MP hits
- Shikusen |> EX Senpusha - 190 damage, 205 stun
Combos Into Supers
- close s.HP xx L/M Fuharenjin - 470 damage, 200 stun
- (air-to-air) j.MP |> close s.HP xx L/M Fuharenjin - 446 damage, 250 stun
- c.MK xx L Senpusha xx Fuharenjin - 416 damage, 140 stun
- c.MK xx L Fuhajin (release) xx Fuharenjin - 406 damage, 150 stun
- Shikusen |> Fuharenjin - 410 damage, 50 stun
- j.MP xx Shikusen |> Fuharenjin - 386 damage, 100 stun
Combos Into Ultras
- Feng Shui Engine
- Combos into Feng Shui Engine
- c.MK xx L Fuhajin (release) xx EX Focus Attack (lv.2), Feng Shui Engine, s.MK - s.MP
- s.HK xx EX Senpusha[, far s.MK] - 338 damage / 354 damage, reset [corner]
- c.HK - 276 damage, untechable
- c.MK xx L Fuhajin (release) xx EX Focus Cancel, Feng Shui Engine, s.LK - s.MP
- s.HK xx EX Senpusha[, far s.MK] - 339 damage / 367 damage, reset [corner]
- c.MK - c.HK - 264 damage, untechable
- j.HK, Feng Shui Engine, s.LK - s.MP
- c.MK - s.HK xx EX Senpusha[, far s.MK] - 384 damage / 412 damage, reset [corner]
- c.MK - c.HK - 282 damage, untechable
- (air-to-air) j.MP, Feng Shui Engine, s.LK, dash (reset)
- (air-to-air) j.MP, Feng Shui Engine, s.HP, far s.MK xx L Fuhajin (release) xx EX Focus Cancel (reset)
- c.MK xx L Fuhajin (release) xx EX Focus Attack (lv.2), Feng Shui Engine, s.MK - s.MP
- Combos using Feng Shui Engine
- c.LK - s.MP
- c.MK - s.HK xx EX Senpusha[, far s.MK] - 323 damage / 358 damage, reset [corner]
- c.MK - c.HK - 201 damage, untechable
- (close) Sekku
- c.MP - c.MK - s.HK xx EX Senpusha[, s.MP] - 373 damage / 408 damage, reset [corner]
- s.LK - s.MP - c.MK - c.HK - 252 damage, untechable
- (far) Sekku, c.MK
- EX Senpusha[, s.MP] - 274 damage / 323 damage, reset [corner]
- c.HK - 202 damage, untechable
- c.LK - s.MP
- Combos into Feng Shui Engine
- Kaisen Dankairaku
- (air-to-air) j.MP |> Kaisen Dankairaku - 434 damage, 50 stun
- EX Shikusen |> Kaisen Dankairaku - 544 damage, 140 stun
- Shikusen |> Kaisen Dankairaku - 424 damage, 50 stun; corner-only on some characters
- c.MK xx L Fuhajin (release) xx EX Focus Attack (lv.2), Kaisen Dankairaku - 406 damage, 255 stun; must be close or in corner for focus attack to connect
- c.MK xx L Fuhajin (release) [xx EX Focus Cancel], Kaisen Dankairaku - 446 damage, 150 stun; EX Focus Cancel only needed mid-screen
- (anti-air) HK Fuhajin xx EX Focus Cancel, Kaisen Dankairaku - 434 damage, 50 stun; EX Focus Cancel only needed mid-screen
- (trade) close s.HP, Kaisen Dankairaku - 460 damage, 200 stun
Matchups
- Vs. Abel
To Be Written (TBW)
- Vs. Adon
TBW
- Vs. Akuma
TBW
- Vs. Balrog
TBW
- Vs. Blanka
TBW
- Vs. C. Viper
TBW
- Vs. Cammy
TBW
- Vs. Chun Li
TBW
- Vs. Cody
TBW
- Vs. Dan
TBW
- Vs. Dee Jay
TBW
- Vs. Dhalsim
TBW
- Vs. Dudley
TBW
- Vs. E. Honda
TBW
- Vs. El Fuerte
TBW
- Vs. Fei Long
TBW
- Vs. Gen
TBW
- Vs. Gouken
TBW
- Vs. Guile
TBW
- Vs. Guy
TBW
- Vs. Hakan
TBW
- Vs. Ibuki
TBW
- Vs. Juri
TBW
- Vs. Ken
TBW
- Vs. M. Bison
TBW
- Vs. Makoto
TBW
- Vs. Rose
TBW
- Vs. Rufus
TBW
- Vs. Ryu
TBW
- Vs. Sagat
TBW
- Vs. Sakura
TBW
- Vs. Seth
TBW
- Vs. T. Hawk
TBW
- Vs. Vega
TBW
- Vs. Zangief
TBW