Callie Rose (talk | contribs) (Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...") |
(this kinda sucks but it's something. if someone wants to add to the character intro u can) |
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{{Infobox Character SFIVR | {{Infobox Character SFIVR | ||
|name= | |name = Juri | ||
|image= | |image = | ||
|health= | |health = 950 | ||
|chains= | |chains = L>M>H | ||
|forwarddash= | |walkspeed = 1.2 (Slow) | ||
|backdash= | |forwarddash = 25 | ||
|movement= | |dashdistance = 2.2 | ||
|content= | |backdash = 31 | ||
|backdashinvuln = 7f Lower Body | |||
|movement = None | |||
|content = | |||
== Introduction == | == Introduction == | ||
<div style="width:800; margin-top:5px; padding:25px;"> | <div style="width:800; margin-top:5px; padding:25px;"> | ||
'' | ''Juri's got stinky feet and asked Kim Kaphwan how to keep those feet smelling minty fresh. | ||
''Kim didn't have an answer. | |||
----- | ----- | ||
Debuting in Super Street Fighter IV, '''Juri''' is a hybrid character, halfway between rushdown and setplay with a focus on opening the opponent up. Her freedom of movement is accentuated by a set of divekicks and excellent forward and backdashes, allowing her to cover plenty of space in the neutral. Her fireballs have been significantly tweaked, no longer requiring negative edge to make use of them - instead, she's been given a new '''air fireball,''' complete with three angles that cover the opponent's approach. Additionally, the EX version of her fireballs now creates a mid-air or grounded trap, usable as a setup for mixups, a zoning option, or an approaching tool to box the opponent into the corner. Her '''Pinwheel''' and '''counters''' return as well, making this version of Juri quite familiar to those who may have played her before. | |||
Her defining metered tool is her iconic '''Feng Shui Engine''', which modifies her dash as well as giving her unlimited juggles and jump cancels, giving way to tremendously powerful mixups and excellent reward off of them. While she seems simple on the surface, Juri is a character with an uncapped skill ceiling and potential to demolish the opponent on offense at any time. | |||
{{ProConTable | {{ProConTable | ||
| pros = | | pros = | ||
* ''' | * '''Excellent Mobility:''' Juri is one of the fastest characters in the game, capable of utilizing her mobility on the ground or in the air to overwhelm the opponent. | ||
* ''' | * '''Strong Mixups:''' A character's whose offense is already strong meterless becomes borderline unstoppable with her install activated, steamrolling the opponent with a strong vortex and a deep bag of tricks to pull out past the first layer of mix. | ||
| cons = | | cons = | ||
* ''' | * '''Tricky:''' Juri can be extremely unwieldy to use due to her unconventional fireball game and high speed, and Feng Shui Engine routes and setups have quite a high skill floor with regards to Remix. Without being able to use the full suite of her tools, Juri may feel underpowered in the wrong hands. | ||
}} | }} | ||
</div> | </div> |
Latest revision as of 15:31, 27 August 2024
Introduction
Juri's got stinky feet and asked Kim Kaphwan how to keep those feet smelling minty fresh.
Kim didn't have an answer.
Debuting in Super Street Fighter IV, Juri is a hybrid character, halfway between rushdown and setplay with a focus on opening the opponent up. Her freedom of movement is accentuated by a set of divekicks and excellent forward and backdashes, allowing her to cover plenty of space in the neutral. Her fireballs have been significantly tweaked, no longer requiring negative edge to make use of them - instead, she's been given a new air fireball, complete with three angles that cover the opponent's approach. Additionally, the EX version of her fireballs now creates a mid-air or grounded trap, usable as a setup for mixups, a zoning option, or an approaching tool to box the opponent into the corner. Her Pinwheel and counters return as well, making this version of Juri quite familiar to those who may have played her before.
Her defining metered tool is her iconic Feng Shui Engine, which modifies her dash as well as giving her unlimited juggles and jump cancels, giving way to tremendously powerful mixups and excellent reward off of them. While she seems simple on the surface, Juri is a character with an uncapped skill ceiling and potential to demolish the opponent on offense at any time.
Strengths | Weaknesses |
---|---|
|
|
Juri | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 950 |
Chains | L>M>H |
Walkspeed | 1.2 (Slow) |
Forward Dash Duration | 25 frames |
Forward Dash Distance | 2.2 |
Backdash Duration | 31 frames |
Backdash Invuln | 7f Lower Body frames |
Unique Movement | None |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | CMD, SP, SU | X | X | X | X | X |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Overhead | SP, SU | X | X | X | ~ | ~ |
Command Normals
Command Normal 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Command Normal 3
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | SP, SU | X | X | X | X | X |
Universal Mechanics
Forward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | N/A | X | X | X | X | X |
Backward Throw
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Throw | X | X | X | X | X | X |
Alpha Counter
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | Mid | X | X | X | X | X | X |
Special Moves
Special Move 1
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 2
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 3
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Special Move 4
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
X | - | SU | X | X | X | X | X | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
X | - | SU | X | X | X | X | X |
Super Moves
Super Move 1
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |
Super Move 2
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
X | - | - | X | X | X | X | X |