Super Street Fighter IV/Juri: Difference between revisions

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{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Sekku | f + mk | high }}
{{SSFIVMoveListRow | Sekku | {{f}} + {{mk}} | {{high}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Karen Kick | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Karen Kick | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Assatsu Kick | b + lp + lk | throw }}
{{SSFIVMoveListRow | Assatsu Kick | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Fuhajin | qcf + k | Stores a fireball; Continue holding k to continue storing fireball; Release k to release fireball; Different kick buttons fire in different directions; ex version requires no storing; Different 2 button combinations allow ex version to fire in all three angles; ex }}
{{SSFIVMoveListRow | Fuhajin | {{qcf}} + {{k}} | Stores a fireball; Continue holding {{k}} to continue storing fireball; Release {{k}} to release fireball; Different kick buttons fire in different directions; {{ex}} version requires no storing; Different 2 button combinations allow {{ex}} version to fire in all three angles; {{ex}} }}
{{SSFIVMoveListRow | Shikusen | (in air) qcb + k | ex armorbreak }}
{{SSFIVMoveListRow | Shikusen | (in air) {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }}
{{SSFIVMoveListRow |    Second Impact | k | Perform after Shikusen }}
{{SSFIVMoveListRow |    Second Impact | {{k}} | Perform after Shikusen }}
{{SSFIVMoveListRow |       Third Strike | k | Perform after Second Impact }}
{{SSFIVMoveListRow |       Third Strike | {{k}} | Perform after Second Impact }}
{{SSFIVMoveListRow | Senpusha | qcb + k | ex }}
{{SSFIVMoveListRow | Senpusha | {{qcb}} + {{k}} | {{ex}} }}
{{SSFIVMoveListRow | Kasatushi | qcb + p | Coutners only against certain attacks; ex }}
{{SSFIVMoveListRow | Kasatushi | {{qcb}} + {{p}} | Counters only against certain attacks; {{ex}} }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Fuharenjin | qcb qcb + k |  }}
{{SSFIVMoveListRow | Fuharenjin | {{qcb}} {{qcb}} + {{k}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Ultra Combos ====
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Feng Shui Engine | qcf qcf + p | Grants ability to perform Chain Combos }}
{{SSFIVMoveListRow | Feng Shui Engine | {{qcf}} {{qcf}} + {{p}} | Grants ability to perform Chain Combos }}
{{SSFIVMoveListRow | Kaisen Dankairaku | qcf qcf + 3k | armorbreak }}
{{SSFIVMoveListRow | Kaisen Dankairaku | {{qcf}} {{qcf}} + {{3k}} | {{armorbreak}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SSFIVFrameDataSubHeader | Standing Close Attacks}}
{{SSFIVFrameDataSubHeader | Standing Close Attacks}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 4 | 3 | 5 | +3 | +7 | - | - |}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 4 | 3 | 5 | +3 | +7 | - | - |}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 70 | 100 | 40 | sp/su | 5 | 4 | 14 | -4 | -1 | - | - | Juggle if Ultra 1 activate}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 70 | 100 | 40 | sp/su | 5 | 4 | 14 | -4 | -1 | - | - | Juggles if Ultra 1 is activated / 7f startup if Ultra 1 is activated}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 100 | 200 | 60 | sp/su | 6 | 4 | 26 | -12 | - | - | - | 3~22f airborne / knockdown / 24 ~ ?? (special/super cancel when she land ?) / Juggle if Ultra 1 activate}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 100 | 200 | 60 | sp/su | 6 | 4 | 26 | -12 | - | - | - | 3~22f airborne / {{knockdown}} / 24 ~ ?? (special/super {{cancel}} when she lands) / Juggles if Ultra 1 is activated}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 3 | 3 | 5 | +3 | +6 | - | - |}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 3 | 3 | 5 | +3 | +6 | - | - |}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 30*35 | 40*40 | 40*20 | sp/su | 6 | 3(6)2 | 19 | -7 | -4 | - | - | 1~6f airborne}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 30*35 | 40*40 | 40*20 | sp/su | 6 | 3(6)2 | 19 | -7 | -4 | - | - | 1~6f airborne / 8f startup if Ultra 1 is activated}}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | HL | 40*70 | 125*75 | 60*20 | sp/su | 11 | 2(2)2 | 20 | -4 | +1 | - | - | +0 on hit / Juggle if Ultra 1 activate / Only 1st hit is cancelate}}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | HL | 40*70 | 125*75 | 60*20 | sp/su | 11 | 2(2)2 | 20 | -4 | +1 | - | - | +0 on hit / Juggles if Ultra 1 is activated / Only 1st hit is cancelable, 2nd hit is cancelable if Ultra 1 is activated}}


{{SSFIVFrameDataSubHeader | Standing Far Attacks}}
{{SSFIVFrameDataSubHeader | Standing Far Attacks}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 4 | 3 | 5 | +3 | +7 | - | - |}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 4 | 3 | 5 | +3 | +7 | - | - |}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 80 | 100 | 40 | su | 6 | 4 | 11 | -1 | +2 | - | - | Juggle if Ultra 1 activate}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 80 | 100 | 40 | su | 6 | 4 | 11 | -1 | +2 | - | - | Juggles if Ultra 1 is activated}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 120 | 200 | 60 | - | 10 | 3 | 20 | -5 | -1 | - | - |}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 120 | 200 | 60 | - | 10 | 3 | 20 | -5 | -1 | - | - |}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | HL | 40 | 50 | 20 | ch/sp/su | 5 | 3 | 7 | +1 | +4 | - | - |}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | HL | 40 | 50 | 20 | ch/sp/su | 5 | 3 | 7 | +1 | +4 | - | - |}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 30*70 | 30*70 | 20*40 | - | 5 | 5 | 14 | -4 | -1 | - | - | Juggle if Ultra 1 activate}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | HL | 30*70 | 30*70 | 20*40 | - | 5 | 5 | 14 | -4 | -1 | - | - | Juggles if Ultra 1 is activated}}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | HL | 110 | 200 | 60 | - | 15 | 4 | 19 | -5 | -1 | - | - | 6~23f airborne / Juggle if Ultra 1 activate}}
{{SSFIVFrameDataRow | [[File:Roundhouse.gif]] | HL | 110 | 200 | 60 | - | 15 | 4 | 19 | -5 | -1 | - | - | 6~23f airborne / Juggles if Ultra 1 is activated}}


{{SSFIVFrameDataSubHeader | Crouching Attacks}}
{{SSFIVFrameDataSubHeader | Crouching Attacks}}
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{{SSFIVFrameDataSubHeader | Unique Attacks}}
{{SSFIVFrameDataSubHeader | Unique Attacks}}
{{SSFIVFrameDataRow | [[File:Right.gif]] + [[File:Forward.gif]] | H | 70 | 70 | 40 | - | 20 | 2 | 18 | -2 | +2 | - | - | 12~26f airborne / +1 on hit / Juggle if Ultra 1 activate}}
{{SSFIVFrameDataRow | [[File:Right.gif]] + [[File:Forward.gif]] | H | 70 | 70 | 40 | - | 20 | 2 | 18 | -2 | +2 | - | - | 12~26f airborne / +1 on hit on crouching opponent / Juggles if Ultra 1 is activated / +6 on hit if Ultra 1 is activated}}


{{SSFIVFrameDataSubHeader | Focus Attacks}}
{{SSFIVFrameDataSubHeader | Focus Attacks}}
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{{SSFIVFrameDataSubHeader | Special Moves}}
{{SSFIVFrameDataSubHeader | Special Moves}}
{{SSFIVFrameDataRow | Fuhajin | HL | 50*50 | 100*50 | 20/20*20 | su | 9 | 6(24)52 | 61 (total duration) | +4 | - | - | - | 41~43 super cancellable / hold the button to feint / only 2nd hit is super cancelate}}
{{SSFIVFrameDataRow | Fuhajin | HL | 50*50 | 100*50 | 20/20*20 | su | 9 | 6(24)52 | 61 (total duration) | +4 | - | - | - | 41~43 super cancellable / hold the button to feint / only 2nd hit is super cancelable}}
{{SSFIVFrameDataRow | Fuhajin (store) | HL | 50 | 100 | 20/20 | - | 9 | 6 | 16 | -1 | - | - | - | Puts opponent in jugglable state on ground hit / Count as a projectile}}
{{SSFIVFrameDataRow | Fuhajin (store) | HL | 50 | 100 | 20/20 | - | 9 | 6 | 16 | -1 | - | - | - | Puts opponent in jugglable state on ground hit / Count as a projectile}}
{{SSFIVFrameDataRow | Fuhajin (release) | HL | 50 | 50 | 0/20 | su | 11 | 52 | 33 (total duration) | +4 | +10 | - | - | Puts opponent in jugglable state on air hit / 13~15 super cancel / ?? (about mk version) / +6 on block for [[File:Roundhouse.gif]] version}}
{{SSFIVFrameDataRow | Fuhajin (release) | HL | 50 | 50 | 0/20 | su | 11 | 52 | 33 (total duration) | +4 | +10 | - | - | Puts opponent in jugglable state on air hit / 13~15 super {{cancel}} / ?? (about {{mk}} version) / +6 on block for [[File:Roundhouse.gif]] version}}
{{SSFIVFrameDataRow | Fuhajin [[File:EX.gif]] ([[File:Short.gif]]+[[File:Forward.gif]]) | HL | 50*50 | 50*50 | -250/0 | su | 13 | 49 | 39 (total duration) | +5 | - | - | - | Puts opponent in jugglable state on hit / can juggle / 16~18f super cancel (fadc)}}
{{SSFIVFrameDataRow | Fuhajin [[File:EX.gif]] ([[File:Short.gif]]+[[File:Forward.gif]]) | HL | 50*50 | 50*50 | -250/0 | su | 13 | 49 | 39 (total duration) | +5 | - | - | - | Puts opponent in jugglable state on hit / can juggle / 16~18f super {{cancel}} (fadc)}}
{{SSFIVFrameDataRow | Fuhajin [[File:EX.gif]] ([[File:Forward.gif]]+[[File:Roundhouse.gif]]) | HL | 50*50 | 50*50 | -250/0 | su | 15 | 49 | 39 (total duration) | +7 | - | - | - | 4~16f airborn / Puts opponent in jugglable state on hit / can juggle / 18~20f super cancel (fadc) / ?? (same note that mk fuhajin release)}}
{{SSFIVFrameDataRow | Fuhajin [[File:EX.gif]] ([[File:Forward.gif]]+[[File:Roundhouse.gif]]) | HL | 50*50 | 50*50 | -250/0 | su | 15 | 49 | 39 (total duration) | +7 | - | - | - | 4~16f airborn / Puts opponent in jugglable state on hit / can juggle / 18~20f super {{cancel}} (fadc) / ?? (same note that {{mk}} fuhajin release)}}
{{SSFIVFrameDataRow | Fuhajin [[File:EX.gif]] ([[File:Short.gif]]+[[File:Roundhouse.gif]]) | HL | 50*50 | 50*50 | -250/0 | su | 13 | 49 | 39 (total duration) | +5 | - | - | - | 4~15 airborne / Puts opponent in jugglable state on hit / can juggle / 17~19f super cancel (fadc)}}
{{SSFIVFrameDataRow | Fuhajin [[File:EX.gif]] ([[File:Short.gif]]+[[File:Roundhouse.gif]]) | HL | 50*50 | 50*50 | -250/0 | su | 13 | 49 | 39 (total duration) | +5 | - | - | - | 4~15 airborne / Puts opponent in jugglable state on hit / can juggle / 17~19f super {{cancel}} (fadc)}}
{{SSFIVFrameDataRow | Shikusen [[File:Short.gif]] | HL | 40 | 50 | 10/40 | - | 14 | until ground | 17 | -2 | - | - | - |}}
{{SSFIVFrameDataRow | Shikusen [[File:Short.gif]] | HL | 40 | 50 | 10/40 | - | 14 | until ground | 17 | -2 | - | - | - |}}
{{SSFIVFrameDataRow | Shikusen [[File:Forward.gif]] | HL | 40 | 50 | 10/40 | - | 14 | until ground | 18 | -3 | - | - | - |}}
{{SSFIVFrameDataRow | Shikusen [[File:Forward.gif]] | HL | 40 | 50 | 10/40 | - | 14 | until ground | 18 | -3 | - | - | - |}}
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{{SSFIVFrameDataRow | Super Combo [[File:Short.gif]] | HL | 60x5*70 | 0 | -1000/0 | - | 1+8 | 65 | 153 (total duration) | -82 | - | - | - |}}
{{SSFIVFrameDataRow | Super Combo [[File:Short.gif]] | HL | 60x5*70 | 0 | -1000/0 | - | 1+8 | 65 | 153 (total duration) | -82 | - | - | - |}}
{{SSFIVFrameDataRow | Super Combo [[File:Forward.gif]] | HL | 60x5*70 | 0 | -1000/0 | - | 1+8 | 65 | 153 (total duration) | -82 | - | - | - |}}
{{SSFIVFrameDataRow | Super Combo [[File:Forward.gif]] | HL | 60x5*70 | 0 | -1000/0 | - | 1+8 | 65 | 153 (total duration) | -82 | - | - | - |}}
{{SSFIVFrameDataRow | Super Combo [[File:Roundhouse.gif]] | HL | 6x5*70 | 0 | -1000/0 | - | 1+11 | 65 | 156 (total duration) | -82 | - | - | - |}}
{{SSFIVFrameDataRow | Super Combo [[File:Roundhouse.gif]] | HL | 60x5*70 | 0 | -1000/0 | - | 1+11 | 65 | 156 (total duration) | -82 | - | - | - |}}


{{SSFIVFrameDataSubHeader | Ultra Combos}}
{{SSFIVFrameDataSubHeader | Ultra Combos}}
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{{SSFIVFrameDataFooter}}
{{SSFIVFrameDataFooter}}


== Move Analysis ==
== Move Analysis ==
=== Normal Moves ===
=== Normal Moves ===
N/A
*Standing [[File:Jab.gif]] [[Media:Juri standing LP.jpg|(hitbox)]]
**Juri's fastest full animation (11f)
**can be whiffed to quickly discard a held Fuhajin
 
*Far standing [[File:Strong.gif]] [[Media:Juri far standing MP.jpg|(hitbox)]]
**Juri's longest (useful) poke
**moves forward a significant distance on the first frame; very good for kara throws
 
*Far standing [[File:Fierce.gif]] [[Media:Juri far standing HP.jpeg|(hitbox)]]
**can be used as a poke but generally not useful
 
*Far standing [[File:Short.gif]] [[Media:Juri far standing LK.jpg|(hitbox)]]
**slightly shorter range than far standing [[File:Forward.gif]]
**difficult to whiff-punish
 
*Far standing [[File:Forward.gif]] [[Media:Juri far standing MK (1).jpg|(hitbox 1)]] [[Media:Juri far standing MK (2).jpg|(2)]]
**slightly shorter range than far standing [[File:Strong.gif]]
**good priority
**good anti-air at certain angles
**hits twice if close enough
 
*Far standing [[File:Roundhouse.gif]] [[Media:Juri far standing HK.jpg|(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 [[File:Strong.gif]] [[Media:Juri close standing MP.jpg|(hitbox)]]
 
*Close standing [[File:Fierce.gif]] [[Media:Juri close standing HP.jpg|(hitbox)]]
**airborne from frame 3; decent for punishing throw attempts or crouch teching
**very unsafe on block
**situational anti-air
 
*Close standing [[File:Short.gif]] [[Media:Juri close standing LK.jpg|(hitbox)]]
**Juri's fastest attack (3f startup)
 
*Close standing [[File:Forward.gif]] [[Media:Juri close standing MK (1).jpg|(hitbox 1)]] [[Media:Juri close standing MK (2).jpg|(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
**second hit can whiff on crouching opponents
 
*Close standing [[File:Roundhouse.gif]] [[Media:Juri close standing HK (1).jpg|(hitbox 1)]] [[Media:Juri close standing HK (2).jpg|(2)]]
 
*Crouching [[File:Jab.gif]] [[Media:Juri crouching LP.jpg|(hitbox)]]
 
*Crouching [[File:Strong.gif]] [[Media:Juri crouching MP.jpg|(hitbox)]]
**primary anti-air
**long active window; good meaty attack
**good poke to whiff while buffering Senpusha
**recovers slightly before animation finishes, making it possible to move forward slightly
 
*Crouching [[File:Fierce.gif]] [[Media:Juri crouching HP.jpg|(hitbox)]]
**good anti-air for opponents directly above or crossing up
 
*Crouching [[File:Short.gif]] [[Media:Juri crouching LK.jpg|(hitbox)]]
**use for hit-confirming
 
*Crouching [[File:Forward.gif]] [[Media:Juri crouching MK.jpg|(hitbox)]]
**moves vulnerable hitboxes low to the ground
**good low poke
**can go under fireballs at close range


*Crouching [[File:Roundhouse.gif]] [[Media:Juri crouching HK.jpg|(hitbox)]]
**moves vulnerable hitboxes low to the ground
**untechable knockdown
*Neutral Jump [[File:Jab.gif]] [[Media:Juri neutral jump LP.jpg|(hitbox)]]
*Neutral Jump [[File:Strong.gif]] [[Media:Juri neutral jump MP.jpg|(hitbox)]]
*Neutral Jump [[File:Fierce.gif]] [[Media:Juri neutral jump HP.jpg|(hitbox)]]
*Neutral Jump [[File:Short.gif]] [[Media:Juri neutral jump LK.jpg|(hitbox)]]
**good air-to-air
*Neutral Jump [[File:Forward.gif]] [[Media:Juri neutral jump MK.jpg|(hitbox)]]
**good air-to-air
*Neutral Jump [[File:Roundhouse.gif]] [[Media:Juri neutral jump HK.jpg|(hitbox)]]
**good air-to-air
**can hit behind
**best normal to use after [[File:EX.gif]][[File:Upright.gif]] Kasatushi
*Angled Jump [[File:Jab.gif]] [[Media:Juri jump LP.jpg|(hitbox)]]
*Angled Jump [[File:Strong.gif]] [[Media:Juri jump MP.jpg|(hitbox)]]
**free juggle state on air hit
**can be used very late in jump arc
**very good to fake corner cross-ups
*Angled Jump [[File:Fierce.gif]] [[Media:Juri jump HP.jpg|(hitbox)]]
**hard knockdown
**difficult to anti-air
**beats many wakeup reversals if positioned correctly
**can cross up if spaced perfectly
*Angled Jump [[File:Short.gif]] [[Media:Juri jump LK.jpg|(hitbox)]]
**can cross up outside of corner
*Angled Jump [[File:Forward.gif]] [[Media:Juri jump MK.jpg|(hitbox)]]
**can cross up anywhere
**good air-to-air
*Angled Jump [[File:Roundhouse.gif]] [[Media:Juri jump HK.jpg|(hitbox)]]
**overall solid jumping attack
**does not cross up at the max range where [[File:Forward.gif]] would cross up


=== Unique Attacks ===
=== Unique Attacks ===
N/A
*Sekku ([[File:Right.gif]] + [[File:Forward.gif]]) [[Media:Juri Sekku.jpg|(hitbox)]]
**overhead
**good range


=== Normal Throws ===
*[[Media:Juri throw.jpg|(hitbox)]]
*Karen Kick (forward throw)
**excellent for moving opponents to the corner (use [[File:Roundhouse.gif]] Shikusen to follow)
**long knockdown time; can easily store Fuhajins if already in the corner


=== Normal Throws ===
*Assatsu Kick (back throw)
N/A
**gives enough time for a safe jump


*Use [[File:Strong.gif]] kara throw to greatly extend throw range


=== Focus Attack ===
=== Focus Attack ===
N/A
*[[Media:Juri focus attack.jpg|(hitbox)]]




=== Special Moves ===
=== Special Moves ===
N/A
*Fuhajin
 
**Fuhajin store [[Media:Juri Fuhajin.jpg|(hitbox)]]
***can be whiffed to build meter fairly quickly
***stored Fuhajins can be discarded by releasing the corresponding buttons during a jump or a different move, such as a whiffed standing [[File:Jab.gif]] or a different Fuhajin store
***good meaty attack; can stuff many reversals
**[[File:Short.gif]] release [[Media:Juri Fuhajin LK (1a).jpg|(hitbox 1a)]] [[Media:Juri Fuhajin LK (1b).jpg|(1b)]]
***goes under other projectiles
***can be used as a long-range poke
***can be used for easy hit-confirms
***works well for corner frame traps
**[[File:Forward.gif]] release [[Media:Juri Fuhajin MK (1a).jpg|(hitbox 1a)]] [[Media:Juri Fuhajin MK (1b).jpg|(1b)]]
***collides with most other projectiles
***can be crouched under
**[[File:Roundhouse.gif]] release [[Media:Juri Fuhajin HK (1a).jpg|(hitbox 1a)]] [[Media:Juri Fuhajin HK (1b).jpg|(1b)]]
***can be used to anti-air or to prevent opponents from jumping
***can prevent large characters such as Zangief and T Hawk from advancing easily
**[[File:EX.gif]] ([[File:Short.gif]] + [[File:Forward.gif]]) [[Media:Juri Fuhajin EX low (1a).jpg|(hitbox 1a)]] [[Media:Juri Fuhajin EX low (1b).jpg|(1b)]]
***can be used to poke like [[File:Short.gif]] version but comes out slower
***works well for corner frame traps, like [[File:Short.gif]] version
**[[File:EX.gif]] ([[File:Forward.gif]] + [[File:Roundhouse.gif]]) [[Media:Juri Fuhajin EX mid (1a).jpg|(hitbox 1a)]] [[Media:Juri Fuhajin EX mid (1b).jpg|(1b)]]
**[[File:EX.gif]] ([[File:Short.gif]] + [[File:Roundhouse.gif]]) [[Media:Juri Fuhajin EX high (1a).jpg|(hitbox 1a)]] [[Media:Juri Fuhajin EX high (1b).jpg|(1b)]]
*Shikusen
**not normally safe on block; can be made safe if spaced correctly
**[[File:Short.gif]] [[Media:Juri Shikusen LK.jpg|(hitbox)]]
**[[File:Forward.gif]] [[Media:Juri Shikusen MK.jpg|(hitbox)]]
**[[File:Roundhouse.gif]] [[Media:Juri Shikusen HK.jpg|(hitbox)]]
***punishes fireballs well
**Second Impact [[Media:Juri Second Impact.jpg|(hitbox)]]
***use only if Shikusen is confirmed to hit
**Third Strike [[Media:Juri Third Strike.jpg|(hitbox)]]
***use if Second Impact is confirmed to hit
**[[File:EX.gif]] [[Media:Juri Shikusen EX (1).jpg|(hitbox 1)]] [[Media:Juri Shikusen EX (2).jpg|(2)]] [[Media:Juri Shikusen EX (3).jpg|(3)]]
***usually only useful in punish situations
*Senpusha
**[[File:Short.gif]] [[Media:Juri Senpusha LK (1a).jpg|(hitbox 1a)]] [[Media:Juri Senpusha LK (1b).jpg|(1b)]] [[Media:Juri Senpusha LK (2).jpg|(2)]]
***2nd hit whiffs on crouchers
**[[File:Forward.gif]] [[Media:Juri Senpusha MK (1a).jpg|(hitbox 1a)]] [[Media:Juri Senpusha MK (1b).jpg|(1b)]] [[Media:Juri Senpusha MK (2).jpg|(2)]] [[Media:Juri Senpusha MK (3).jpg|(3)]] [[Media:Juri Senpusha MK (4).jpg|(4)]]
**[[File:Roundhouse.gif]] [[Media:Juri Senpusha HK (1a).jpg|(hitbox 1a)]] [[Media:Juri Senpusha HK (1b).jpg|(1b)]] [[Media:Juri Senpusha HK (2).jpg|(2)]] [[Media:Juri Senpusha HK (3).jpg|(3)]] [[Media:Juri Senpusha HK (4).jpg|(4)]]
**[[File:EX.gif]] [[Media:Juri Senpusha EX (1).jpg|(hitbox 1)]] [[Media:Juri Senpusha EX (2).jpg|(2)]] [[Media:Juri Senpusha EX (3).jpg|(3)]] [[Media:Juri Senpusha EX (4).jpg|(4)]] [[Media:Juri Senpusha EX (5).jpg|(5)]] [[Media:Juri Senpusha EX (6).jpg|(6)]] [[Media:Juri Senpusha EX (7).jpg|(7)]] [[Media:Juri Senpusha EX (8).jpg|(8)]]
***decent invincible reversal; use sparingly
***goes through projectiles
*Kasatushi
**[[File:Jab.gif]] [[Media:Juri Kasatushi.jpg|(hitbox)]]
***can be used to escape corners
**[[File:Strong.gif]]
***can be used to retreat from offensive pressure
**[[File:Fierce.gif]]
***can be followed up with Shikusen for a quick counterattack
**[[File:EX.gif]] [[Media:Juri Kasatushi EX.jpg|(hitbox)]]
***can be directed [[File:Right.gif]], [[File:Left.gif]], [[File:Up.gif]], [[File:Upright.gif]], or [[File:Upleft.gif]]
***very good reversal; makes it almost impossible to "guarantee" damage on Juri's wakeup


=== Super Combos ===
=== Super Combos ===
N/A
*Fuharenjin
**easy to combo into




=== Ultra Combos ===
=== Ultra Combos ===
N/A
*Feng Shui Engine
 
**Main article: [[Super Street Fighter IV/Juri/Feng Shui Engine|Feng Shui Engine]]
*Kaisen Dankairaku
**has several practical ways to be comboed into
**good for punishing certain moves
**'''not''' a good anti-air


== The Basics ==
== The Basics ==
N/A
When playing as Juri, your primary strategy should be to get your opponent in the corner and keep them there as much as possible. She has several tools to accomplish this effectively, such as Karen Kick (forward throw), [[File:Forward.gif]]/[[File:Roundhouse.gif]] Senpusha, and Shikusen > Second Impact > Third Strike, all of which carry opponents very far across the stage. Try to land these attacks whenever possible; end blockstrings with throw attempts, end combos with Senpusha, and punish fireballs with Shikusen. Juri also has the ability to teleport by using Kasatushi, which she can use to reverse corner situations in her favor, particularly with the [[File:Jab.gif]] and [[File:EX.gif]] ([[File:Right.gif]] or [[File:Upright.gif]]) versions.


Once an opponent is cornered, take advantage of Juri's various tools to keep them trapped there as long as possible. [[File:Short.gif]] Fuhajin is useful for easy hit-confirms and frame traps. Mid and high Fuhajins can be used for zoning. Neutral jump [[File:Short.gif]], [[File:Forward.gif]], and [[File:Roundhouse.gif]] are good for keeping opponents from escaping with moves such as Ryu's aerial Tatsumaki Senpukyaku. Juri also has a very good cross-up mix-up by jumping into the corner with jumping [[File:Forward.gif]] (which does cross up) or [[File:Strong.gif]] (which does not cross up). Use this sparingly, as it may give the opponent an opportunity to escape, and doing the real cross-up will cause you to lose your positioning. Finally, Juri's Ultra I, Feng Shui Engine, is very strong in the corner, so activating it here could easily lead to a quick end to the round.


== Advanced Strategy ==
== Advanced Strategy ==
N/A
=== Wakeup Options ===
 
*[[File:EX.gif]] Senpusha
**works well against proper meaties
**trades with delayed attacks
**loses to delayed throws
**anti-cross-up hitbox comes out very late, not usually useful
**very punishable on block/whiff
*Kasatushi
**first 2 frames vulnerable; useful only if opponent attacks late
*[[File:EX.gif]] Kasatushi
**Juri's best wakeup reversal
**not vulnerable to any option-selects
*backdash
**evades meaty attacks
**vulnerable to certain option-selects
*dash
**1f: vulnerable hitboxes lower to approximately shoulder-level
**2~8f: vulnerable hitboxes lower to approximately waist-level
**useful for evading cross-ups
**evades El Fuerte's Tostada Press, Fajita Buster, and Propeller Tortilla
*crouching [[File:Strong.gif]]/crouching [[File:Fierce.gif]]/close standing [[File:Fierce.gif]]
**anti-airs if opponent does a late jump-in or dive kick
*crouching [[File:Forward.gif]]
**beats cross-up hurricane kicks
**evades C Viper's Burning Kick, M Bison's Psycho Crusher, Vega's Flying Barcelona Attack, and all hurricane kicks
*close standing [[File:Forward.gif]]
**beats throws (except invincible command throws)
**causes a reset if hit out of by most normals
**particularly useful if holding [[File:Short.gif]] Fuhajin and unable to crouch tech
=== Fuzzy Guard ===
On taller characters, it is possible to set up instant overheads that would not normally be possible. The easiest way to use this is to put an opponent in standing blockstun with a jump-in [[File:Fierce.gif]], [[File:Roundhouse.gif]], or deep [[File:Strong.gif]]. Immediately after landing, jump again and use jumping [[File:Strong.gif]] or [[File:Fierce.gif]]. The opponent will still have a standing hitbox even if they are crouching, which allows these moves to function as instant overheads. Another method is to take advantage of the hitboxes of characters as they are recovering from a knockdown. If timed correctly, jumping [[File:Strong.gif]] or [[File:Fierce.gif]] will function as an instant overhead, unless the opponent does a move on wakeup to force their vulnerable hitboxes to change.
=== Empty Jump Mix-up ===
This is a mix-up that any character can do, but Juri can be particularly annoying with it. When jumping in on an opponent, jumping attacks can mixed up with empty jumps immediately followed by low attacks or throws. Due to the hitbox of Juri's jumping [[File:Strong.gif]], she can do this move very low to the ground, making it difficult for opponents to defend against this mix-up correctly.


== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butters ===
* Ground-based BnB's
*''close s.MK (1) xx Fuhajin (store)'' - 80 damage, 140 stun
**'''Credit goes to Zujira of the SRK forums'''
*''close s.HP xx EX Senpusha'' - 250 damage, 355 stun
** ''Cr.lk > st.lp > cr.mk xx EX pinwheel'' - 224 damage, 310 stun whiffs on crouchers.
*''c.MK xx H/EX Senpusha'' - 200/240 damage, 255/285 stun
** ''Cr.lk x 2 > EX pinwheel'' - 184 damage, 248 stun.
*''EX Shikusen |> L/EX Senpusha'' - 200/290 damage, 180/295 stun
** ''Cr.lk x 3 > EX pinwheel'' - 182 damage, 270 stun. Easier to hit confirm, deals more stun.
*''EX Shikusen |> j.HP'' - 250 damage, 250 stun
** ''Cr.lk > s.lk > cr.mk xx EX pinwheel'' - 224 damage, 310 stun.
*''(air-to-air) j.MP |> j.MP |> c.HK'' - 172 damage, 180 stun
** ''Cr.lk > st.lk > cr.mp xx EX pinwheel'' - 232 dmg, 310 stun.
*''(air-to-air) j.MP |> close s.HP xx L/EX Senpusha'' - 182/270 damage, 282/370 stun
* Crossup combos
** ''J.mK > cr.hp xx EX pinwheel'' - 314 damage, 448 stun.


=== Hit Confirm Combos ===
=== Hit Confirm Combos ===
* Counterhit combos
*''c.LK, c.LK xx M Senpusha'' - 136 damage, 204 stun
** ''St.lp/lk -> sweep'' - 128 damage, 168 stun, untechable knockdown.
*''c.LK > s.LP, c.MP xx H Senpusha'' - 196 damage, 289 stun; whiffs on most crouchers
** ''Pinwheel FADC st.mp xx HK pinwheel'' - 257 damage, 274 stun.
*''c.LK > close s.LK, c.MP xx H Senpusha'' - 196 damage, 289 stun
** ''F+mk > st.lp > cr.mp xx EX pinwheel'' - 299 damage, 347 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 knockdown


=== Dizzy / Focus Crumple Combos ===
=== Dizzy / Focus Crumple Combos ===
* ''Focus attack level 2 > dash forward > cr.hp xx EX pinwheel'' - 286 damage, 440 stun
*''c.HP xx H/EX Senpusha''
* ''Focus attack level 2 > EX Dive kick > EX pinwheel'' - 313 damage, 371 stun
*''EX Shikusen |> L/EX Senpusha''


=== FADC Combos ===
=== FADC Combos ===
* N/A
*''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 ===
=== Advanced Combos ===
* Highest damaging combos without Ultra
*''(air-to-air) j.MP |> EX Shikusen |> L/EX Senpusha'' - 242/330 damage, 222/314 stun; must be falling from jump when j.MP hits
** ''Cr.HP xx EX Pinwheel'' = 280 damage, 385 stun.
*''Shikusen |> EX Senpusha'' - 190 damage, 205 stun
** ''St.lp > cr.HP xx EX pinwheel'' = 274 damage, 398 stun.
* Fuhajin release combos
** ''Cr.mk xx release low fuhajin > sweep'' - 182 damage, 230 damage + untechable knockdown.
** ''Cr.mk xx release low fuhajin > cr.mk xx HK/EX pinwheel'' - 256/263 (256/284 in corner) damage 340/339 (340/360 in corner) stun.
** ''Cr.mk xx release low fuhajin FADC cr.HP xx HK pinwheel'' - 288 damage, 420 stun.
* Air-to-Air combos
** ''J.MP > land/cancel EX dive kick -> land EX pinwheel'' - 330 damage, 314 stun.
** ''J.MP > land EX pinwheel'' - 230 damage, 235 stun.
** ''J.MP > whatever the hell you feel like (reset)'' - 50+ damage 50+ stun
** ''J.MP > land st.hp xx EX pinwheel'' - 270 damage, 374 stun.
* Dive kick combos
** ''Dive kick (1 hit) > land EX pinwheel'' - 190 damage, 205 stun.
** ''EX Dive kick > J.Faps'' - 250 damage, 250 stun, possible unteched knockdown.


=== Combos Into Supers ===
=== Combos Into Supers ===
* ''Air-to-air j.Strong > land > St.HP xx lk/mk Super'' - 446 damage, 250 stun.
*''close s.HP xx L/M Fuharenjin'' - 470 damage, 200 stun
* ''Cr.mk xx lk pinwheel xx Super'' - 416 damage, 140 stun.
*''(air-to-air) j.MP |> close s.HP xx L/M Fuharenjin'' - 446 damage, 250 stun
* ''Cr.mk xx low fuhajin release xx Super'' - 406 damage, 150 stun.
*''c.MK xx L Senpusha xx Fuharenjin'' - 416 damage, 140 stun
* ''J.strong xx dive kick (1 hit) land > Super'' - 386 damage, 100 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 ===
=== Combos Into Ultras ===
* Feng Shui Engine
*Feng Shui Engine
** Combos into Feng Shui Engine
**[[Super Street Fighter IV/Juri/Feng Shui Engine#Set-ups|Combos into Feng Shui Engine]]
*** ''J.mk -> activate FSE st.lk/lp -> go to town.''
**[[Super Street Fighter IV/Juri/Feng Shui Engine#After activation|Combos using Feng Shui Engine]]
*** ''cr.mk xx low fuhajin release FADC activate FSE -> st.lk/lp -> go to town.''
*Kaisen Dankairaku
** Combos using Feng Shui Engine
**''(air-to-air) j.MP |> Kaisen Dankairaku'' - 434 damage, 50 stun
*** ''Cr.lk > cr.mk > st.mp > st.hk > cr.hp > EX pinwheel'' - 363 damage, works anywhere, cr.hp whiffs on crouchers.
**''EX Shikusen |> Kaisen Dankairaku'' - 544 damage, 140 stun
*** ''F+mk > cr.mk> st.mp > st.hk > cr.hp > EX pinwheel'' - 413 damage works anywhere, cr.HP whiffs on crouchers.
**''Shikusen |> Kaisen Dankairaku'' - 424 damage, 50 stun; corner-only on some characters
*** ''Cr.lk > s.mp > s.HK > cr.HP > lk pinwheel > FADC > s.lk > s.mp > cr.HP > sweep'' - 375 damage, untechable knockdown, first cr.hp whiffs on crouchers.
**''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
*** ''F+MK > cr.mk > st.mp > st.HK > cr.HP > lk pinwheel FADC st.lk > cr.HP > sweep'' 403 damage, untechable knockdown, first cr.HP whiffs on crouchers.
**''c.MK xx L Fuhajin (release) [xx EX Focus Cancel], Kaisen Dankairaku'' - 446 damage, 150 stun; EX Focus Cancel only needed mid-screen
* Kaisen Dankairaku (Ultra II)
**''(anti-air) HK Fuhajin [xx EX Focus Cancel], Kaisen Dankairaku'' - 434 damage, 50 stun; EX Focus Cancel only needed mid-screen
** ''EX dive kick > Ultra 2'' - 520 damage, 140 stun.
**''(trade) close s.HP, Kaisen Dankairaku'' - 460 damage, 200 stun
** ''J.strong xx dive kick ( 1 hit) > land > Ultra 2'' - 421 damage, 100 stun.
** ''Focus attack level 2 > jump EX dive kick -> Ultra 2'' - 487 damage, 262 stun.
** ''Anti-air HK Fuhajin -> Ultra 2'' - 434 damage, 50 stun. FADC needed mid-screen.
** ''Cr.mk xx low fuhajin release FADC (only needed mid-screen) Ultra 2'' - 452 damage, 150 stun.
** ''St.hp trade -> Ultra 2 - 460 damage, 200 stun.''
 


== Matchups ==
== Matchups ==
Line 413: Line 584:


TBW
TBW
[[Category:Super Street Fighter IV]]

Latest revision as of 02:22, 9 December 2020

Super Street Fighter IVSSFIVLogo.png



Juri

SSFIV-Juri Face.jpg

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

Name
Command
Notes
Sekku
F.png + Mk.png
High.png

Throws

Name
Command
Notes
Karen Kick
F.png or N.png + Lp.png + Lk.png
Throw.png
Assatsu Kick
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Fuhajin
Qcf.png + K.png
Stores a fireball; Continue holding K.png to continue storing fireball; Release K.png to release fireball; Different kick buttons fire in different directions; Ex.png version requires no storing; Different 2 button combinations allow Ex.png version to fire in all three angles; Ex.png
Shikusen
(in air) Qcb.png + K.png
Ex.png Armorbreak.png
   Second Impact
K.png
Perform after Shikusen
      Third Strike
K.png
Perform after Second Impact
Senpusha
Qcb.png + K.png
Ex.png
Kasatushi
Qcb.png + P.png
Counters only against certain attacks; Ex.png

Super Combo

Name
Command
Notes
Fuharenjin
Qcb.png Qcb.png + K.png

Ultra Combos

Name
Command
Notes
Feng Shui Engine
Qcf.png Qcf.png + P.png
Grants ability to perform Chain Combos
Kaisen Dankairaku
Qcf.png Qcf.png + 3k.png
Armorbreak.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +7 - -
Strong.gif HL 70 100 40 sp/su 5 4 14 -4 -1 - - Juggles if Ultra 1 is activated / 7f startup if Ultra 1 is activated
Fierce.gif HL 100 200 60 sp/su 6 4 26 -12 - - - 3~22f airborne / Knockdown.png / 24 ~ ?? (special/super Cancel.png when she lands) / Juggles if Ultra 1 is activated
Short.gif HL 30 50 20 ch/sp/su 3 3 5 +3 +6 - -
Forward.gif HL 30*35 40*40 40*20 sp/su 6 3(6)2 19 -7 -4 - - 1~6f airborne / 8f startup if Ultra 1 is activated
Roundhouse.gif HL 40*70 125*75 60*20 sp/su 11 2(2)2 20 -4 +1 - - +0 on hit / Juggles if Ultra 1 is activated / Only 1st hit is cancelable, 2nd hit is cancelable if Ultra 1 is activated
Standing Far Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +7 - -
Strong.gif HL 80 100 40 su 6 4 11 -1 +2 - - Juggles if Ultra 1 is activated
Fierce.gif HL 120 200 60 - 10 3 20 -5 -1 - -
Short.gif HL 40 50 20 ch/sp/su 5 3 7 +1 +4 - -
Forward.gif HL 30*70 30*70 20*40 - 5 5 14 -4 -1 - - Juggles if Ultra 1 is activated
Roundhouse.gif HL 110 200 60 - 15 4 19 -5 -1 - - 6~23f airborne / Juggles if Ultra 1 is activated
Crouching Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 2 9 0 +3 - -
Strong.gif HL 70 100 40 sp/su 6 6 9 -1 +2 - -
Fierce.gif HL 100 200 60 sp/su 7 4 20 -6 -1 - - Force to stand on ground hit
Short.gif L 20 50 20 ch/sp/su 4 4 5 +2 +5 - -
Forward.gif L 60 100 40 sp/su 6 2 17 -5 -2 - -
Roundhouse.gif L 90 100 60 - 8 2 25 -9 - - - Knockdown
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 4 8 - - - - -
Strong.gif H 80 100 40 - 5 7 - - - - -
Fierce.gif H 100 200 60 - 8 4 - - - - -
Short.gif H 40 50 20 - 5 10 - - - - -
Forward.gif H 80 100 40 - 5 5 - - - - -
Roundhouse.gif H 100 200 60 - 8 4 - - - - -
Angled Jump Attacks
Jab.gif H 50 50 20 - 4 11 - - - - -
Strong.gif H 50 50 40 sp 5 6 - - - - - Floats opponent on air hit
Fierce.gif H 90 100 60 - 7 4 - - - - - Knockdown / Juggle
Short.gif H 40 50 20 - 5 6 - - - - -
Forward.gif H 70 100 40 - 5 6 - - - - -
Roundhouse.gif H 100 200 60 - 6 6 - - - - -
Unique Attacks
Right.gif + Forward.gif H 70 70 40 - 20 2 18 -2 +2 - - 12~26f airborne / +1 on hit on crouching opponent / Juggles if Ultra 1 is activated / +6 on hit if Ultra 1 is activated
Focus Attacks
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21 - -
Focus Attack LVL 2 HL 80 150 40 - 17+12 2 35 -15 - - -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - - - -
Throws
Forward Throw 0.8 130 140 40 - 3 2 20 - - - -
Back Throw 0.8 120 160 40 - 3 2 20 - - - -
Special Moves
Fuhajin HL 50*50 100*50 20/20*20 su 9 6(24)52 61 (total duration) +4 - - - 41~43 super cancellable / hold the button to feint / only 2nd hit is super cancelable
Fuhajin (store) HL 50 100 20/20 - 9 6 16 -1 - - - Puts opponent in jugglable state on ground hit / Count as a projectile
Fuhajin (release) HL 50 50 0/20 su 11 52 33 (total duration) +4 +10 - - Puts opponent in jugglable state on air hit / 13~15 super Cancel.png / ?? (about Mk.png version) / +6 on block for Roundhouse.gif version
Fuhajin EX.gif (Short.gif+Forward.gif) HL 50*50 50*50 -250/0 su 13 49 39 (total duration) +5 - - - Puts opponent in jugglable state on hit / can juggle / 16~18f super Cancel.png (fadc)
Fuhajin EX.gif (Forward.gif+Roundhouse.gif) HL 50*50 50*50 -250/0 su 15 49 39 (total duration) +7 - - - 4~16f airborn / Puts opponent in jugglable state on hit / can juggle / 18~20f super Cancel.png (fadc) / ?? (same note that Mk.png fuhajin release)
Fuhajin EX.gif (Short.gif+Roundhouse.gif) HL 50*50 50*50 -250/0 su 13 49 39 (total duration) +5 - - - 4~15 airborne / Puts opponent in jugglable state on hit / can juggle / 17~19f super Cancel.png (fadc)
Shikusen Short.gif HL 40 50 10/40 - 14 until ground 17 -2 - - -
Shikusen Forward.gif HL 40 50 10/40 - 14 until ground 18 -3 - - -
Shikusen Roundhouse.gif HL 40 50 10/40 - 14 until ground 19 -4 - - -
Shikusen 2nd Impact HL 20*20 20*20 0/20*20 - 9 4(5)2 28 - - - -
Shikusen 3rd Strike HL 80 90 0/40 - 21 2 19 - - - -
Shikusen EX.gif HL 50*25*25*60 50*20*20*50 -250/0 - 14 until ground(8)4(5)2(20)2 14or28or18 - - - -
Senpusha Short.gif HL 60*40 40*40 20/20*20 su 7 3(1)4 4+17 -4 +1 - -
Senpusha Forward.gif HL 45*25x3 40*30x3 20/15x4 su 9 3(1)4(6)3(1)3 5+21 -8 - - -
Senpusha Roundhouse.gif HL 50*30x3 50*35x3 20/15x4 su 14 3(1)4(6)3(1)3 5+24 -11 - - -
Senpusha EX.gif HL 30x6 30x5*35 -250/0 - 7 3(1)4(3)3*3(1)3(4)3*3(1)3 5+27 -13 - - -
Kasatushi - - - 10/- - 3 29 17 - - - -
Kasatushi EX.gif - - - -250/- - 1 31 17 - - - -
Kasatushi (???) - - - -/5 - - - 29 - - - -
Kasatushi (???) - - - -/5 - - - 28 - - - -
Kasatushi (???) - - - -/5 - - - 54 - - - -
Super Combo
Super Combo Short.gif HL 60x5*70 0 -1000/0 - 1+8 65 153 (total duration) -82 - - -
Super Combo Forward.gif HL 60x5*70 0 -1000/0 - 1+8 65 153 (total duration) -82 - - -
Super Combo Roundhouse.gif HL 60x5*70 0 -1000/0 - 1+11 65 156 (total duration) -82 - - -
Ultra Combos
Ultra Combo 1 - - - - - 1+0 900 7 (total duration) - - - -
Ultra Combo 2 HL 15x8*360 0 0/0 - 1+9 4*? (45f total) 60+33 -103 - - -
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage

Move Analysis

Normal Moves

  • Standing Jab.gif (hitbox)
    • Juri's fastest full animation (11f)
    • can be whiffed to quickly discard a held Fuhajin
  • Far standing Strong.gif (hitbox)
    • Juri's longest (useful) poke
    • moves forward a significant distance on the first frame; very good for kara throws
  • Far standing Fierce.gif (hitbox)
    • can be used as a poke but generally not useful
  • Far standing Short.gif (hitbox)
    • slightly shorter range than far standing Forward.gif
    • difficult to whiff-punish
  • Far standing Forward.gif (hitbox 1) (2)
    • slightly shorter range than far standing Strong.gif
    • good priority
    • good anti-air at certain angles
    • hits twice if close enough
  • Far standing Roundhouse.gif (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 Fierce.gif (hitbox)
    • airborne from frame 3; decent for punishing throw attempts or crouch teching
    • very unsafe on block
    • situational anti-air
  • Close standing Short.gif (hitbox)
    • Juri's fastest attack (3f startup)
  • Close standing Forward.gif (hitbox 1) (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
    • second hit can whiff on crouching opponents
  • Crouching Strong.gif (hitbox)
    • primary anti-air
    • long active window; good meaty attack
    • good poke to whiff while buffering Senpusha
    • recovers slightly before animation finishes, making it possible to move forward slightly
  • Crouching Fierce.gif (hitbox)
    • good anti-air for opponents directly above or crossing up
  • Crouching Short.gif (hitbox)
    • use for hit-confirming
  • Crouching Forward.gif (hitbox)
    • moves vulnerable hitboxes low to the ground
    • good low poke
    • can go under fireballs at close range
  • Crouching Roundhouse.gif (hitbox)
    • moves vulnerable hitboxes low to the ground
    • untechable knockdown
  • Neutral Jump Jab.gif (hitbox)
  • Neutral Jump Strong.gif (hitbox)
  • Neutral Jump Fierce.gif (hitbox)
  • Neutral Jump Short.gif (hitbox)
    • good air-to-air
  • Neutral Jump Forward.gif (hitbox)
    • good air-to-air
  • Neutral Jump Roundhouse.gif (hitbox)
    • good air-to-air
    • can hit behind
    • best normal to use after EX.gifUpright.gif Kasatushi
  • Angled Jump Jab.gif (hitbox)
  • Angled Jump Strong.gif (hitbox)
    • free juggle state on air hit
    • can be used very late in jump arc
    • very good to fake corner cross-ups
  • Angled Jump Fierce.gif (hitbox)
    • hard knockdown
    • difficult to anti-air
    • beats many wakeup reversals if positioned correctly
    • can cross up if spaced perfectly
  • Angled Jump Short.gif (hitbox)
    • can cross up outside of corner
  • Angled Jump Forward.gif (hitbox)
    • can cross up anywhere
    • good air-to-air
  • Angled Jump Roundhouse.gif (hitbox)
    • overall solid jumping attack
    • does not cross up at the max range where Forward.gif would cross up

Unique Attacks

  • Sekku (Right.gif + Forward.gif) (hitbox)
    • overhead
    • good range

Normal Throws

  • (hitbox)
  • Karen Kick (forward throw)
    • excellent for moving opponents to the corner (use Roundhouse.gif Shikusen to follow)
    • long knockdown time; can easily store Fuhajins if already in the corner
  • Assatsu Kick (back throw)
    • gives enough time for a safe jump
  • Use Strong.gif kara throw to greatly extend throw range

Focus Attack


Special Moves

  • Fuhajin
    • Fuhajin store (hitbox)
      • can be whiffed to build meter fairly quickly
      • stored Fuhajins can be discarded by releasing the corresponding buttons during a jump or a different move, such as a whiffed standing Jab.gif or a different Fuhajin store
      • good meaty attack; can stuff many reversals
    • Short.gif release (hitbox 1a) (1b)
      • goes under other projectiles
      • can be used as a long-range poke
      • can be used for easy hit-confirms
      • works well for corner frame traps
    • Forward.gif release (hitbox 1a) (1b)
      • collides with most other projectiles
      • can be crouched under
    • Roundhouse.gif release (hitbox 1a) (1b)
      • can be used to anti-air or to prevent opponents from jumping
      • can prevent large characters such as Zangief and T Hawk from advancing easily
    • EX.gif (Short.gif + Forward.gif) (hitbox 1a) (1b)
      • can be used to poke like Short.gif version but comes out slower
      • works well for corner frame traps, like Short.gif version
    • EX.gif (Forward.gif + Roundhouse.gif) (hitbox 1a) (1b)
    • EX.gif (Short.gif + Roundhouse.gif) (hitbox 1a) (1b)
  • Shikusen
    • not normally safe on block; can be made safe if spaced correctly
    • Short.gif (hitbox)
    • Forward.gif (hitbox)
    • Roundhouse.gif (hitbox)
      • punishes fireballs well
    • Second Impact (hitbox)
      • use only if Shikusen is confirmed to hit
    • Third Strike (hitbox)
      • use if Second Impact is confirmed to hit
    • EX.gif (hitbox 1) (2) (3)
      • usually only useful in punish situations
  • Senpusha
  • Kasatushi
    • Jab.gif (hitbox)
      • can be used to escape corners
    • Strong.gif
      • can be used to retreat from offensive pressure
    • Fierce.gif
      • can be followed up with Shikusen for a quick counterattack
    • EX.gif (hitbox)
      • can be directed Right.gif, Left.gif, Up.gif, Upright.gif, or Upleft.gif
      • very good reversal; makes it almost impossible to "guarantee" damage on Juri's wakeup

Super Combos

  • Fuharenjin
    • easy to combo into


Ultra Combos

  • Feng Shui Engine
  • Kaisen Dankairaku
    • has several practical ways to be comboed into
    • good for punishing certain moves
    • not a good anti-air

The Basics

When playing as Juri, your primary strategy should be to get your opponent in the corner and keep them there as much as possible. She has several tools to accomplish this effectively, such as Karen Kick (forward throw), Forward.gif/Roundhouse.gif Senpusha, and Shikusen > Second Impact > Third Strike, all of which carry opponents very far across the stage. Try to land these attacks whenever possible; end blockstrings with throw attempts, end combos with Senpusha, and punish fireballs with Shikusen. Juri also has the ability to teleport by using Kasatushi, which she can use to reverse corner situations in her favor, particularly with the Jab.gif and EX.gif (Right.gif or Upright.gif) versions.

Once an opponent is cornered, take advantage of Juri's various tools to keep them trapped there as long as possible. Short.gif Fuhajin is useful for easy hit-confirms and frame traps. Mid and high Fuhajins can be used for zoning. Neutral jump Short.gif, Forward.gif, and Roundhouse.gif are good for keeping opponents from escaping with moves such as Ryu's aerial Tatsumaki Senpukyaku. Juri also has a very good cross-up mix-up by jumping into the corner with jumping Forward.gif (which does cross up) or Strong.gif (which does not cross up). Use this sparingly, as it may give the opponent an opportunity to escape, and doing the real cross-up will cause you to lose your positioning. Finally, Juri's Ultra I, Feng Shui Engine, is very strong in the corner, so activating it here could easily lead to a quick end to the round.

Advanced Strategy

Wakeup Options

  • EX.gif Senpusha
    • works well against proper meaties
    • trades with delayed attacks
    • loses to delayed throws
    • anti-cross-up hitbox comes out very late, not usually useful
    • very punishable on block/whiff
  • Kasatushi
    • first 2 frames vulnerable; useful only if opponent attacks late
  • EX.gif Kasatushi
    • Juri's best wakeup reversal
    • not vulnerable to any option-selects
  • backdash
    • evades meaty attacks
    • vulnerable to certain option-selects
  • dash
    • 1f: vulnerable hitboxes lower to approximately shoulder-level
    • 2~8f: vulnerable hitboxes lower to approximately waist-level
    • useful for evading cross-ups
    • evades El Fuerte's Tostada Press, Fajita Buster, and Propeller Tortilla
  • crouching Strong.gif/crouching Fierce.gif/close standing Fierce.gif
    • anti-airs if opponent does a late jump-in or dive kick
  • crouching Forward.gif
    • beats cross-up hurricane kicks
    • evades C Viper's Burning Kick, M Bison's Psycho Crusher, Vega's Flying Barcelona Attack, and all hurricane kicks
  • close standing Forward.gif
    • beats throws (except invincible command throws)
    • causes a reset if hit out of by most normals
    • particularly useful if holding Short.gif Fuhajin and unable to crouch tech

Fuzzy Guard

On taller characters, it is possible to set up instant overheads that would not normally be possible. The easiest way to use this is to put an opponent in standing blockstun with a jump-in Fierce.gif, Roundhouse.gif, or deep Strong.gif. Immediately after landing, jump again and use jumping Strong.gif or Fierce.gif. The opponent will still have a standing hitbox even if they are crouching, which allows these moves to function as instant overheads. Another method is to take advantage of the hitboxes of characters as they are recovering from a knockdown. If timed correctly, jumping Strong.gif or Fierce.gif will function as an instant overhead, unless the opponent does a move on wakeup to force their vulnerable hitboxes to change.

Empty Jump Mix-up

This is a mix-up that any character can do, but Juri can be particularly annoying with it. When jumping in on an opponent, jumping attacks can mixed up with empty jumps immediately followed by low attacks or throws. Due to the hitbox of Juri's jumping Strong.gif, she can do this move very low to the ground, making it difficult for opponents to defend against this mix-up correctly.

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 knockdown

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 - 242/330 damage, 222/314 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
  • 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