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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. | 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. | ||
| | | | ||
Juri is a tricky character who excels in the three "M"s of the fighting game world - mobility, mixup, and mindgames. While she can win matches using only a handful of her tricks, one of the many overlooked things about Juri is her fireball game. Her fireball, the Fuhajin, is unique in that you can hold the button to store the fireball after the initial kick. This one little tool may seem complex at first, but once you learn to utilize the Fuhajin, it makes Juri that much deadlier in manipulating the opponent to do what she wants without knowing it. Aside from that, she has a great control over the aerial space of the battle with her Pinwheel and Dive Kicks. Juri's greatest weakness is, unfortunately, a common one for many characters like herself - strong defenses will put an abrupt end to her assault in seconds, especially thanks to her low stamina. Her strengths must be played very carefully if she is to land the victory blow.}} | Juri is a tricky character who excels in the three "M"s of the fighting game world - mobility, mixup, and mindgames. While she can win matches using only a handful of her tricks, one of the many overlooked things about Juri is her fireball game. Her fireball, the Fuhajin, is unique in that you can hold the button to store the fireball after the initial kick. This one little tool may seem complex at first, but once you learn to utilize the Fuhajin, it makes Juri that much deadlier in manipulating the opponent to do what she wants without knowing it. Aside from that, she has a great control over the aerial space of the battle with her Pinwheel and Dive Kicks. Juri's greatest weakness is, unfortunately, a common one for many characters like herself - strong defenses will put an abrupt end to her assault in seconds, especially thanks to her {{low}} stamina. Her strengths must be played very carefully if she is to land the victory blow.}} | ||
== Moves == | == Moves == | ||
Line 12: | Line 11: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Sekku | f + mk | high }} | {{SSFIVMoveListRow | Sekku | {{f}} + {{mk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 18: | Line 17: | ||
{{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}} | ||
Line 25: | Line 24: | ||
{{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 | Counters 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 [http://wiki.shoryuken.com/Super_Street_Fighter_IV/Juri/Feng_Shui_Engine] | qcf qcf + p | Grants ability to perform Chain Combos }} | {{SSFIVMoveListRow | Feng Shui Engine [http://wiki.shoryuken.com/Super_Street_Fighter_IV/Juri/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}} | ||
Line 78: | Line 77: | ||
Enabled change of trajectory with special kick button combinations (light + medium, medium + heavy, or light + heavy), but only during a Feng Shui Engine. | Enabled change of trajectory with special kick button combinations (light + medium, medium + heavy, or light + heavy), but only during a Feng Shui Engine. | ||
''Close Standing Medium Punch'' | |||
Adjusted startup to 3F. Takes move’s total frame count from 22F to 20F. | Adjusted startup to 3F. Takes move’s total frame count from 22F to 20F. | ||
Line 84: | Line 87: | ||
Increased travel during a Feng Shui Engine. Overall frame count is unchanged. | Increased travel during a Feng Shui Engine. Overall frame count is unchanged. | ||
== AE Changes == | == AE Changes == | ||
Line 107: | Line 109: | ||
*Faster walk speed while moving forwards or backwards. | *Faster walk speed while moving forwards or backwards. | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 114: | Line 116: | ||
==Matchups== | ==Matchups== | ||
==Frame Data== | ==Frame Data== | ||
Line 165: | Line 166: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |sp/su | | align="center" |sp/su | ||
| align="center" | | | align="center" |3 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |[Ultra 1] pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 184: | Line 185: | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |3~22f airborne, 24f~ cancellable, [Ultra 1] pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 212: | Line 213: | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |1~6f airborne | ||
| | | | | | ||
|- | |- | ||
Line 220: | Line 221: | ||
| align="center" |125*75 | | align="center" |125*75 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |sp/su | | align="center" |sp/su*- | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |2(2)2 | | align="center" |2(2)2 | ||
Line 226: | Line 227: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |+0 on hit vs. crouching opponents, [Ultra 1] pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 254: | Line 255: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |[Ultra 1] pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 296: | Line 297: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |[Ultra 1] pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 310: | Line 311: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |6~23 airborne, [Ultra 1] pursuit property | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30 | | align="center" |30 | ||
Line 327: | Line 328: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |70 | | align="center" |70 | ||
Line 341: | Line 342: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |100 | | align="center" |100 | ||
Line 352: | Line 353: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Short.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |20 | | align="center" |20 | ||
Line 369: | Line 370: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Forward.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |60 | | align="center" |60 | ||
Line 383: | Line 384: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Roundhouse.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |90 | | align="center" |90 | ||
Line 394: | Line 395: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 411: | Line 412: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 425: | Line 426: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 439: | Line 440: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 453: | Line 454: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 467: | Line 468: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 481: | Line 482: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 495: | Line 496: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 506: | Line 507: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[Air hit] floats opponent | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |90 | | align="center" |90 | ||
Line 520: | Line 521: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |techable knockdown, pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 537: | Line 538: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |70 | | align="center" |70 | ||
Line 551: | Line 552: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 565: | Line 566: | ||
| | | | | | ||
|- | |- | ||
| |Sekku | | |Sekku [[File:Right.gif]]+[[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |70 | | align="center" |70 | ||
Line 576: | Line 577: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |12~16f airborne, +1 on hit vs. crouching opponents, [Ultra 1] pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Focus Attack | | |Focus Attack LVL 1 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |60 | | align="center" |60 | ||
Line 585: | Line 586: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 593: | Line 594: | ||
| | | | | | ||
|- | |- | ||
| |Focus Attack | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 599: | Line 600: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 607: | Line 608: | ||
| | | | | | ||
|- | |- | ||
| |Focus Attack | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |140 | | align="center" |140 | ||
Line 632: | Line 633: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 646: | Line 647: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 654: | Line 655: | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |20/20*20 | | align="center" |20/20*20 | ||
| align="center" |su | | align="center" |-*su | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |6(24)52 | | align="center" |6(24)52 | ||
| align="center" |61 | | align="center" |Total 61 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |41~43 cancellable, hold button to store, pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Fuhajin ( | | |Fuhajin (store) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50 | | align="center" |50 | ||
Line 674: | Line 675: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |projectile hitbox | ||
| | | | | | ||
|- | |- | ||
| |Fuhajin ( | | |Fuhajin (release) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50 | | align="center" |50 | ||
Line 685: | Line 686: | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |52 | | align="center" |52 | ||
| align="center" |33 | | align="center" |Total 33 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" |+10 | | align="center" |+10 | ||
| align="center" | | | align="center" |13~15f cancellable, MK and HK versions cannot hit crouching opponents, HK version is +6 on block | ||
| | | | | | ||
|- | |- | ||
| |Fuhajin EX | | |Fuhajin [[File:EX.gif]]<br />[[File:Short.gif]]+[[File:Forward.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50*50 | | align="center" |50*50 | ||
Line 699: | Line 700: | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |49 | | align="center" |49 | ||
| align="center" |39 | | align="center" |Total 39 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |pursuit property, 16~18f cancellable | ||
| | | | | | ||
|- | |- | ||
| |Fuhajin EX | | |Fuhajin [[File:EX.gif]]<br />[[File:Forward.gif]]+[[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50*50 | | align="center" |50*50 | ||
Line 713: | Line 714: | ||
| align="center" |15 | | align="center" |15 | ||
| align="center" |49 | | align="center" |49 | ||
| align="center" |39 | | align="center" |Total 39 | ||
| align="center" |+7 | | align="center" |+7 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |4~16f airborne, pursuit property, 18~20f cancellable, cannot hit crouching opponents | ||
| | | | | | ||
|- | |- | ||
| |Fuhajin EX | | |Fuhajin [[File:EX.gif]]<br />[[File:Short.gif]]+[[File:Roundhouse.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50*50 | | align="center" |50*50 | ||
Line 727: | Line 728: | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |49 | | align="center" |49 | ||
| align="center" |39 | | align="center" |total 39 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |4~15f airborne, pursuit property, 17~19f cancellable | ||
| | | | | | ||
|- | |- | ||
Line 741: | Line 742: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |until ground | | align="center" |until ground | ||
| align="center" |17 | | align="center" |After landing 17 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, block advantage is based on lowest possible jump, (7 jump + 14 startup frames) | ||
| | | | | | ||
|- | |- | ||
Line 755: | Line 756: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |until ground | | align="center" |until ground | ||
| align="center" |18 | | align="center" |After landing 18 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, block advantage is based on lowest possible jump, (7 jump + 14 startup frames) | ||
| | | | | | ||
|- | |- | ||
Line 769: | Line 770: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |until ground | | align="center" |until ground | ||
| align="center" |19 | | align="center" |After landing 19 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, block advantage is based on lowest possible jump, (7 jump + 14 startup frames) | ||
| | | | | | ||
|- | |- | ||
Line 783: | Line 784: | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |4(5)2 | | align="center" |4(5)2 | ||
| align="center" |28 | | align="center" |After landing 28 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 797: | Line 798: | ||
| align="center" |21 | | align="center" |21 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |19 | | align="center" |After landing 19 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |pursuit property | ||
| | | | | | ||
|- | |- | ||
| |Shikusen EX | | |Shikusen [[File:EX.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |50*25*25*60 | | align="center" |50*25*25*60 | ||
Line 814: | Line 815: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[4th hit] wall bounces, armor break, 2nd-4th hit pursuit property | ||
| | | | | | ||
|- | |- | ||
Line 822: | Line 823: | ||
| align="center" |40*40 | | align="center" |40*40 | ||
| align="center" |20/20*20 | | align="center" |20/20*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |3(1)4 | | align="center" |3(1)4 | ||
| align="center" |4+17 | | align="center" |4 + After landing 17 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |9f~ airborne, 2nd hit pursuit property, 2nd hit cannot hit crouching opponents | ||
| | | | | | ||
|- | |- | ||
Line 836: | Line 837: | ||
| align="center" |40*30x3 | | align="center" |40*30x3 | ||
| align="center" |20/15x4 | | align="center" |20/15x4 | ||
| align="center" |su | | align="center" |su(x2)*-(x2) | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |3(1)4(6)3(1)3 | | align="center" |3(1)4(6)3(1)3 | ||
| align="center" |5+21 | | align="center" |5 + After landing 21 | ||
| align="center" |-8 | | align="center" |-8 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |11f~ airborne | ||
| | | | | | ||
|- | |- | ||
Line 850: | Line 851: | ||
| align="center" |50*35x3 | | align="center" |50*35x3 | ||
| align="center" |20/15x4 | | align="center" |20/15x4 | ||
| align="center" |su | | align="center" |su(x2)*-(x2) | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |3(1)4(6)3(1)3 | | align="center" |3(1)4(6)3(1)3 | ||
| align="center" |5+24 | | align="center" |5 + After landing 24 | ||
| align="center" |-11 | | align="center" |-11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |16f~ airborne | ||
| | | | | | ||
|- | |- | ||
| |Senpusha EX | | |Senpusha [[File:EX.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30x8 | | align="center" |30x8 | ||
| align="center" |30x5*35 | | align="center" |30x5*35 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |- | | align="center" |su(x2)*-(x6) | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |3(1)4(3)3*3(1)3(4)3*3(1)3 | | align="center" |3(1)4(3)3*3(1)3(4)3*3(1)3 | ||
| align="center" |5+27 | | align="center" |5 + After landing 27 | ||
| align="center" |-14 | | align="center" |-14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, [Ultra 1] 1~8f Invincible/9f legs strike invincible/10~46f legs projectile invincible, 7f~ projectile invincible, 8f~ airborne, 7~8f projectile and throw invincible, [Hit 2,4,5,7,8] pursuit property, [Hit 3,6] hit backwards, [Hit 2,5,8] hit front and back, rear hits do 20 stun | ||
| | | | | | ||
|- | |- | ||
Line 884: | Line 885: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |3~31f triggers when hit with strike or projectile, | ||
| | | | | | ||
|- | |- | ||
| |Kasatushi EX | | |Kasatushi [[File:EX.gif]] | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 898: | Line 899: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |3~31f triggers when hit with strike or projectile, can input forward cancel until 6f, can input backward cancel until 4f, upward version triggers with no input | ||
| | | | | | ||
|- | |- | ||
| |Kasatushi ( | | |Kasatushi (Forward) | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 909: | Line 910: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |29 | | align="center" |Total 29 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~20f strike and projectile invincible, 3~18f can pass through opponent, 21f~ cancellable | ||
| | | | | | ||
|- | |- | ||
| |Kasatushi ( | | |Kasatushi (Backward) | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 923: | Line 924: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |28 | | align="center" |Total 28 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~17f strike and projectile invincible, 16f~ cancellable | ||
| | | | | | ||
|- | |- | ||
| |Kasatushi ( | | |Kasatushi (Upward) | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
Line 937: | Line 938: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |54 | | align="center" |Total 54 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~20f strike and projectile invincible, 8f~ airborne, 9f~ cancellable, 10 grounded recovery frames if not cancelled | ||
| | | | | | ||
|- | |- | ||
Line 951: | Line 952: | ||
| align="center" |1+8 | | align="center" |1+8 | ||
| align="center" |65 | | align="center" |65 | ||
| align="center" |152 | | align="center" |Total 152 | ||
| align="center" |-25 | | align="center" |-25 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~8f Invincible, 9~30f 56~72f 86~104f airborne, untechable limited juggle knockdown, pursuit property, active frames refer to duration of 1 projectile, projectiles release on frames 8/18/28/40/68/98 | ||
| | | | | | ||
|- | |- | ||
Line 965: | Line 966: | ||
| align="center" |1+8 | | align="center" |1+8 | ||
| align="center" |65 | | align="center" |65 | ||
| align="center" |152 | | align="center" |Total 152 | ||
| align="center" |-25 | | align="center" |-25 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 9~30f 56~72f 86~104f airborne, untechable limited juggle knockdown, pursuit property, active frames refer to duration of 1 projectile, projectiles release on frames 8/18/28/40/68/98 | ||
| | | | | | ||
|- | |- | ||
Line 979: | Line 980: | ||
| align="center" |1+11 | | align="center" |1+11 | ||
| align="center" |65 | | align="center" |65 | ||
| align="center" |155 | | align="center" |Total 155 | ||
| align="center" |-25 | | align="center" |-25 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 9~30f 56~72f 86~104f airborne, untechable limited juggle knockdown, pursuit property, active frames refer to duration of 1 projectile, projectiles release on frames 11/21/31/43/61/101 | ||
| | | | | | ||
|- | |- | ||
Line 993: | Line 994: | ||
| align="center" |0+1 | | align="center" |0+1 | ||
| align="center" |900 | | align="center" |900 | ||
| align="center" |6 | | align="center" |Total 6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, (gives pursuit properties?), lasts 900f(15s) | ||
| | | | | | ||
|- | |- | ||
Line 1,006: | Line 1,007: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |0+10 | | align="center" |0+10 | ||
| align="center" | | | align="center" |4(10)3(5)3(1)3(1)3(1)3(2)3(1)2 | ||
| align="center" |60+33 | | align="center" |60 + After landing 33 | ||
| align="center" |-103 | | align="center" |-103 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~13f Invincible, 32f~ airborne, hard knockdown, armor break, pursuit property, 1st-8th hit go into animation, guard advantage based on 2nd hit | ||
| | | | | | ||
|- | |- | ||
Line 1,041: | Line 1,042: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:25, 9 December 2020


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 is a tricky character who excels in the three "M"s of the fighting game world - mobility, mixup, and mindgames. While she can win matches using only a handful of her tricks, one of the many overlooked things about Juri is her fireball game. Her fireball, the Fuhajin, is unique in that you can hold the button to store the fireball after the initial kick. This one little tool may seem complex at first, but once you learn to utilize the Fuhajin, it makes Juri that much deadlier in manipulating the opponent to do what she wants without knowing it. Aside from that, she has a great control over the aerial space of the battle with her Pinwheel and Dive Kicks. Juri's greatest weakness is, unfortunately, a common one for many characters like herself - strong defenses will put an abrupt end to her assault in seconds, especially thanks to her stamina. Her strengths must be played very carefully if she is to land the victory blow.
Moves
Unique Attacks



Throws









Special Moves



















Super Combo


Ultra Combos



AE ver. 2012 Changes
Close Standing Medium Kick
Expanded 2nd hit’s hitbox forward to end of leg.
Fuhajin
Changed damage from 30 to 50 for all versions when upward kick connects.
Senpusha
Extended hit stun by 3F on first hit of light kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus→Dash. Extended hit stun by 3F on first and second hit of medium or heavy kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus→Dash. Extended hit stun by 5F on second hit of EX version. Results in a possible +7F advantage for the attacker after the fastest possible EX Focus→Dash. Extended invincibility of EX version during Feng Shui Engine to cover the period when the first hit’s hitbox is up.
Feng Shui Engine
Enabled Super Meter to build up at 1/3 the normal rate for various attacks.
Focus Attack
Expanded hitbox downward.
EX Shikusen
Enabled change of trajectory with special kick button combinations (light + medium, medium + heavy, or light + heavy), but only during a Feng Shui Engine.
Close Standing Medium Punch
Adjusted startup to 3F. Takes move’s total frame count from 22F to 20F.
Dash
Increased travel during a Feng Shui Engine. Overall frame count is unchanged.
AE Changes
- Hitbox changes
- Standing LP
- Active hitbox increased slightly.
- Vulnerable hitbox reduced during active frames.
- Crouching LP
- Vulnerable hitbox reduced during startup and active frames.
- Jumping MP
- Active hitbox has been reduced so that it can no longer cross up or be unblockable.
- Kasatushi (qcb+P) now has a hard-coded vulnerable hitbox during startup frames. Previously, the hitboxes were derived from the animation.
- Standing LP
- Juggle property changes
- Fuhajin (store)
- Knocks opponents higher on hit, making it possible to juggle afterwards.
- Causes a juggle knockdown on airborne opponents. Previously, this was on counterhit only.
- Juggle potential increased to 1.
- Fuhajin (release)
- Juggle potential increased to 1.
- Fuhajin (store)
- Fuhajin (store) damage/stun changed to 30/50 (down from 50/100).
- Faster walk speed while moving forwards or backwards.