Street Fighter V/Juri: Difference between revisions

From SuperCombo Wiki
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|Infiltration, Aiai}}
|Infiltration, Aiai}}
{{SFVCharacterChangeList |
{{SFVCharacterChangeList |
* Stand MK cancel window extended
* Stand MK {{cancel}} window extended
* Crouch LP hurtbox extended
* Crouch LP hurtbox extended
* Crouch MP hurtbox extended
* Crouch MP hurtbox extended
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** Fuharenkyaku MK stun increased from 80 to 100
** Fuharenkyaku MK stun increased from 80 to 100
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|
* Forward throw damage increased from 110 to 120, added 2f of recovery after throw connects
* Forward {{throw}} damage increased from 110 to 120, added 2f of recovery after {{throw}} connects
* Stand LP vertical hitbox reduced
* Stand LP vertical hitbox reduced
* Stand HK downward hurtbox reduced
* Stand HK {{downward}} hurtbox reduced
* Kaisenrenkyaku (f+KKK) startup increased from 15f to 17f, increased pushback on block
* Kaisenrenkyaku (f+KKK) startup increased from 15f to 17f, increased pushback on block
* Fuharenkyaku damage decreased from 100 to 90
* Fuharenkyaku damage decreased from 100 to 90
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{{SFVFrameDataRow | Senkaikyaku |  | f+MK | 60 | 100 | M | - | 22 | 2 | 19 | 22 | 2 | 19 |  |  |  |  | -7 | 0 | 2 | - | - | - | 9 | 72 | 120|||||||||||||||}}
{{SFVFrameDataRow | Senkaikyaku |  | f+MK | 60 | 100 | M | - | 22 | 2 | 19 | 22 | 2 | 19 |  |  |  |  | -7 | 0 | 2 | - | - | - | 9 | 72 | 120|||||||||||||||}}
{{SFVFrameDataRow | Koenzan |  | b+HK | 40*40 | 75*75 | H | ["sp","su","vs1","vs2","vt1","vt2"] | 7 | 2(7)3 | 15 | 7 | 2(7)3 | 15 |  |  |  |  | -2 | 4 | 6 | - | - | - | CHIP | CH_DAMAGE | CH_STUN|||||||||||||||}}
{{SFVFrameDataRow | Koenzan |  | b+HK | 40*40 | 75*75 | H | ["sp","su","vs1","vs2","vt1","vt2"] | 7 | 2(7)3 | 15 | 7 | 2(7)3 | 15 |  |  |  |  | -2 | 4 | 6 | - | - | - | CHIP | CH_DAMAGE | CH_STUN|||||||||||||||}}
{{SFVFrameDataRow | Kyoretsushu |  | s.MP > b or f.HP | 60*54 | 100*90 | H | ["sp","su","vs1","vs2","vt1","vt2"] | 5+8 | 3 | 25 | 5+8 | 3 | 25 |  |  |  |  | -12 | KD | KD | 102 | 43 | 48 | CHIP | CH_DAMAGE | CH_STUN|||||||||||||||}}
{{SFVFrameDataRow | Kyoretsushu |  | s.MP > {{b}} or f.HP | 60*54 | 100*90 | H | ["sp","su","vs1","vs2","vt1","vt2"] | 5+8 | 3 | 25 | 5+8 | 3 | 25 |  |  |  |  | -12 | KD | KD | 102 | 43 | 48 | CHIP | CH_DAMAGE | CH_STUN|||||||||||||||}}
{{SFVFrameDataRow | Enkushu (air) |  | j.MP > j.HK (air) | 60*63 | 100*90 | M | - | 6+5 | 5 | - | 6+5 | 5 | - |  |  |  |  | - | - | ? | - | - | - | CHIP | CH_DAMAGE | CH_STUN|||||||||||||||}}
{{SFVFrameDataRow | Enkushu (air) |  | j.MP > j.HK (air) | 60*63 | 100*90 | M | - | 6+5 | 5 | - | 6+5 | 5 | - |  |  |  |  | - | - | ? | - | - | - | CHIP | CH_DAMAGE | CH_STUN|||||||||||||||}}
{{SFVFrameDataHeader}}
{{SFVFrameDataHeader}}
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|-
|}
|}
=====Notes:=====
=====Notes=====


* CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
* CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
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* Chip damage for normals refers to grey life inflicted
* Chip damage for normals refers to grey life inflicted


== Combos ==  
== Combos ==
=== BnB ===  
=== BnB ===
* crLP or crLP
* crLP or crLP
** > crLP xx LP Tensenrin  
** > crLP xx LP Tensenrin  
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** > f+HP xx VS2
** > f+HP xx VS2


=== With Meter ===  
=== With Meter ===
* MK Fuharenkyaku  
* MK Fuharenkyaku  
** > EX Fuharenkyaku
** > EX Fuharenkyaku
=== Corner ===  
=== Corner ===
=== Crush Counter ===  
=== Crush Counter ===
=== V-Trigger Cancels ===  
=== V-Trigger Cancels ===


== Unique Mechanic ==
== Unique Mechanic ==
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Kasatsushu causes Juri to quickly teleport through the opponent and kick them on the other side, knocking them down. By holding Kasatsushu she will go into a stance where she'll begin charging it, which can then be canceled by a forward or back dash. After holding long enough or having charged it enough, the next time Kasatsushu is used it will be much faster, hit the opponent when it crosses through them, and can be canceled into for combos.
Kasatsushu causes Juri to quickly teleport through the opponent and kick them on the other side, knocking them down. By holding Kasatsushu she will go into a stance where she'll begin charging it, which can then be canceled by a forward or back dash. After holding long enough or having charged it enough, the next time Kasatsushu is used it will be much faster, hit the opponent when it crosses through them, and can be canceled into for combos.
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|
Fuha Enzan causes Juri to charge a special projectile, much like her Fuharenkyaku Release moves though the charge does not have a hitbox. A second activation releases the projectile, which is a very slow wide moving projectile that lasts for 74 frames. This can be canceled into from any special cancelable normal, or other Fuharenkyaku attacks. On hit it juggles the opponent, which can be followed up afterwards with a juggle such as LP Tensenrin or EX Fuharenkyaku. It can also be used in meaty situations to guarantee the opponent wakes up into an attack, and after a crush counter sweep it can be used to setup a simple left/right corpse hop mixup.
Fuha Enzan causes Juri to charge a special projectile, much like her Fuharenkyaku Release moves though the charge does not have a hitbox. A second activation releases the projectile, which is a very slow wide moving projectile that lasts for 74 frames. This can be canceled into from any special cancelable normal, or other Fuharenkyaku attacks. On hit it juggles the opponent, which can be followed up afterwards with a juggle such as LP Tensenrin or EX Fuharenkyaku. It can also be used in meaty situations to guarantee the opponent wakes up into an attack, and after a crush {{counter}} {{sweep}} it can be used to setup a simple left/right corpse hop mixup.
|
|
Feng Shui Engine alpha is a 2 bar V-Trigger allows Juri to chain her normals into each other in order of Light > Medium > Heavy, Punch > Kicks meaning LPMPHP will work, but HPMPLP will not. It also gives her access to improved versions all of her Fuharenkyaku specials without needing to charge up first. When hitting an opponent in the air they go into a juggle state, allowing more combo possibilities as the same rules apply to her air normals. Each cancel takes about 1/10 of her V-Gauge, while using any Fuharenkyaku special takes about 1/5 of the gauge. It also increases the distance of her dash
Feng Shui Engine alpha is a 2 bar V-Trigger allows Juri to chain her normals into each other in order of Light > Medium > Heavy, Punch > Kicks meaning LPMPHP will work, but HPMPLP will not. It also gives her access to improved versions all of her Fuharenkyaku specials without needing to charge up first. When hitting an opponent in the air they go into a juggle state, allowing more combo possibilities as the same rules apply to her air normals. Each {{cancel}} takes about 1/10 of her V-Gauge, while using any Fuharenkyaku special takes about 1/5 of the gauge. It also increases the distance of her dash
|
|
Feng Shui Engine beta is a two bar V-Trigger that has Juri drain the opponent's EX meter when close to them. On activation she performs an initial hit which pulls the opponent in, letting it be used for more combos. The meter drain is quite quick and works while Juri is combing the opponent or being combos; however it does not work if the opponent is knocked down, airborne, or if Juri is airborne. In total it lasts about 12 seconds from activation.  
Feng Shui Engine beta is a two bar V-Trigger that has Juri drain the opponent's EX meter when close to them. On activation she performs an initial hit which pulls the opponent in, letting it be used for more combos. The meter drain is quite quick and works while Juri is combing the opponent or being combos; however it does not work if the opponent is knocked down, airborne, or if Juri is airborne. In total it lasts about 12 seconds from activation.  
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=== Playing as Juri ===
=== Playing as Juri ===
=== Fighting Against Juri ===
=== Fighting Against Juri ===
[[Category: Street Fighter V]]
[[Category:Street Fighter V]]

Revision as of 02:01, 9 December 2020

Template:SFVHeader

Juri

SFV-Juri Portrait.jpg
VITALS
Health: 975 Stun: 1000
WALKING THROWS
Forward Walk Speed: 5 Throw Range: 0.8
Back Walk Speed: 3.3 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 144.3 Forward Jump Distance: 209
Back Dash Distance: 125 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: f+MK Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Bio


Why Pick Juri?

Why Play

Players To Watch
Infiltration, Aiai

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward Throw.png damage increased from 110 to 120, added 2f of recovery after Throw.png connects
  • Stand LP vertical hitbox reduced
  • Stand HK Downward.png hurtbox reduced
  • Kaisenrenkyaku (f+KKK) startup increased from 15f to 17f, increased pushback on block
  • Fuharenkyaku damage decreased from 100 to 90
  • VT1
    • Increased EX Meter gain when done as part of chain combo in VT1 from 30 to 50
    • Stand MP forward hitbox increased


Season 3 (Arcade Edition)

  • Stand MK Cancel.png window extended
  • Crouch LP hurtbox extended
  • Crouch MP hurtbox extended
  • Crouch MK hurtbox at feet reduced, upper body hurtbox expanded
  • Crouch HP hitbox expanded vertically, reduced horizontally, hurtbox reduced
  • Jump MP hitbox expanded, hurtbox reduced
  • Jump HP startup increased from 8f to 9f, reduced hurtbox
  • Jump HK hurtbox reduced hitbox expanded
  • Kyoretsushu (MP > b/f+HP) can hit crouching opponents, cannot be special canceled on block
  • Kasatushu (MP+MK) V-Gague gain on hit decreased
  • EX Tensenrin (f,d,df+PP) invincibility extended to 12th frame
  • Sakkai Fuhazan (qcf, qcf+K) now armor breaks
  • Fuharenkyaku
    • LK version active time increased
    • MK version damage increased from 60 to 70
    • HK version damage increased from 80 to 100
  • V-Trigger
    • Feng Shi Engine Alpha (HP+HK) changed from 3 blocks to 2 blocks, extended timer, each Fuharenkyaku now takes more gauge per use
    • Fuharenkyaku MK stun increased from 80 to 100


Move List

Unique Attacks

SFV-Juri-Unique.jpg

Special Moves

SFV-Juri-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Juri-Vsystem.jpg

Critical Art

SFV-Juri-Critical.jpg

Juri Discussions

Discussions regarding Juri

Juri Shoryuken Forum

Juri Discord Link

Juri Discord

Video Guides

Capcom Fighers' Official Introduction Series

Shoryuken's Rising Up Series

Bafael's At a Glance

YouTube Playlist with previous season changes

Other Useful Guides

Reithan's Juri Comprehensive Guide

@rXpSwiss's Juri Compendium

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 3 2 7 2 4 6 30 70 H ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MP MP 5 3 11 2/-1 5 7 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Stand HP HP 8 3 17 -3/-6 4/KD ? 80 150 H ["sp","su","vs1","vs2","vt1","vt2"] 99 40 45 13 96 180
Stand LK LK 4 4 8 1 4 6 30 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MK MK 5 1(1)3 15 -4/-7 1 3 40*30 100 H*H ["sp","su","vs1","vs2","vt1","vt2"] - - - CHIP CH_DAMAGE 120
Stand HK HK 14 3 5+15 -4/-7 1 20 80 150 H ["vt1","vt2"] 13 13 13 13 96 180
Crouch LP d+LP 4 3 6 2 4 6 30 70 H ["ch","sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 3 16 0/-1 2/4 ? 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 10 2 21 -5/-8 3 21 90 150 H ["sp","su","vs1","vs2","vt1","vt2"] 96 37 42 14 108 180
Crouch LK d+LK 3 2 10 0 2 4 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 6 2 14 -2/-5 2 4 50 100 L ["sp","su","vs1","vs2","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 8 2 23 -12/-15 KD KD 100 150 L ["vt1","vt2"] 68 19 24 16 120 180
Jump LP u+LP 4 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 6 4 - - - ? 60 100 M - - - - 9 72 120
Jump HP u+HP 9 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 7 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 8 5 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Senkaikyaku f+MK 22 2 19 -7 0 2 60 100 M - - - - 9 72 120
Koenzan b+HK 7 2(7)3 15 -2 4 6 40*40 75*75 H ["sp","su","vs1","vs2","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Kyoretsushu s.MP > B.png or f.HP 5+8 3 25 -12 KD KD 60*54 100*90 H ["sp","su","vs1","vs2","vt1","vt2"] 102 43 48 CHIP CH_DAMAGE CH_STUN
Enkushu (air) j.MP > j.HK (air) 6+5 5 - - - ? 60*63 100*90 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Chisenkyaku LP+LK 5 3 17 - KD KD 120 120 T - 60 11 11 ? 144 144
Kaeikyakyu b+LP+LK 5 3 17 - KD KD 140 200 T - 28 9 9 ? 168 240
Zankasen (air) LP+LK (air) 5 2 8 - KD KD 140 200 T - - - - ? 168 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Feng Shui Engine alpha HP+HK (VT1) 1 - 5 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Feng Shui Engine beta HP+HK (VT2) 9(8) 5(3) 31 1(-1) 5(2) ? 70 150 H - - - - ? 84 180
Kasatsushu MP+MK (VS1) 46 2 25 -10 KD KD 80 150 H ["vs1"] 83 24 29 ? 96 180
Kasatsushu (hold) MP+MK (VS1) (hold) 80 15(16)2 33 -18 KD KD 20*80 50*150 H ["vs1"] 75 16 21 ? CH_DAMAGE CH_STUN
Kasatsushu (release) MP+MK (VS1) (hold) (release) 10 15(16)2 33 -18 KD KD 20*80 50*150 H ["vs1"] 75 16 21 ? CH_DAMAGE CH_STUN
Kasatsushu (charge) MP+MK (VS1) (charge) 33 - 16(24) - - ? - - - ["dash","vs1"] - - - ? CH_DAMAGE CH_STUN
Kasatsushu (cancel) MP+MK (VS1) (cancel) 12(4) - 25 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Fuha Enzan (charge) MP+MK (VS2) - - 50 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Fuha Enzan (release) MP+MK (VS2) (release) 19 74 28 -2 KD KD 50 80 H - 102 43 48 ? 60 96
Kaisenrenkyaku f+KKK 17 2 24 -2 KD KD - - H - 72 13 18 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LK Fuharenkyaku Store qcf+LK 10 3 18 -2 KD KD 30 30 H ["vt1","vt2"] 99 40 45 ? 36 36
MK Fuharenkyaku Store qcf+MK 10 3 18 -2 KD KD 30 30 H ["vt1","vt2"] 99 40 45 ? 36 36
HK Fuharenkyaku Store qcf+HK 10 3 18 -2 KD KD 30 30 H ["vt1","vt2"] 99 40 45 ? 36 36
LK Fuharenkyaku Release qcf+LK 14 80 23 -2 2 4 50 80 H ["su","vs1","vs2","vt1","vt2"] - - - ? 60 96
MK Fuharenkyaku Release qcf+MK 23 2 19 -4 6 8 70 80 H ["vs1","vs2","vt1","vt2"] 83 24 29 ? 84 96
HK Fuharenkyaku Release qcf+HK 10 2(14)2 21 -6 KD KD 40*50 70*80 H ["vs1","vs2","vt1","vt2"] 96 37 42 ? CH_DAMAGE CH_STUN
EX Fuharenkyaku qcf+KK 7 2(17)2(12)2(20)2 15 -2 KD KD 35x4 (120) 40x3*30 (150) H ["vt1","vt2"] 80 21 26 ? CH_DAMAGE CH_STUN
LP Tensenrin f,d,df+LP 7 3(2)2 22 -3(-8) 2 4 40*40 75*75 H ["su"] - - - ? CH_DAMAGE CH_STUN
MP Tensenrin f,d,df+MP 6 3(2)2(3)2 21+16 -29 KD KD 40*35*45 (120) 50x3 (150) H - 87 28 33 ? CH_DAMAGE CH_STUN
HP Tensenrin f,d,df+HP 7 2(2)2(2)2(2)2 21+16 -32 KD KD 30x4 (120) 30x3*60 (150) H - 87 28 33 ? CH_DAMAGE CH_STUN
EX Tensenrin f,d,df+PP 7 2(2)2(2)2(2)2 20+18 -31 KD KD 30*10x3*90 (150) 20x3*30*110 (200) H - 63 4 9 ? CH_DAMAGE CH_STUN
LK Ryodansatsu qcb+LK 19 3 24 -6 KD KD 70 150 H ["su","vt1","vt2"] 83 24 29 ? 84 180
MK Ryodansatsu qcb+MK 20 3 24 -6 KD KD 80 150 H ["su","vt1","vt2"] 83 24 29 ? 96 180
HK Ryodansatsu qcb+HK 25 3 24 -6 KD KD 100 200 H ["su","vt1","vt2"] 83 24 29 ? 120 240
EX Ryodansatsu qcb+KK 25 3 20 -2 KD KD 80 150 H ["vt1","vt2"] 101 42 47 ? 96 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sakkai Fuhazan qcb,qcb+K 9 20 58 -15 KD KD 330 0 H - 82 23 28 ? 396 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
LK Fuharenkyaku Release qcf+LK 14 80 25 -1 KD KD 30*30 50*50 H ["su","vs1","vs2"] 95 36 41 ? CH_DAMAGE CH_STUN
MK Fuharenkyaku Release qcf+MK 23 2 19 -4 6 8 70 100 H ["vs1","vs2"] 83 24 29 ? 84 120
HK Fuharenkyaku Release qcf+HK 10 2(14)2 21 -6 KD KD 40*50 70*100 H ["vs1","vs2"] 96 37 42 ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

  • crLP or crLP
    • > crLP xx LP Tensenrin
  • MP
    • ,MK xx HP Tensenrin
    • ,MK xx MK Fuharenkyaku, crMP xx HK Fuharenkyaku
    • > f+HP xx HP Tensenrin
    • > f+HP xx VS2

With Meter

  • MK Fuharenkyaku
    • > EX Fuharenkyaku

Corner

Crush Counter

V-Trigger Cancels

Unique Mechanic

Before Juri can access her Fuharenkyaku Release (qcf+K) moves, she needs to use that version of the attack to gain a stock first. The next time she performs that move, she will instead use the Fuharenkyaku Release. The LK version is a slow moving fireball, the MK version is an jumping attack that leads to longer combo opportunities, and the HK version is a forward moving attack used mostly as a combo ender. The Fuharenkyakus she has stocked can be seen next to her V-Gauge; LK is the first icon, MK the second, and HK the third. In V-Trigger 1, she always has access to the stocked versions

SFV Juri Fuharenkyaku.jpg

V System

V Reversal

A standard 17f strike V-Reversal. Juri kicks the opponent knocking them away.

V Skill 1

Kasatsushu causes Juri to quickly teleport through the opponent and kick them on the other side, knocking them down. By holding Kasatsushu she will go into a stance where she'll begin charging it, which can then be canceled by a forward or back dash. After holding long enough or having charged it enough, the next time Kasatsushu is used it will be much faster, hit the opponent when it crosses through them, and can be canceled into for combos.

V Skill 2

Fuha Enzan causes Juri to charge a special projectile, much like her Fuharenkyaku Release moves though the charge does not have a hitbox. A second activation releases the projectile, which is a very slow wide moving projectile that lasts for 74 frames. This can be canceled into from any special cancelable normal, or other Fuharenkyaku attacks. On hit it juggles the opponent, which can be followed up afterwards with a juggle such as LP Tensenrin or EX Fuharenkyaku. It can also be used in meaty situations to guarantee the opponent wakes up into an attack, and after a crush Counter.png Sweep.png it can be used to setup a simple left/right corpse hop mixup.

V Trigger 1

Feng Shui Engine alpha is a 2 bar V-Trigger allows Juri to chain her normals into each other in order of Light > Medium > Heavy, Punch > Kicks meaning LPMPHP will work, but HPMPLP will not. It also gives her access to improved versions all of her Fuharenkyaku specials without needing to charge up first. When hitting an opponent in the air they go into a juggle state, allowing more combo possibilities as the same rules apply to her air normals. Each Cancel.png takes about 1/10 of her V-Gauge, while using any Fuharenkyaku special takes about 1/5 of the gauge. It also increases the distance of her dash

V Trigger 2

Feng Shui Engine beta is a two bar V-Trigger that has Juri drain the opponent's EX meter when close to them. On activation she performs an initial hit which pulls the opponent in, letting it be used for more combos. The meter drain is quite quick and works while Juri is combing the opponent or being combos; however it does not work if the opponent is knocked down, airborne, or if Juri is airborne. In total it lasts about 12 seconds from activation.

Strategy

Playing as Juri

Fighting Against Juri