Street Fighter 6/Juri/Introduction: Difference between revisions

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|'''1.08'''
* {{clr|H|5HK}} Drive Gain 3000 -> 4000; {{clr|SA|FSE chained}} version 750 -> 1000
* {{clr|H|2HP}} causes spinning {{sf6-jug|free juggle}} state on airborne {{clr|PC|Punish Counter}}
** Very rewarding as a late-timed anti-air or as a punish on airborne attacks
* {{clr|H|Korenzan}} ({{clr|H|4HK}}) Drive Gain 1500 -> 3500; {{clr|SA|FSE chained}} version 375 -> 875
* {{clr|H|HK Fuhajin}} ({{clr|H|214HK}}) active 4 -> 5 (no change to total duration)
** Makes Juri's new anti-air {{clr|H|2HP}} juggles more consistent
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|'''1.06'''
|'''1.06'''

Revision as of 23:23, 3 December 2024

Introduction

This sadistic thrillseeker enjoys the strife and suffering of others, taking immense joy in obliterating her foes. Without revenge against M. Bison as a motivator, she whiles away her time in a gloomy haze.

Juri is well suited to explosive, aggressive rushdown and strike/throw mix that's empowered by space control with her ground normals and storing up stocks to improve her special moves, making her a menace at close and mid range. She can also get some very massive and flashy combos off of her hits, making her a great pick for someone who loves pulling off long combo strings.

The core of Juri's playstyle is centered around Fuhajin, which grants Juri a special stock (up to a maximum of 3). These stocks will separately enhance three of her other special moves; Saihasho is a ground-based projectile that travels much farther when enhanced, Ankensatsu is an advancing kick that has more hitstun for combo extensions when enhanced, and Go Ohsatsu is a lunging roundhouse that gains another kick when enhanced, increasing its corner carry potential. Juri can also cancel between these three moves if she has a stock available, using their enhanced versions when she does so, and her Level 1 Super Art, Sakkai Fuhazan, can be enhanced for extra damage on the last hit by holding down the button with a stock available.

Aside from those moves, Juri's ground and anti-air game are quite powerful. Her dash covers a lot of space at a time, making her strike/throw game especially dangerous, and many of her buttons either cover a lot of space in front of her (5MK, 5HK), convert into a Fuhajin knockdown either directly or through combos (6MP, 2MK), or do both (5HP). She can also shut down a ton of air approaches with 2HP as well as her dedicated anti-air special Tensenrin, particularly its HP version. Juri's powerful ground presence is also enhanced by the speed and length of Juri's Drive Rush; getting caught by Drive Rush normals from her usually results in her cashing out for a fair bit of damage and at minimum getting a Fuhajin stock.

Juri's most powerful and unique tool, however, is her Level 2 Super Art, the Feng Shui Engine. While it's active, Juri can chain her normals together in ascending order so long as she doesn't use the same button twice, similar to the magic series of the Darkstalkers games, and many of her normals gain new properties and cancel points that they lack otherwise, opening up FSE-exclusive combo routes and letting her crank out even stronger pressure. She can also choose to start it off with a dash that does damage and breaks through armor, allowing her to bully through enemies that try to Drive Impact or otherwise push through when she initially engages it.

While Juri has a lot going for her, there are a few things to keep in mind when playing her. Managing her Fuhajin stocks is critical to maximizing her effectiveness -- she's not so dependent on them that lacking them will completely ruin her offense, but not having any does shut out some options for her and can make her a little less threatening. Similarly, while she doesn't strictly need Feng Shui Engine to be effective, it offers a wide range of benefits for both combos and pressure, so mastering its use means learning and labbing out its chains in order to seize any opportunity the opponent gives her. If you enjoy the rush of kicking your opponents when they're down and crushing their defenses, Juri is the riotous rider for you.


Pick if you like: Avoid if you dislike:
  • Strong pokes and counterpokes that lead to good cancel options and grant a lot of frame advantage
  • Forcing your opponent to deal with fireball pressure while you approach them and enforce mixup after mixup
  • Using openings to quickly dash in on your opponent and start your pressure from almost anywhere on the screen
  • Combo and pressure options that become much more freeform with a powerup super
  • Having to manage an additional resource to maximize damage and conversions
  • Lacking a conventional fireball that can interact with others
  • Learning long combo sequences and getting used to changes in move properties during power-up supers
  • A linear, rushdown-oriented gameplan


Classic & Modern Versions Comparison

List of differences with Modern Juri
Missing Normals
  • Standing Medium Kick (5MK)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Kyosesho (6MP)
Shortcut-Only Specials
  • N/A
Miscellaneous Changes
  • Standing Light Punch (5LP) is only available as a chained normal via (Auto L)
    • 5LP is unavailable outside of chains

Patch History

1.08
  • 5HK Drive Gain 3000 -> 4000; FSE chained version 750 -> 1000
  • 2HP causes spinning free juggle state on airborne Punish Counter
    • Very rewarding as a late-timed anti-air or as a punish on airborne attacks
  • Korenzan (4HK) Drive Gain 1500 -> 3500; FSE chained version 375 -> 875
  • HK Fuhajin (214HK) active 4 -> 5 (no change to total duration)
    • Makes Juri's new anti-air 2HP juggles more consistent
1.06
  • OD Fuhajin 214KK Fuha stock obtained 2f earlier (12f); projectile clash hitbox appears 2f earlier (10f)
    • Proximity guard hitbox also comes out 2f earlier and was expanded to match the attack hitbox
1.05
  • 2LK reduced upper hitbox to stop it from beating low crush moves
  • 2MK extends a hurtbox on whiff until end of recovery
  • j.MP damage 700 -> 500 (SA2 chained version: 500 -> 300)
  • 6HP less pushback on 1st hit and new hitbox on 2nd hit in combos only
  • 4HK 2nd hit now puts airborne opponents into limited juggle OTG state
  • 5MP~4HP~HP final hit Super cancelable
    • Now always leaves a 2f blockstring gap between the first 2 hits, while last 2 hits are always a true blockstring

  • OD Fuhajin 214KK startup 16f -> 12f, active 4 -> 6, recovery 25 -> 21; combos from all lights
  • Ankensatsu 236MK starter scaling 20% added, and counts as 2 hits of scaling when comboed into
    • Hit Advantage +3 -> +5 with more pushback (can lead to combos even without Fuha stocks)
  • Shiren-sen j.214K~K/214KK~K hitbox expanded for more consistency; Juri lands closer to the opponent for better oki

  • SA1 no longer moves forward during screen freeze (cannot move through fast projectiles)
  • SA3 hurtbox adjusted to match animation; Block Advantage -31 -> -36
1.01
  • Removed unintended kara cancel when canceling enhanced 236X specials into SA3

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