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== Move Analysis == | == Move Analysis == | ||
=== Normal Moves === | === Normal Moves === | ||
*Standing LP [[Image:Juri_standing_LP.jpg|100px]] | |||
**Juri's fastest full animation (11f) | |||
**can be whiffed to quickly discard a held Fuhajin | |||
*Far standing MP [[Image:Juri_far_standing_MP.jpg|100px]] | |||
**Juri's longest (useful) poke | |||
**moves forward a significant distance on the first frame; very good for kara throws | |||
*Far standing HP [[Image:Juri_far_standing_HP.jpeg|100px]] | |||
*Far standing LK [[Image:Juri_far_standing_LK.jpg|100px]] | |||
**slightly shorter range than far MK | |||
**difficult to whiff-punish | |||
*Far standing MK [[Image:Juri_far_standing_MK_(1).jpg|100px]][[Image:Juri_far_standing_MK_(2).jpg|100px]] | |||
**slightly shorter range than far MP | |||
**good priority | |||
**good anti-air at certain angles | |||
**hits twice enough if close enough | |||
*Far standing HK [[Image:Juri_far_standing_HK.jpg|100px]] | |||
**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 MP [[Image:Juri_close_standing_MP.jpg|100px]] | |||
*Close standing HP [[Image:Juri_close_standing_HP.jpg|100px]] | |||
**airborne from frame 3; decent for punishing throw attempts or crouch teching | |||
**very unsafe on block | |||
*Close standing LK [[Image:Juri_close_standing_LK.jpg|100px]] | |||
**Juri's fastest attack (3f startup) | |||
*Close standing MK [[Image:Juri_close_standing_MK_(1).jpg|100px]] [[Image:Juri_close_standing_MK_(2).jpg|100px]] | |||
**startup covered by airborne frames | |||
**beats most throws, but can lose to invincible command grabs | |||
**can be used as a substitute for crouch teching | |||
*Close standing HK [[Image:Juri_close_standing_HK_(1).jpg|100px]] [[Image:Juri_close_standing_HK_(2).jpg|100px]] | |||
*Crouching LP [[Image:Juri_crouching_LP.jpg|100px]] | |||
*Crouching MP [[Image:Juri_crouching_MP.jpg|100px]] | |||
**primary anti-air | |||
**long active window; good meaty attack | |||
**good to whiff while buffering Senpusha | |||
**recovers slightly before animation finishes, making it possible to move forward slightly | |||
*Crouching HP [[Image:Juri_crouching_HP.jpg|100px]] | |||
**good anti-air for opponents directly above or crossing up | |||
*Crouching LK [[Image:Juri_crouching_LK.jpg|100px]] | |||
**use for hit-confirming | |||
*Crouching MK [[Image:Juri_crouching_MK.jpg|100px]] | |||
**mid and upper-body invincibility | |||
**good low poke | |||
*Crouching HK [[Image:Juri_crouching_HK.jpg|100px]] | |||
**mid and upper-body invincibility | |||
=== Unique Attacks === | === Unique Attacks === |
Revision as of 11:25, 10 May 2011

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 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
Throws
Special Moves
Super Combo
Ultra Combos
Frame Data
Move Analysis
Normal Moves
- Far standing MP
- Juri's longest (useful) poke
- moves forward a significant distance on the first frame; very good for kara throws
- Far standing MK
- slightly shorter range than far MP
- good priority
- good anti-air at certain angles
- hits twice enough if close enough
- Far standing HK
- 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 HP
- airborne from frame 3; decent for punishing throw attempts or crouch teching
- very unsafe on block
- Close standing MK
- startup covered by airborne frames
- beats most throws, but can lose to invincible command grabs
- can be used as a substitute for crouch teching
- Crouching MP
- primary anti-air
- long active window; good meaty attack
- good to whiff while buffering Senpusha
- recovers slightly before animation finishes, making it possible to move forward slightly
Unique Attacks
N/A
Normal Throws
N/A
Focus Attack
N/A
Special Moves
N/A
Super Combos
N/A
Ultra Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- Ground-based BnB's
- Credit goes to Zujira of the SRK forums
- Cr.lk > st.lp > cr.mk xx EX pinwheel - 224 damage, 310 stun whiffs on crouchers.
- Cr.lk x 2 > EX pinwheel - 184 damage, 248 stun.
- Cr.lk x 3 > EX pinwheel - 182 damage, 270 stun. Easier to hit confirm, deals more stun.
- Cr.lk > s.lk > cr.mk xx EX pinwheel - 224 damage, 310 stun.
- Cr.lk > st.lk > cr.mp xx EX pinwheel - 232 dmg, 310 stun.
- Crossup combos
- J.mK > cr.hp xx EX pinwheel - 314 damage, 448 stun.
Hit Confirm Combos
- Counterhit combos
- St.lp/lk -> sweep - 128 damage, 168 stun, untechable knockdown.
- Pinwheel FADC st.mp xx HK pinwheel - 257 damage, 274 stun.
- F+mk > st.lp > cr.mp xx EX pinwheel - 299 damage, 347 stun.
Dizzy / Focus Crumple Combos
- Focus attack level 2 > dash forward > cr.hp xx EX pinwheel - 286 damage, 440 stun
- Focus attack level 2 > EX Dive kick > EX pinwheel - 313 damage, 371 stun
FADC Combos
- N/A
Advanced Combos
- Highest damaging combos without Ultra
- Cr.HP xx EX Pinwheel = 280 damage, 385 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
- Air-to-air j.Strong > land > St.HP xx lk/mk Super - 446 damage, 250 stun.
- Cr.mk xx lk pinwheel xx Super - 416 damage, 140 stun.
- Cr.mk xx low fuhajin release xx Super - 406 damage, 150 stun.
- J.strong xx dive kick (1 hit) land > Super - 386 damage, 100 stun.
Combos Into Ultras
- Feng Shui Engine
- Combos into Feng Shui Engine
- J.mk -> activate FSE st.lk/lp -> go to town.
- cr.mk xx low fuhajin release FADC activate FSE -> st.lk/lp -> go to town.
- Combos using Feng Shui Engine
- Cr.lk > cr.mk > st.mp > st.hk > cr.hp > EX pinwheel - 363 damage, works anywhere, cr.hp whiffs on crouchers.
- F+mk > cr.mk> st.mp > st.hk > cr.hp > EX pinwheel - 413 damage works anywhere, cr.HP whiffs on crouchers.
- 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.
- 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.
- Combos into Feng Shui Engine
- Kaisen Dankairaku (Ultra II)
- EX dive kick > Ultra 2 - 520 damage, 140 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
- 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