|
|
Line 46: |
Line 46: |
| == AE Changes == | | == AE Changes == |
|
| |
|
| * Many hit box changes to Juri (for the better). | | *Hitbox changes |
| * Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example. | | **Standing LP |
| * Less stun and damage on the kick part of the Fireball Kick. | | ***Active hitbox increased slightly. |
| * No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns. | | ***Vulnerable hitbox reduced during active frames. |
| * Faster foot speed, while walking towards and backwards. | | **Crouching LP |
| * EX Focus Attack hitbox improved.
| | ***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. |
| | *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) damage/stun changed to 30/50 (down from 50/100). |
| | *Faster walk speed while moving forwards or backwards. |
|
| |
|
| ==The Basics== | | ==The Basics== |
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 low stamina. Her strengths must be played very carefully if she is to land the victory blow.
Moves
Unique Attacks
Throws
Karen Kick
f or n + lp + lk
throw
Assatsu Kick
b + lp + lk
throw
Special Moves
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
Shikusen
(in air) qcb + k
ex armorbreak
Second Impact
k
Perform after Shikusen
Third Strike
k
Perform after Second Impact
Kasatushi
qcb + p
Counters only against certain attacks; ex
Super Combo
Ultra Combos
qcf qcf + p
Grants ability to perform Chain Combos
Kaisen Dankairaku
qcf qcf + 3k
armorbreak
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.
- 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) damage/stun changed to 30/50 (down from 50/100).
- Faster walk speed while moving forwards or backwards.
The Basics
Combos
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
3
|
5
|
+3
|
+7
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
5
|
4
|
14
|
-4
|
-1
|
|
|
Close
|
HL
|
100
|
200
|
60
|
sp
|
6
|
4
|
26
|
-12
|
-
|
|
|
Close
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
3
|
3
|
5
|
+3
|
+6
|
|
|
Close
|
HL
|
30*35
|
40*40
|
40*20
|
sp/su
|
6
|
3(6)2
|
19
|
-7
|
-4
|
|
|
Close
|
HL
|
40*70
|
125*75
|
60*20
|
sp/su
|
11
|
2(2)2
|
20
|
-4
|
+1
|
|
|
Far
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
3
|
5
|
+3
|
+7
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
6
|
4
|
11
|
-1
|
+2
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
10
|
3
|
20
|
-5
|
-1
|
|
|
Far
|
HL
|
40
|
50
|
20
|
ch/sp/su
|
5
|
3
|
7
|
+1
|
+4
|
|
|
Far
|
HL
|
30*70
|
30*70
|
20*40
|
-
|
5
|
5
|
14
|
-4
|
-1
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
15
|
4
|
19
|
-5
|
-1
|
|
|
crouch
|
HL
|
30
|
50
|
20
|
ch/sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
6
|
6
|
9
|
-1
|
+2
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
sp/su
|
7
|
4
|
20
|
-6
|
-1
|
|
|
crouch
|
L
|
20
|
50
|
20
|
ch/sp/su
|
4
|
4
|
5
|
+2
|
+5
|
|
|
crouch
|
L
|
60
|
100
|
40
|
sp/su
|
6
|
2
|
17
|
-5
|
-2
|
|
|
crouch
|
L
|
90
|
100
|
60
|
-
|
8
|
2
|
25
|
-9
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
4
|
8
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
8
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
5
|
10
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
100
|
200
|
60
|
-
|
8
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
4
|
11
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
40
|
sp
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
100
|
60
|
-
|
7
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
6
|
6
|
-
|
-
|
-
|
|
|
Sekku ( + )
|
H
|
70
|
70
|
40
|
-
|
20
|
2
|
17
|
-2
|
+2
|
|
|
Focus Attack LVL1
|
HL
|
60
|
100
|
20
|
-
|
21
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL2
|
HL
|
80
|
150
|
40
|
-
|
17+12
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL3
|
-
|
140
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.83
|
130
|
140
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Back Throw
|
0.83
|
120
|
160
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
|
|
Fuhajin
|
HL
|
30*50
|
50*50
|
20/20*20
|
su
|
9
|
6(24)52
|
61
|
+4
|
-
|
|
|
Fuhajin (???)
|
HL
|
50
|
50
|
20/20
|
-
|
9
|
6
|
16
|
-1
|
-
|
|
|
Fuhajin (???)
|
HL
|
50
|
50
|
0/20
|
su
|
11
|
52
|
33
|
+4
|
+10
|
|
|
Fuhajin EX ( + )
|
HL
|
50*50
|
50*50
|
-250/0
|
su
|
13
|
49
|
39
|
+5
|
-
|
|
|
Fuhajin EX ( + )
|
HL
|
50*50
|
50*50
|
-250/0
|
su
|
15
|
49
|
39
|
+7
|
-
|
|
|
Fuhajin EX ( + )
|
HL
|
50*50
|
50*50
|
-250/0
|
su
|
13
|
49
|
39
|
+5
|
-
|
|
|
Shikusen
|
HL
|
40
|
50
|
10/40
|
-
|
14
|
until ground
|
17
|
-2
|
-
|
|
|
Shikusen
|
HL
|
40
|
50
|
10/40
|
-
|
14
|
until ground
|
18
|
-3
|
-
|
|
|
Shikusen
|
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
|
HL
|
50*25*25*60
|
50*20*20*50
|
-250/0
|
-
|
14
|
until ground(8)4(5)2(20)2
|
14or28or18
|
-
|
-
|
|
|
Senpusha
|
HL
|
60*40
|
40*40
|
20/20*20
|
su
|
7
|
3(1)4
|
4+17
|
-4
|
+1
|
|
|
Senpusha
|
HL
|
45*25x3
|
40*30x3
|
20/15x4
|
su
|
9
|
3(1)4(6)3(1)3
|
5+21
|
-8
|
-
|
|
|
Senpusha
|
HL
|
50*30x3
|
50*35x3
|
20/15x4
|
su
|
14
|
3(1)4(6)3(1)3
|
5+24
|
-11
|
-
|
|
|
Senpusha EX
|
HL
|
30x8
|
30x5*35
|
-250/0
|
-
|
7
|
3(1)4(3)3*3(1)3(4)3*3(1)3
|
5+27
|
-14
|
-
|
|
|
Kasatushi
|
-
|
-
|
-
|
10/-
|
-
|
3
|
29
|
17
|
-
|
-
|
|
|
Kasatushi EX
|
-
|
-
|
-
|
-250/-
|
-
|
1
|
31
|
17
|
-
|
-
|
|
|
Kasatushi (???)
|
-
|
-
|
-
|
-/5
|
-
|
-
|
-
|
29
|
-
|
-
|
|
|
Kasatushi (???)
|
-
|
-
|
-
|
-/5
|
-
|
-
|
-
|
28
|
-
|
-
|
|
|
Kasatushi (???)
|
-
|
-
|
-
|
-/5
|
-
|
-
|
-
|
54
|
-
|
-
|
|
|
Super Combo
|
HL
|
60x5*70
|
0
|
-1000/0
|
-
|
1+8
|
65
|
152
|
-25
|
-
|
|
|
Super Combo
|
HL
|
60x5*70
|
0
|
-1000/0
|
-
|
1+8
|
65
|
152
|
-25
|
-
|
|
|
Super Combo
|
HL
|
60x5*70
|
0
|
-1000/0
|
-
|
1+11
|
65
|
155
|
-25
|
-
|
|
|
Ultra Combo 1
|
-
|
-
|
-
|
-
|
-
|
0+1
|
900
|
6
|
-
|
-
|
|
|
Ultra Combo 2
|
HL
|
15x8*360
|
0
|
0/0
|
-
|
0+10
|
???
|
60+33
|
-103
|
-
|
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: