(fuha - can clash with OD projectiles, and OD fuha can clash with 2 hits) |
|||
Line 378: | Line 378: | ||
{{AttackDataCargo-SF6/Query|juri_214lk}} | {{AttackDataCargo-SF6/Query|juri_214lk}} | ||
* Juri gains one store on hit, block, or whiff. | * Juri gains one store on hit, block, or whiff. | ||
* Clashes with | * Clashes with 1 hit of projectiles | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">214MK</font>===== | =====<font style="visibility:hidden; float:right">214MK</font>===== | ||
Line 390: | Line 390: | ||
{{AttackDataCargo-SF6/Query|juri_214mk}} | {{AttackDataCargo-SF6/Query|juri_214mk}} | ||
* Juri gains one store on hit, block, or whiff. | * Juri gains one store on hit, block, or whiff. | ||
* Clashes with | * Clashes with 1 hit of projectiles | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">214HK</font>===== | =====<font style="visibility:hidden; float:right">214HK</font>===== | ||
Line 402: | Line 402: | ||
{{AttackDataCargo-SF6/Query|juri_214hk}} | {{AttackDataCargo-SF6/Query|juri_214hk}} | ||
* Juri gains one store on hit, block, or whiff. | * Juri gains one store on hit, block, or whiff. | ||
* Clashes with | * Clashes with 1 hit of projectiles | ||
}} | }} | ||
=====<font style="visibility:hidden; float:right">214KK</font>===== | =====<font style="visibility:hidden; float:right">214KK</font>===== | ||
Line 414: | Line 414: | ||
{{AttackDataCargo-SF6/Query|juri_214kk}} | {{AttackDataCargo-SF6/Query|juri_214kk}} | ||
* Juri gains one store on hit, block, or whiff. | * Juri gains one store on hit, block, or whiff. | ||
* Clashes with | * Clashes with 2 hits of projectiles | ||
}} | }} | ||
Revision as of 05:12, 18 December 2022
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: |
---|---|
|
|
Classic & Modern Versions Comparison
Missing Normals |
|
---|---|
Missing Command Normals |
|
Shortcut-Only Specials |
|
Assist Combos |
|
Miscellaneous Changes |
|
Patch History
1.08
|
1.06
|
1.05
|
1.01
|
Juri | |
---|---|
Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 22 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.903 |
Backward Dash Distance | 1.114 |
Drive Rush Min. Distance (Throw) | 0.641 |
Drive Rush Min. Distance (Block) | 2.479 |
Drive Rush Max Distance | 3.999 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 4 | 7 | Chn Sp SA | 300 | LH | +5 | -2 |
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 12 | Sp SA TC | 600 | LH | +7 | +2 |
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 24 | Sp SA | 800 | LH | -1 | -5 |
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 9 | Sp SA | 300 | LH | +2 | -3 |
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5(8) | 2(1)3 | 17 | Sp SA (1st) | 400,300 (700) | LH | +3 | -4 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 4 | 19 | - | 900 | LH | +2(+5) | -3(0) |
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 8 | Chn Sp SA | 300 | LH | +4 | -1 |
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 14 | Sp SA | 600 | LH | +5 | -2 |
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 23 | Sp SA | 900 | LH | +3 | -11 |
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 8 | Chn | 200 | L | +3 | -1 |
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 19 | Sp SA | 500 | L | +1 | -6 |
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 23 | - | 900 | L | HKD +32 | -11 |
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 6 | 3 land | - | 300 | H | +6(+9) | +2(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 5 | 3 land | Sp | 500 | H | +4(+13) | -2(+7) |
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 6 | 3 land | - | 900 | H | HKD +23(+34) | +4(+11) |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 6 | 3 land | - | 800 | H | +6(+15) | +2(+11) |
8j.HK
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 17 | Sp SA | 600 | LH | +4 | -3 |
6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2 | 21(23) | - | 600 | H | +2 | -3 |
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15(23) | 3(5)3 | 20 | Sp SA | 500x2 | LH | +2 | -4 |
4HK
Target Combos
5MP > 4HP
No results
5MP > 4HP > 5HP
No results
Universal Mechanics
Throws
Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +25 | - |
Back Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +18 | - |
Air Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 3 land | - | 1200 (2040) | T | KD +2(+4) | - |
Drive Moves
Drive Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
Drive Rush
No results
See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.
Drive Impact
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact.
Drive Reversal
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal.
Special Moves
Fuhajin
214LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 19(21) | SA3 | 600 | LH | KD +37 | -4 |
- Juri gains one store on hit, block, or whiff.
- Clashes with 1 hit of projectiles
214MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 4 | 21 | SA3 | 600 | LH | KD +37 | -6 |
- Juri gains one store on hit, block, or whiff.
- Clashes with 1 hit of projectiles
214HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 5 | 19(21) | SA3 | 500 | LH | KD +46 | -8 |
- Juri gains one store on hit, block, or whiff.
- Clashes with 1 hit of projectiles
214KK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 6 | 21 | SA2 SA3 | 600 | LH | KD +45 | -12 |
- Juri gains one store on hit, block, or whiff.
- Clashes with 2 hits of projectiles
Saihasho
236LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 10 | 20 | SA3 | 400 | LH | -2 | -8 |
- Data in [] is when Fuhajin consumes a stock.
236LKMK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | [120] | 27 | SA2 SA3 | 400x2 | LH | KD +39 | -2 |
Ankensatsu
236MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 4 | 19 land | SA3 | 600 | LH | +5 (KD +21~23) | -10 |
- Data in [] is when Fuhajin consumes a stock.
236LKHK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 4 | 19 land | SA2 SA3 | 800 | LH | +9 (KD +56~57) | -10 |
Go Ohsatsu
236HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 4 | 27 | SA3 | 1000 | LH | KD +27 | -11 |
- Data in [] is when Fuhajin consumes a stock.
236MKHK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 4(12)3(28)5 | 28 | SA2 SA3 | 400x3 (1200) | LH | KD +32 | -16 |
Tensenrin
623LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(2)2 | 22 | SA3 | 400x2 | LH | KD +37 | -8 |
623MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 8(5)2(3)2 | 24+14 land | - | 300x4 (1200) | LH | KD +31 | -37 |
623HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 8(5)2(3)2 | 24+14 land | - | 300x4 (1200) | LH | KD +28 | -37(-41) |
623PP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4(1)2(6)2(2)2 | 32+19 land | - | 600,200x3,400 (1600) | LH | KD +5 | -48 |
Shikusen
j.214K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | until landing | 18 land | - | 400 | LH | KD +34(+41) | -10(-3) |
j.214K~K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4(4)4(17)4 | 23(29)+12 land | - | 300x2,600 (1200) | - | KD +28(+33) | - |
j.214KK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | until landing | 18 land | - | 300 | LH | KD +37(+44) | -10(-3) |
j.214KK~K
Super Arts
236236K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | - | 201 total | - | 1800 | LH | KD +26(+49) | -32 |
236236[K]
No results
214214P
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | [600] | 6 | - | - | - | - | - |
- Allows Juri to chain normals in increasing strength.
- Changes some move properties.
Juri's signature super move, with some version in every Street Fighter she appears in.
214214[P]
No results
Holding the input adds a dash that is cancelable into any normal and special move.
214214K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 52 | - | 4000 | LH | HKD +22 | -36 |
214214K (CA)
No results