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| 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. | | 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. |
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| 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.}} | | Juri has received many strange buffs and nerfs in all areas in Arcade Edition, befitting her perplexing playstyle. She is now much faster while walking, making it easier for her to bob and weave in and out of the opponent's hit range. Her best change is the hitboxes on many of her moves. In Vanilla SSF4 some moves were quite "wonky". Some moves would connect at times, and other times they wouldn't. Now she can be played much more consistently than before.}} |
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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 has received many strange buffs and nerfs in all areas in Arcade Edition, befitting her perplexing playstyle. She is now much faster while walking, making it easier for her to bob and weave in and out of the opponent's hit range. Her best change is the hitboxes on many of her moves. In Vanilla SSF4 some moves were quite "wonky". Some moves would connect at times, and other times they wouldn't. Now she can be played much more consistently than before.
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
Feng Shui Engine
qcf qcf + p
Grants ability to perform Chain Combos
Kaisen Dankairaku
qcf qcf + 3k
armorbreak
AE Changes
- Many hit box changes to Juri (for the better).
- Her Fireball Kick (projectile) knocks the opponent higher up into the air. Now you can combo it into a Pinwheel Kick, for example.
- Less stun and damage on the kick part of the Fireball Kick.
- No changes to Ultra 1, but because of the changes to the kick part of the Fireball Kick, it's easier to score knockdowns.
- Faster foot speed, while walking towards and backwards.
- EX Focus Attack hitbox improved.
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: