Super Street Fighter IV AE/Juri: Difference between revisions

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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 has received many strange buffs and nerfs in all areas in Arcade Edition, befitting her perplexing playstyleShe is now much faster while walking, making it easier for her to bob and weave in and out of the opponent's hit rangeHer best change is the hitboxes on many of her movesIn Vanilla SSF4 some moves were quite "wonky".  Some moves would connect at times, and other times they wouldn'tNow she can be played much more consistently than before.}}
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 gameHer 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 itAside from that, she has a great control over the aerial space of the battle with her Pinwheel and Dive KicksJuri'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 staminaHer strengths must be played very carefully if she is to land the victory blow.}}





Revision as of 23:24, 23 October 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Juri

SSFIV-Juri Face.jpg

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

Name
Command
Notes
Sekku
f + mk
high

Throws

Name
Command
Notes
Karen Kick
f or n + lp + lk
throw
Assatsu Kick
b + lp + lk
throw

Special Moves

Name
Command
Notes
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
Senpusha
qcb + k
ex
Kasatushi
qcb + p
Counters only against certain attacks; ex

Super Combo

Name
Command
Notes
Fuharenjin
qcb qcb + k

Ultra Combos

Name
Command
Notes
Feng Shui Engine [1]
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 Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +7
Close Strong.gif HL 70 100 40 sp/su 5 4 14 -4 -1
Close Fierce.gif HL 100 200 60 sp 6 4 26 -12 -
Close Short.gif HL 30 50 20 ch/sp/su 3 3 5 +3 +6
Close Forward.gif HL 30*35 40*40 40*20 sp/su 6 3(6)2 19 -7 -4
Close Roundhouse.gif HL 40*70 125*75 60*20 sp/su 11 2(2)2 20 -4 +1
Far Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +7
Far Strong.gif HL 80 100 40 su 6 4 11 -1 +2
Far Fierce.gif HL 120 200 60 - 10 3 20 -5 -1
Far Short.gif HL 40 50 20 ch/sp/su 5 3 7 +1 +4
Far Forward.gif HL 30*70 30*70 20*40 - 5 5 14 -4 -1
Far Roundhouse.gif HL 110 200 60 - 15 4 19 -5 -1
crouch Jab.gif HL 30 50 20 ch/sp/su 4 2 9 0 +3
crouch Strong.gif HL 70 100 40 sp/su 6 6 9 -1 +2
crouch Fierce.gif HL 100 200 60 sp/su 7 4 20 -6 -1
crouch Short.gif L 20 50 20 ch/sp/su 4 4 5 +2 +5
crouch Forward.gif L 60 100 40 sp/su 6 2 17 -5 -2
crouch Roundhouse.gif L 90 100 60 - 8 2 25 -9 -
Jump up Jab.gif H 50 50 20 - 4 8 - - -
Jump up Strong.gif H 80 100 40 - 5 7 - - -
Jump up Fierce.gif H 100 200 60 - 8 4 - - -
Jump up Short.gif H 40 50 20 - 5 10 - - -
Jump up Forward.gif H 80 100 40 - 5 5 - - -
Jump up Roundhouse.gif H 100 200 60 - 8 4 - - -
Jump forward Jab.gif H 50 50 20 - 4 11 - - -
Jump forward Strong.gif H 50 50 40 sp 5 6 - - -
Jump forward Fierce.gif H 90 100 60 - 7 4 - - -
Jump forward Short.gif H 40 50 20 - 5 6 - - -
Jump forward Forward.gif H 70 100 40 - 5 6 - - -
Jump forward Roundhouse.gif H 100 200 60 - 6 6 - - -
Sekku (Right.gif+Forward.gif) 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 (Short.gif+Forward.gif) HL 50*50 50*50 -250/0 su 13 49 39 +5 -
Fuhajin EX (Forward.gif+Roundhouse.gif) HL 50*50 50*50 -250/0 su 15 49 39 +7 -
Fuhajin EX (Short.gif+Roundhouse.gif) HL 50*50 50*50 -250/0 su 13 49 39 +5 -
Shikusen Short.gif HL 40 50 10/40 - 14 until ground 17 -2 -
Shikusen Forward.gif HL 40 50 10/40 - 14 until ground 18 -3 -
Shikusen Roundhouse.gif 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 Short.gif HL 60*40 40*40 20/20*20 su 7 3(1)4 4+17 -4 +1
Senpusha Forward.gif HL 45*25x3 40*30x3 20/15x4 su 9 3(1)4(6)3(1)3 5+21 -8 -
Senpusha Roundhouse.gif 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 Short.gif HL 60x5*70 0 -1000/0 - 1+8 65 152 -25 -
Super Combo Forward.gif HL 60x5*70 0 -1000/0 - 1+8 65 152 -25 -
Super Combo Roundhouse.gif 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: