

Juri
Ideal Team Position: Point
Fast and evasive, Juri relies on her exceptional speed to confound opponents and force them to get impatient so they jump at her, at which point she tags them with her cr.hp and gets a full combo. The quick startup and unique angle of her divekick, as well as being able to fire off slow-moving angled fireballs herself and storing them when necessary, give her plenty of options against zoning characters. For characters equipped with anti-zoning options such as duck dashing or wavedashing, Juri has a plethora of fast normals with generous hitboxes to keep these opponents out. If you’re playing Juri, your primary gameplan should be keeping the opponent on the defensive as she preys upon indecisiveness. She can close the gap quickly thanks to her many movement options, and once she’s in the opponent’s face she can pester them with a quick overhead, stored Fuhajin frame traps, and throw pressure thanks to her fast walkspeed. In addition to this, she has several techniques she can use to tag a partner in that can compliment her speed and make up for her low damage output, such as a double-hitting Fuhajn or the long animation of her HK Pinwheel. Use Juri to help your team make a statement that you and you alone are going to dictate the flow of the match, because Juri does not play well with others when she’s not the one calling the shots.
Strengths | Weaknesses |
---|---|
+Exceptional mobility allows her to chase down opponents effectively, which is important against opponents who excel at burning the clock +Fast, shallow jump can make her difficult to anti-air at close range, making her effective at rushing down opponents with lack of close-range anti-air options +Numerous ways to safely tag in her partner, such as with Pinwheel or with Fuhajins (the fireball kick) +Fuhajins can now hit opponents on both hits +Stored Fuhajins are heavily advantageous on block, giving her a plethora of frame traps and pressure +Overhead f+mk is comboable on CH, safe on block, comes out fast and recovers quickly +Large hitbox of cr.HP as well as the ability to jump-cancel gives her damaging anti-air options |
-low damage output -limited solo combo ability -has difficulty opening up opponents if they get wise to her frame traps -difficulty dealing with frame pressure as she lacks reversals that can allow her to reliably shift the tide of battle, other than EX Pinwheel which is slow on startup. -low health -while she can chase down opponents effectively, she has difficulty removing herself from bad situations, forcing her to maintain offense or defer to a partner that can do so in her stead |
Moves
Normal Attacks
















































































crossup




crossup




crossup




Unique Attacks




Throws









Special Moves


(can charge and release)


















"Counter Teleport"



counters non-super attacks
"pinwheel"









Super Combo



Frame Data (updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 5 | 3 | 7 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Far MP | H | 60 | 6 | 4 | 15 | +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP **LC | H | 90 | 11 | 3 | 25 | -3 | -8 | - | 3 | 1 | 1 | - | |
Far LK | H | 30 | 5 | 3 | 10 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Far MK | H | 30,30 | 6 | 1,4 | 17 | 0 | -4 | - | 2,2 | 1,1 | 1 | - | |
Far HK | H | 90 | 16 | 4 | 21 | 0 | -5 | - | 3 | 1 | 1 | Airborne frames 7-24 | |
Close LP | H | 30 | 5 | 3 | 7 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Close MP | H | 60 | 6 | 4 | 18 | -1 | -5 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HP | H | 90 | 7 | 4 | 29 | float | -8 | SM,EX,SA,CA | 3 | 1 | 0 | Airborne frames 4-23 | |
Close LK | H | 30 | 4 | 3 | 8 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Close MK | H | 30,30 | 7 | 3(6)2 | 24 | -5 | -9 | SM,EX,SA,CA | 2,2 | 1,1 | 1 | Airborne frames 1-6 | |
Close HK | H | 45,45 | 12 | 2(2)2 | 23 | 0 | -5 | 1st hit: SM,EX,SA,CA | 3,3 | 1,1 | 1 | - | |
Crouch LP | H | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Crouch MP | H | 60 | 5 | 6 | 12 | +3 | -1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HP | H | 75 | 8 | 4 | 23 | -2 | -7 | SM,EX,SA,CA, on hit:jump | 0 | 1 | 1 | Knockdown on airborne opponent | |
Crouch LK | L | 30 | 4 | 4 | 8 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light normal moves | |
Crouch MK | L | 60 | 6 | 2 | 18 | +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Crouch HK **LC | L | 90 | 9 | 2 | 26 | hard knockdown | -8 | - | 2 | 1 | - | - | |
Jump Up LP | M | 40 | 5 | 7 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 6 | 7 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 9 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Up LK | M | 40 | 6 | 10 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 6 | 5 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 100 | 9 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LP | M | 40 | 5 | 11 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 6 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | Knockdown on airborne opponent | |
Jump Diagonal HP | M | 75 | 8 | 4 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | Ground bounce on airborne opponent | |
Jump Diagonal LK | M | 40 | 6 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 6 | 6 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 7 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 120 | 12 | 3 | 15 | hard knockdown | 0 | - | - | - | - | Invulnerability frames 1-12, Resembles Fuhajin |
Karen Kick | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Assatsu Kick | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Sekku **LC | f+MK | M | 70 | 15 | 2 | 16 | +2 | -2 | - | 2 | 1 | 0 | Airborne frames 7-20, Knockdown on airborne opponent |
Fuhajin **LC | qcf+K | H | 60 | 11 | 4 | 19 | float | -4 | - | 3 | 4 | 0 | Hold button to store projectile, release button to release projectile, last 3 frames of recovery can be canceled into projectile release. |
Fuhajin LK | LK Fuhajin release | H | 40 | 12 | - | 21 | +11 | +4 | - | 3 | 3 | 0 | Projectile active for 51 frames |
Fuhajin MK | MK Fuhajin release | H | 50 | 12 | - | 21 | +11 | +4 | - | 3 | 3 | 0 | Projectile active for 51 frames, Airborne frames 4-12, Knockdown on airborne opponent |
Fuhajin HK | HK Fuhajin release | H | 60 | 12 | - | 21 | +11 | +4 | - | 3 | 3 | 0 | Projectile active for 51 frames, Airborne frames 4-12, Knockdown on airborne opponent |
Fuhajin EX (LK+MK) | qcf+LK+MK | H | 50,70 | 14 | - | 26 | knockdown | +11 | - | 3,3 | 0,4 | 0 | Projectile active for 47 frames |
Fuhajin EX (MK+HK) | qcf+MK+HK | H | 50,70 | 16 | - | 24 | knockdown | +13 | - | 3,3 | 0,4 | 0 | Projectile active for 45 frames, Airborne frames 4-15 |
Fuhajin EX (LK+HK) | qcf+LK+HK | H | 50,70 | 14 | - | 26 | knockdown | +11 | - | 3,3 | 0,4 | 0 | Projectile active for 45 frames, Airborne frames 4-15 |
Shikusen LK | qcb+LK (air) | H | 40 | 15 | until ground | until ground+15 | knockdown | -3 | 2nd impact | 3 | 1 | 0 | - |
Shikusen MK | qcb+MK (air) | H | 40 | 15 | until ground | until ground+15 | knockdown | -3 | 2nd impact | 3 | 1 | 0 | - |
Shikusen HK | qcb+HK (air) | - | 40 | 15 | until ground | until ground+15 | knockdown | -3 | 2nd impact | 3 | 1 | 0 | - |
Shikusen EX | qcb+KK (air) | - | 50,25x2,60 | 15 | until ground | until ground+14 | wall bounce | -20 | - | 4,4,4,4 | 0,0,0,3 | 0 | - |
2nd Impact | K during Shikusen | H | 20,20 | 10 | 4(5)3 | until ground+20 | knockdown | -6 | 3rd strike | 3,4 | 1,1 | 0 | - |
3rd Strike | K during 2nd impact | H | 80 | 21 | 3 | until ground+10 | knockdown | -13 | - | 4(LK,MK)/3(HK) | 3 | 0 | - |
Kasatuchi LP **LC | qcb+LP | counter | - | 1 | 32 | 17 | - | - | - | - | - | - | Counters all strikes and projectiles |
Kasatuchi MP **LC | qcb+MP | counter | - | 1 | 32 | 17 | - | - | - | - | - | - | Counters all strikes and projectiles |
Kasatuchi HP **LC | qcb+HP | counter | - | 1 | 32 | 17 | - | - | - | - | - | - | Counters all strikes and projectiles |
Kasatuchi EX **LC | qcb+PP | counter | - | 1 | 32 | 17 | - | - | - | - | - | - | Counters all strikes and projectiles |
Kasatuchi LP activated | - | - | - | 20 | - | 17 | - | - | - | - | - | - | Strike and projectile invulnerability frames 1-20, Ports forward |
Kasatuchi MP activated **LC | - | - | - | 15 | - | 15 | - | - | - | - | - | - | Strike and projectile invulnerability frames 1-18, Ports backward |
Kasatuchi HP activated | - | - | - | 8 | - | until ground+11 | - | - | - | - | - | - | Strike and projectile invulnerability frames 1-17, Ports vertically upward, ground recovery frames is 4f after a jumping normal |
Kasatuchi EX activated (f/b/u) | - | - | - | 21/16/8 | - | 17/15/until ground+11 | - | - | - | - | - | - | Ports forward, backward, vertically or diagonally upward depending on stick position, strike and projectile invulnerability frames vary depending on direction |
Senpusha LK | qcb+LK | H | 60,40 | 10 | 3(1)4 | 22 | 0 | -5 | - | 4,5 | 1,1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 10-20, Forces standing |
Senpusha MK | qcb+MK | H | 45,25x3 | 12 | 3(1)4(5)4(1)4 | 20 | float | -10 | - | 3,3,3,3 | 4,4,4,4 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 12-37 |
Senpusha HK **LC | qcb+HK | H | 50,30x3 | 17 | 3(1)4(5)4(1)5 | 26 | float | -15 | - | 3,3,3,3 | 4,4,4,4 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 17-42 |
Senpusha EX **LC | qcb+KK | H | 12x5,20 | 10 | 3(1)4(3)6(1)3(4)6(1)3 | 31 | float | -18 | - | 6,6,6,6,6,6 | 1,1,1,1,1,1 | 0 | Chargeable: 51F for Super Art, Invulnerability frames 1-13, Projectile invulnerability frames 14-49, Airborne frames 10-49 |
Kaisen Dankairaku | qcb+KKK | L,L,H | 300 | 13 | 4(1)6(1)4(1)3(1)2(5)4(4)4(6)4 | 75 | hard knockdown | -79 | - | 5 | 1 | - | 69 frames cinematic freeze before attack begins, Invulnerability frames 1-18, Airborne frames 106-187 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 9 | 2 | 67 | switch | -47 | - | 3 | - | - | 71 frames cinematic freeze before attack begins, Invulnerability frames 1-9 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far LP | H | 30 | 5 | 3 | 7 | +7 | +3 | - | Rapid fire cancelable into light normal moves |
Far MP **LC | H | 42 | 6 | 4 | 21 | -4 | -8 | EX,SA,CA | - |
Far HP **LC | H | 63 | 11 | 3 | 34 | -12 | -17 | - | - |
Far LK | H | 30 | 5 | 3 | 10 | +4 | 0 | - | - |
Far MK **LC | H | 21,21 | 6 | 1,4 | 23 | -6 | -10 | - | - |
Far HK **LC | H | 63 | 16 | 4 | 30 | -9 | -14 | - | Airborne frames 7-24 |
Close LP | H | 30 | 5 | 3 | 7 | +7 | +3 | - | Rapid fire cancelable into light normal moves |
Close MP **LC | H | 42 | 6 | 4 | 24 | -7 | -11 | EX,SA,CA | - |
Close HP **LC | H | 63 | 7 | 4 | 39 | float | -18 | EX,SA,CA | Airborne frames 4-23 |
Close LK | H | 30 | 4 | 3 | 8 | +6 | +2 | - | Rapid fire cancelable into light normal moves |
Close MK **LC | H | 21,21 | 7 | 3(6)2 | 30 | -11 | -15 | EX,SA,CA | Airborne frames 1-6 |
Close HK **LC | H | 31,31 | 12 | 2(2)2 | 33 | -10 | -15 | 1st hit: EX,SA,CA | - |
Crouch LP | H | 30 | 4 | 4 | 8 | +5 | +1 | - | Rapid fire cancelable into light normal moves |
Crouch MP **LC | H | 42 | 5 | 6 | 18 | -3 | -7 | EX,SA,CA | - |
Crouch HP **LC | H | 52 | 8 | 4 | 33 | -12 | -17 | EX,SA,CA | Knockdown on airborne opponent |
Crouch LK | L | 30 | 4 | 4 | 8 | +5 | +1 | - | Rapid fire cancelable into light normal moves |
Crouch MK | L | 42 | 6 | 2 | 23 | -4 | -8 | EX,SA,CA | - |
Crouch HK **LC | L | 63 | 9 | 2 | 35 | hard knockdown | -17 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
Advanced Strategy
Combos
Bread and Butters
- cl.MP xx qcf+[K], f+MK, cr.MK xx qcb+LK (278)
(0bar, medium)
- cr.HP xx qcb+HK, cr.HP>jc j.HP, cl.HP xx qcb+LK (431)
(0bar, corner, medium)
- cr.HP xx qcb+KK, cr.HP>jc j.HP, cl.HP xx qcb+LK (371)
(1bar, hard)
Hit Confirm Combos
- cr.LK, st.LP, cr.MP xx qcb+HK (206)
(0bar, low, easy)
- cr.MK xx *LK*, cr.MK xx qcb+HK (246)
(0bar, low, lkstore, easy)
Post-launch Combos
cr.HP>jc j.HP, j.MK, cl.HP xx qcb+LK (0bar, easy)
Advanced Combos
- j.qcb+K, walk forward st.MP xx qcb+LK (180)
(0bar, easy)
invincible
- qcb+KK, cr.HP>jc j.HP, cl.HP xx qcb+LK (338)
(1bar, hard)
Combos Into Supers
- N/A