

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



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