Street Fighter V/Juri

From SuperCombo Wiki

Introduction

About Juri

Unique Mechanic

Before Juri can access her Fuharenkyaku Release (236K) moves, she needs to use that version of the attack to gain a stock first. The next time she performs that move, she will instead use the Fuharenkyaku Release. The LK version is a slow moving fireball, the MK version is an jumping attack that leads to longer combo opportunities, and the HK version is a forward moving attack used mostly as a combo ender. The Fuharenkyakus she has stocked can be seen next to her V-Gauge; LK is the first icon, MK the second, and HK the third. In V-Trigger 1, she always has access to the stocked versions

SFV Juri Fuharenkyaku.jpg

Final Patch

Players to Watch

  • Aiai
  • Infiltration
Juri
SFV-Juri Portrait.jpg
Vitals
Life Points 975
Stun Points 1000
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 0.05
Backward Walk Speed 0.033
Forward Dash Speed 16
Backward Dash Speed 24
Forward Dash Distance 1.443
Backward Dash Distance 1.25
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.09
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Juri 5LP.png
Startup Active Recovery Hit
3 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Stand MP
Stand MP
5MP
SFV Juri 5MP.png
Startup Active Recovery Hit
5 3 11 5
Damage Stun Attack Block
60 100 H 2/-1
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Slightly increased horizontal hitbox range while in V-Trigger
Stand HP
Stand HP
5HP
SFV Juri 5HP.png
Startup Active Recovery Hit
8 3 17 4/KD
Damage Stun Attack Block
80 150 H -3/-6
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VT1 Chains
  • Knocks down during V-Trigger (see KDA numbers)
Stand LK
Stand LK
5LK
SFV Juri 5LK.png
Startup Active Recovery Hit
4 4 8 4
Damage Stun Attack Block
30 70 H 1
Stand MK
Stand MK
5MK
SFV Juri 5MK.png
Startup Active Recovery Hit
5 1(1)3 15 1
Damage Stun Attack Block
40*30 (70) 70*30 (100) H*H -4/-7
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VT1 Chains, **Second hit only
  • Only first hit is cancelable
  • Second hit does 60 damage / 100 stun if the first hit whiffs
  • Cancelable into Super on 2nd hit during V-Trigger 1
Stand HK
Stand HK
5HK
SFV Juri 5HK.png
Startup Active Recovery Hit
14 3 5+15 1
Damage Stun Attack Block
80 150 H -4/-7
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *Only during VT1, **VT1 Chains
  • Airborne on frames 15-21 (airborne on the last 2 active frames)
  • Hops over a lot of low attacks on frames 10-22
Crouch LP
Crouch LP
2LP
SFV Juri 2LP.png
Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MP
Crouch MP
2MP
SFV Juri 2MP.png
Startup Active Recovery Hit
6 3 16 2/4
Damage Stun Attack Block
60 100 H 0/-1
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VT1 Chains
  • Different advantages when chained into during V-Trigger than usual (bonus hit advantage and less minus when chained into than the other buttons)
Crouch HP
Crouch HP
2HP
SFV Juri 2HP.png
Startup Active Recovery Hit
10 2 21 3
Damage Stun Attack Block
90 150 H -5/-8
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VT1 Chains
  • Forces standing on hit
  • Slight low profile on frames 8-9 before active frames
  • 20 less damage on air opponents (70)
Crouch LK
Crouch LK
2LK
SFV Juri 2LK.png
Startup Active Recovery Hit
3 2 10 2
Damage Stun Attack Block
20 70 L 0
  • Cancel options: ch vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MK
Crouch MK
2MK
SFV Juri 2MK.png
Startup Active Recovery Hit
6 2 14 2
Damage Stun Attack Block
50 100 L -2/-5
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VT1 Chains
Crouch HK
Crouch HK
2HK
SFV Juri 2HK.png
Startup Active Recovery Hit
8 2 23 KD
Damage Stun Attack Block
100 150 L -12/-15
  • Cancel options: vt1 vt2
  • Hit Confirm notes: *Only during VT1, **VT1 Chains
  • Low profiles on frames 4-25
Jump LP
Jump LP
j.LP
SFV Juri j.LP.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Jump MP
j.MP
SFV Juri j.MP.png
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Puts airborne opponents into a limited juggle state
  • Juggle Limit / Increase / Start: 1 / 2 / 2
Jump HP
Jump HP
j.HP
SFV Juri j.HP.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Jump LK
j.LK
SFV Juri j.LK.png
Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Can Cross-up
Jump MK
Jump MK
j.MK
SFV Juri j.MK.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can Cross-up
Jump HK
Jump HK
j.HK
SFV Juri j.HK.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Causes a spiked knockdown while in V-Trigger 1

Command Normals

Senkaikyaku
Senkaikyaku
6MK
SFV Juri 6MK.png
Startup Active Recovery Hit
22 2 19 0
Damage Stun Attack Block
60 100 M -7
  • Cancel options: -
  • Throw invincible on frames 16-21 (not actually airborne)
Korenzan
Korenzan
4HK
SFV Juri 4HK.png
Startup Active Recovery Hit
7 2(7)3 15 4
Damage Stun Attack Block
40*40 (80) 75*75 (150) H -2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • First hit forces stand on hit
  • Both hits can be special / V-Skill canceled
  • Only second hit can be V-Trigger cancelled

Target Combos

Kyoretsushu
Kyoretsushu
5MP > 4or6HP
Startup Active Recovery Hit
5+8 3 25 KD
Damage Stun Attack Block
60*54 (116) 100*90 (190) H -12
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Launches opponent into a limited juggle state
  • Can only cancel into specials, super, and V-Skill on Block
Enkushu (air)
Enkushu (air)
j.MP > j.HK (air)
Startup Active Recovery Hit
6+5 5 - -
Damage Stun Attack Block
60*63 (123) 100*90 (190) M -

Throws

Chisenkyaku
Chisenkyaku
Throw
LPLK
SFV Juri LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 120 T -
Kaeikyakyu
Kaeikyakyu
Back Throw
4LPLK
SFV Juri 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T -

Special Moves

LK Fuharenkyaku Store
LK Fuharenkyaku Store
236LK
SFV Juri 236LK.png
Startup Active Recovery Hit
10 3 18 KD
Damage Stun Attack Block
30 30 H -2
  • Cancel options: vs2 vt1 vt2
  • Projectile hitbox
  • Projectile invincible on extended limbs during animation
  • Increased horizontal range when canceled into from stand LP / crouch LP
MK Fuharenkyaku Store
MK Fuharenkyaku Store
236MK
SFV Juri 236MK.png
Startup Active Recovery Hit
10 3 18 KD
Damage Stun Attack Block
30 30 H -2
  • Cancel options: vs2 vt1 vt2
  • Projectile hitbox
  • Projectile invincible on extended limbs during animation
  • Increased horizontal range when canceled into from stand LP / crouch LP
HK Fuharenkyaku Store
HK Fuharenkyaku Store
236HK
SFV Juri 236HK.png
Startup Active Recovery Hit
10 3 18 KD
Damage Stun Attack Block
30 30 H -2
  • Cancel options: vs2 vt1 vt2
  • Projectile hitbox
  • Projectile invincible on extended limbs during animation
  • Increased horizontal range when canceled into from stand LP / crouch LP
LK Fuharenkyaku Release
LK Fuharenkyaku Release
236LK
SFV Juri 236LK.png
Normal
SFV Juri 236LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 90 23 2
Damage Stun Attack Block
50 80 H -2
  • Cancel options: su vs1 vs2 vt1 vt2
  • Can be chained into any other QCF+K release
  • Projectile invincible on extended limbs on frames 13-16
  • Changes properties while in V-Trigger 1 (see V-Trigger 1 version for that info)
V-Trigger 1 Startup Active Recovery Hit
14 90 25 KD
Damage Stun Attack Block
30*30 (60) 50*50 (100) H -1
  • Cancel options: su vs1 vs2
  • Launches opponent into a limited juggle state (but only further Fuharenkyaku cancels juggle in time afterwards)
  • Can be chained into any other QCF+K release
  • Spends 800 V-Timer (~30% V-Timer)
MK Fuharenkyaku Release
MK Fuharenkyaku Release
236MK
SFV Juri 236MK.png
Normal
SFV Juri 236MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
23 2 19 6
Damage Stun Attack Block
70 80 H -4
  • Cancel options: vs1 vs2 vt1 vt2
  • Airborne on frames 10-24
  • Projectile invincible on extended limbs on frames 22-24
  • Can be chained into any other QCF+K release
V-Trigger 1 Startup Active Recovery Hit
23 2 19 6
Damage Stun Attack Block
70 100 H -4
  • Cancel options: vs1 vs2
  • Airborne on frames 8-22
  • Can be chained into any other QCF+K release
  • KDA data refers to when used after QCF+HK
  • Spends 600 V-Timer (~22% V-Timer)
HK Fuharenkyaku Release
HK Fuharenkyaku Release
236HK
SFV Juri 236HK.png
Normal
SFV Juri 236HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 2(14)2 21 KD
Damage Stun Attack Block
40*50 (90) 70*80 (150) H -6
  • Cancel options: su vs1 vs2 vt1 vt2
  • Projectile invincible on extended limbs during active frames
  • Can be chained into any other QCF+K release
  • Forces stand on hit
V-Trigger 1 Startup Active Recovery Hit
10 2(14)2 21 KD
Damage Stun Attack Block
40*50 (90) 70*100 (170) H -6
  • Cancel options: vs1 vs2
  • Can be chained into any other QCF+K release
  • Spends 600 V-Timer (~22% V-Timer)
  • Forces stand on hit
EX Fuharenkyaku
EX Fuharenkyaku
236KK
Startup Active Recovery Hit
7 2(17)2(12)2(20)2 15 KD
Damage Stun Attack Block
35x4 (120) 40x3*30 (150) H -2
  • Cancel options: vt1 vt2
  • Throw invincible on frames 54-63
  • Projectile invincible on extended limbs during active frames
LP Tensenrin
LP Tensenrin
623LP
SFV Juri 623LP.png
Startup Active Recovery Hit
7 3(2)2 22 2
Damage Stun Attack Block
40*40 (80) 75*75 (150) H -3(-8)
  • Cancel options: su
  • Throw invincible on frames 1-8
  • Second hit cannot hit crouch
  • -8 on block on crouching opponents
MP Tensenrin
MP Tensenrin
623MP
SFV Juri 623MP.png
Startup Active Recovery Hit
6 3(2)2(3)2 21+16 KD
Damage Stun Attack Block
40*35*45 (120) 50x3 (150) H -29
  • Cancel options: -
  • Invincible to airborne strike attacks on frames 1-8
  • Small hurtbox on frames 1-2
  • Airborne on frame 8
  • Can hit cross-up (behind Juri) on frame 7 (2nd active frame)
  • Juri is in counterhit state during move duration
HP Tensenrin
HP Tensenrin
623HP
SFV Juri 623HP.png
Startup Active Recovery Hit
7 2(2)2(2)2(2)2 21+16 KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -32
  • Cancel options: -
  • Strike and Projectile invincible on frames 3-8
  • Airborne on frame 9
  • Can only hit crossup attacks on frames 15-16(4th hit)
  • Juri is in counterhit state during move duration
EX Tensenrin
EX Tensenrin
623PP
SFV Juri 623PP.png
Startup Active Recovery Hit
7 2(2)2(2)2(2)2 20+18 KD
Damage Stun Attack Block
30*10x3*90 (150) 20x3*30*110 (200) H -31
  • Cancel options: -
  • Completely invincible on frames 1-12
  • Airborne on frame 9
  • Can only hit crossup attacks on frames 15-16(4th hit) where she is extremely high in the air
  • Juri is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
LK Ryodansatsu
LK Ryodansatsu
214LK
Startup Active Recovery Hit
19 3 24 KD
Damage Stun Attack Block
70 150 H -6
  • Cancel options: su vt1 vt2
  • Airborne and lower Body Projectile invincible on frames 4-17
MK Ryodansatsu
MK Ryodansatsu
214MK
Startup Active Recovery Hit
20 3 24 KD
Damage Stun Attack Block
80 150 H -6
  • Cancel options: su vt1 vt2
  • Airborne and lower Body Projectile invincible on frames 5-19
HK Ryodansatsu
HK Ryodansatsu
214HK
Startup Active Recovery Hit
25 3 24 KD
Damage Stun Attack Block
100 200 H -6
  • Cancel options: su vt1 vt2
  • Airborne and lower Body Projectile invincible on frames 5-23
EX Ryodansatsu
EX Ryodansatsu
214KK
SFV Juri 214KK.png
Startup Active Recovery Hit
25 3 20 KD
Damage Stun Attack Block
80 150 H -2
  • Cancel options: vt1 vt2
  • Airborne on frames 5-23
  • Projectile Invincible on frames 1-27
  • Launches opponent up into a limited juggle state

Critical Arts

Sakkai Fuhazan
Sakkai Fuhazan
214214K
Startup Active Recovery Hit
9 20 58(68) KD
Damage Stun Attack Block
330 0 H -25
  • Cancel options: -
  • Completely invincible on frames 1-9
  • Breaks armor
  • Travels almost fullscreen
  • Attack property is fully projectile (no strike attribute)
  • 10 extra frames recovery on whiff and block (68f)

Taunts

Taunt
Taunt
5PPPKKK
SFV Juri 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Kasatsushu
Kasatsushu
MPMK (VS1)
Startup Active Recovery Hit
46 2 25 KD
Damage Stun Attack Block
80 150 H -10
  • Cancel options: vs1
  • Hits cross-up
  • Crouching hurtbox on frames 5-16
  • Builds 80/40 V-Gauge on hit/block
  • This level 1 version of Juri's V-Skill requires no charging (but Juri doesn't start the attack until after 12 frames of prior crouching animation)
  • Charging for level 2 V-Skill takes a minimum of 33 frames
  • Juri's level 1 V-Skill can be canceled during startup by inputting V-Skill again after 12 frames or via a dash after 20 frames of charging
  • Huge horizontal hitbox during active frames with no extended hurtboxes
Kasatsushu (hold)
Kasatsushu (hold)
MPMK (VS1) (hold)
SFV Juri MPMK (VS1) (hold).png
Startup Active Recovery Hit
80 15(16)2 33 KD
Damage Stun Attack Block
20*80 (100) 50*150 (200) H -18
  • Cancel options: vs1
  • Hits in front and then cross-up
  • True blockstring between the 2 hits
  • Crouching hurtbox on frames 5-74
  • Builds 100/50 V-Gauge on hit/block
  • Projectile invincible during active frames on 1st hit (until Juri reaches the opponent before the 2ndary cross-up hit)
  • This level 2 version of Juri's V-Skill requires to charge V-Skill for a minimum of 33 frames
  • After charging for a minimum of 33 frames Juri can cancel the animation with a dash to store the level 2 V-Skill for later use
  • Holding Juri's V-Skill buttons for the full duration automatically starts up this level 2 version of her V-Skill
  • Juri's V-Skill can be canceled during startup by inputting V-Skill again after 12 frames or via a dash after 20 frames of charging
Kasatsushu (release)
Kasatsushu (release)
MPMK (VS1) (release)
Startup Active Recovery Hit
10 15(16)2 33 KD
Damage Stun Attack Block
20*80 (100) 50*150 (200) H -18
  • Cancel options: vs1
  • Hits in front and then cross-up
  • True blockstring between the 2 hits
  • Projectile invincible on frame 6 and throw invincible on frame 10 and until Juri reaches the opponent
  • Builds 100/50 V-Gauge on hit/block
  • This level 2 version of Juri's V-Skill requires to charge V-Skill for a minimum of 33 frames
  • After charging for a minimum of 33 frames Juri can cancel the animation with a dash to store the level 2 V-Skill for later use
  • Juri's level 2 V-Skill (release) can be canceled during startup by inputting V-Skill again after 4 frames of startup
Kasatsushu (charge)
Kasatsushu (charge)
MPMK (charge)
Startup Active Recovery Hit
33 - 16(24) -
Damage Stun Attack Block
- - - -
  • Cancel options: dash vs1
  • Crouching hurtbox on frame 5 and onward
  • The startup frames refer to the amount of frames required to charge for in order for Juri to store up a level 2 V-Skill
  • The recovery frames refers to Juri's dashes that she needs to use to charge and store up level 2 V-Skill for later use
Kasatsushu (cancel)
Kasatsushu (cancel)
MPMK (VS1) (cancel)
SFV Juri MPMK (VS1) (cancel).png
Startup Active Recovery Hit
12(4) - 25 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • The startup numbers refer to the amount of V-Skill startup frames required to play out before they can be empty-canceled into V-Skill again
  • The (X) number refers to the amount of level 2 V-Skill startup frames required to play out before Juri can cancel the level 2 version of her V-Skill (level 2 V-Skill can be canceled faster than level 1 V-Skill)

V-Skill 2

Fuha Enzan (charge)
Fuha Enzan (charge)
MPMK (VS2)
SFV Juri MPMK (VS2).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Juri charges up for a projectile (projectile comes out by pressing MP+MK again after this charge)
  • Cancelable into from special cancelable moves
  • Juri is NOT in a Counter-Hit state during this charge up
Fuha Enzan (release)
Fuha Enzan (release)
MPMK (VS2) (release)
SFV Juri MPMK (VS2) (release).png
Startup Active Recovery Hit
18 74 27 KD
Damage Stun Attack Block
50 80 H -2
  • Cancel options: -
  • 1-hit Projectile
  • Projectiles takes up a large horizontal space and moves slowly forward
  • Juri steps forward before releasing the projectile
  • Projectile persists on screen for 74 frames before it dissipates
  • Builds 60/30 V-Gauge on Hit/Block
  • Juggle Limit / Increase / Start: 0 / 1 / 1

V-Trigger 1

Feng Shui Engine alpha
Feng Shui Engine alpha
HPHK (VT1)
SFV Juri HPHK (VT1).png
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 2700 frames (45 seconds)
  • Allows both grounded and air normals to chain into one another from light > medium > heavy order (cannot chain cancel the other way around) at the cost of 300 V-Timer (~11% V-Timer)
  • All air normals get increased juggle potential and put airborne opponent into a limited juggle state
  • Enables derivative Fuharenkyaku (qcf+K) attacks without charge (doing this consumes V-Timer) while also improving their properties
  • Dash distance increased

V-Trigger 2

Feng Shui Engine beta
Feng Shui Engine beta
HPHK (VT2)
SFV Juri HPHK (VT2).png
Startup Active Recovery Hit
9(8) 5(3) 31 5(2)
Damage Stun Attack Block
70 150 H 2(-1)
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 750 frames (12.5 seconds)
  • Grants all stocks on activation
  • Juri emits a small radius around her that drains opponents EX gauge while both players are grounded
  • Drains 60 EX Gauge per second from the opponent (1/5th of an EX bar per second)
  • Frame advantage can vary depending on spacing (Juri is more + on hit if the strike hitbox hits on later active frames due to spacing)
  • Framedata in the parentheses refers to the data on the initial non-strike hitbox that pulls in the opponent (has different properties than the actual strike hitbox on frame 9)
  • The actual strike hitbox is on frame 9 but there is a hitbox on frame 8 that pulls in the opponent towards Juri (does not pull in airborne opponents)
  • Can be counter-hit during startup

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.237 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Kuboshu
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Kaisenrenkyaku
Kaisenrenkyaku
6KKK
SFV Juri 6KKK.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
- - H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-31 on block (frames 1-32 on whiff)
  • 1F faster overall (41F total) on block instead of whiff


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Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven