Street Fighter 6/Juri/Combos

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< Street Fighter 6‎ | Juri
Revision as of 15:30, 8 November 2022 by BreadBeard (talk | contribs)

Combo Notation Guide

Notation Meaning
> Cancel the previous move to the following move.
, Link the previous move to the following move.
~ Cancel the previous special to the following special.
(X) A move in brackets must whiff (not hit).
If an attack is accompanied by a number in brackets, only allow that many hits to connect.
jX Jumping action.
dl.X Briefly delay the action.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (LP, MP, or HP)" and "Any Kick (LK, MK, or HK)" respectively.
X/Y Do either X move or Y move in a combo.
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Links and Starters

Damage-Optimal Link
Easy


5MP, 2MP

Juri's main hit-confirm from her pressure tool.

3-hit Light Confirm
Very Easy


2LK > 2LP > 2LP

Good low meaty string and hit-confirm as all 3 hits connect on hit and block.

2-hit Spaced Light Confirm
Very Easy


5LP, 5LK

Useful confirm from 5LP in neutral as it works from most ranges.

Poke Conversions
Hard


2MP > Special
5HP > Special

These pokes can be single-hit confirmed into a special move.
5HP does not combo into 214HK or 236MK on normal hit if delayed too long, though this doesn't apply to a CH.

5MK Into Super


PC 5MK, 236236K

If either hits of 5MK connect as a punish counter, it can easily be confirmed and linked into Level 1 Super at just about any range. Also useful when done as a Drive Rush in neutral.