Neutral
Juri has a suite of excellent poking options at her disposal, most of which are cancelable. However, what she does with these cancel options depends heavily on what resources she has available. Aside from just her normals, Juri has Fuhajin and Saihasho which she can use to either goad her opponent into approaching or force the opponent to commit to something risky that she can take advantage of.
Cancelable Pokes
- 6MP
Far reaching and pretty quick at 8f startup. Overall, a highly respectable normal. Its only major downside compared to her other poking options is its forward movement, which can make spacing out a 236LK relatively difficult.
- 2MP
Upward-angled 6f punish and close-range poking tool. Great tool for MUs like Jamie where having a good 6f punish can single-handedly discourage the usage of key tools.
- 2MK
This move is fantastic. Hits low, special cancels, great range, consistent buffers, it's amazing.
- 5HP
The stop sign. Decent active frames and great reach let this move control the pace of the match with relative ease. Its only downfall is that despite how it looks, it's not an anti-air.
Non-Cancelable Pokes
- 5MK (2nd hit)
5MK by itself is a dominating poke, and the 2nd hit is a long-reaching 8f option. Links into her lvl1 super on punish counter and is generally quite annoying. Unfortunately, it does about half the damage of your average medium button if just the second hit connects due to how the damage is distributed.
- 5HK
Juri's biggest poke, but also the slowest by a large margin. Definitely has its place against characters that typically outrange her, but must be used with care.
Important Special Moves
- LK Fuhajin (214LK)
LK Fuha is the fastest version to whiff in neutral and will cancel out non-OD or super projectiles it comes in contact with. Using it to clash with projectiles isn't something that can be consistently done on reaction, it's more useful as a way to catch the opponent's attention. Having Fuhajin stocks makes Juri far more threatening in both neutral and pressure, and her opponent doesn't want her to have any if they can get away with it.
- Enhanced Saihasho (236LK)
The most obnoxious projectile in the game. OD Saihasho (236LKMK) is similar in usage but less rewarding due to its knockdown. Setting up a Saihasho gives Juri a projectile to advance behind, and more often than not the opponent will try to jump to avoid it.
- j.214K
Somewhat niche but important nonetheless. Divekick is Juri's best answer to opponents chucking fireballs, but it must be done from a forward jump.
Buffers
- 214MK
Most medium buttons can be safely buffered into MK Fuhajin. If it's blocked at around max 2MK range, it's very difficult to punish but will always end Juri's turn. Be careful buffering this ever time, as it's vulnerable to Drive Impact.
- 214HK
Any of Juri's medium buttons that score a Punish Counter or connecting 5HP at all will let her instead combo into 214HK, netting more damage with the following juggle. With a stock, 236MK can be used instead for a grounded link, which may be better depending on the situation.
- 236LK
Juri can use Enhanced 236LK to start her pressure from poking distance, as it will typically be heavily advantageous if given space to travel.
- Drive Rush Cancel
Juri's safest and consequently most expensive buffer option.
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +36 | ? |
Back Throw | +22 | ? |
Air Throw | +2~4 | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +32 HKD +47 (Punish) |
? |
FSE Chains (during Lv.2 Super) |
+29 (5HP) +34 (5HK/2HP) +23 (6MK) +40 (6HP) +20 (4HK) |
? |
5MP~4HP~HP (Death Crest) |
+35 (2 hits) +32 (3 hits) |
? |
214K (Fuhajin) |
+37/37/46 (L/M/H) +45 (OD) |
? |
236LK+MK (OD Saihasho) |
+39 | ? |
236MK+HK (Go Ohsatsu) |
+27 +37 (1-stock) +32 (OD) |
? |
623P (Tensenrin) |
+37/31/28 (L/M/H) +5 (OD) |
? |
j.214K (Shiku-sen) |
+34~41 +37~44 (OD) |
? |
j.214K~K (Shiren-sen) |
+28~33 +50~56 (OD) |
? |
236236K (Lv.1 Super) |
+26 +27 (1-stock, hold K) |
? |
214214K (Lv.3 Super/CA) |
HKD +22 (Lv.3) HKD +20 (CA) |
? |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP | 5MP | 5HP | 5LK | 5MK | 5HK | 2LP | 2MP | 2HP | 2LK | 2MK | 2HK | 6MP | 6HP | 4HK | 6MK | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5MP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5HP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5LK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
5MK~DR (1st/FSE 2nd) |
? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
FSE 5HK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
2LP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
2MP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
2HP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
FSE 2LK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
2MK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
FSE 2HK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
6MP~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
FSE 6MK~DR | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
6HP~DR (1st/2nd) |
? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
4HK~DR (1st/2nd) |
? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP~DR | +? | ? |
5MP~DR | +? | ? |
5HP~DR | +? | ? |
5LK~DR | +4 | ? |
5MK~DR (1st/FSE 2nd) |
+? | ? |
FSE 5HK~DR | +? | ? |
2LP~DR | +? | ? |
2MP~DR | +? | ? |
2HP~DR | +? | ? |
FSE 2LK~DR | +? | ? |
2MK~DR | +? | ? |
FSE 2HK~DR | +? | ? |
6MP~DR | +? | ? |
6HP~DR (1st/2nd) |
+? | ? |
4HK~DR (1st/2nd) |
+? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Juri