Street Fighter 6/Juri/Combos

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Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Day 1 BnBs

Light Confirm
Very Easy


2LK 2LP 2LP > 214MK

Juri's confirms are relatively straightforward. Some lights may have to be cut depending on distance.

Jump-In Combo
Easy


j.HK, 5MP, 2MP > 214MK

Common confirm and an important link for Juri.

Drive Impact
Easy


PC DI, 5MP, 2MP > 214MK (midscreen)
DI, 5HP > 214HK, 623HP (corner)

Basic introduction to Juri's main juggle route, that being 214HK. Juri gets a lot from that move but this is all she needs to get started.

Links and Starters

Normal Hit

Links and Chains
Combo Notes
5MP, 2MP Very important to both her combos and pressure game. 5LK can be used instead but has fewer options afterwards and lower damage in exchange for being faster (and not trading with 4f buttons like 2MP would).
2MP, 5LK Not very common, but good to know regardless. Juri doesn't get much out of max range 5LK.
5LP/2LP/2LK > 5LP/2LP > 5LP/5LK/2LP Juri's light chain structure is pretty similar to most of the cast. At farther ranges, she has to use 5LK to end her chain.
5LP, 5MK Juri has to be point blank for this link to work, but 5MK(1) has more than enough hitstun to combo into 236MK and 214HK for extended follow-ups.
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.

Counterhit

Counterhit Confirms
Combo Notes
CH 2MP, 2MP Juri doesn't get anything particularly amazing on counterhit.

Punish Counter

-4 Punishes
Combo Notes
PC 5LP, 2HP Juri has to be point blank for this to work.

-5 Punishes
Combo Notes
TODO

-6 Punishes
Combo Notes
PC 5MP, 5HP > ... Great starter for Juri. 5HP has a lot of hitstun, which lets her go for her most damaging cancel options and Drive Rush.
PC 2MP, 2MK > ... Decent against moves like Jamie's palm.

-7 Punishes
Combo Notes
TODO

-8 Punishes
Combo Notes
TODO

Enhanced Ankensatsu


PC 6MP/2MP/2MK > 236MK!, 6MP > ...

Juri can use Ankensatsu as a way to convert whiff punishes into more damage. This will use a stock, but Juri can always opt to end the combo in Fuhajin to gain one back just as easily.

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.

Drive Rush Extensions


light normals > DRC 5LP, 2HP > ...
... > 5MP/2MP/6MP and heavy normals > DRC 2HP, 5MP, 2MP > ...
medium normals > DRC 5MP, 5HP > ...

Juri has a couple options to choose from when it comes to using Drive Rush. She's pretty limited when it comes to light normals, but off of her other buttons she can choose between damage (the second route) or extensions using Fuha stores (the third route). The third route is also useful as Juri can juggle her lvl1 from 214HK.

Raw Drive Rush


DR 5MP, 5MP, 2MP > ...
DR 6MK, 5MP, 2MP > ...
DR 2MK, 5LP 5LK > ...
Drive Impact


PC DI, ...
1) 2HP > 214HK > 623HP
2) 6HP > 236MK(stock), 6MP > 214MK
3) 6HP > 236MK(stock), 6MP > 623HP
  1. 2570 dmg, 0 fuha stock; Gains you 1 fuha stock which is great if you have none
  2. 2720 dmg, 1 fuha stock; Consumes 1 fuha stock but restores one while also giving good oki(+37 KD)
  3. 2960 dmg, 1 fuha stock; Consumes 1 fuha stock and goes for damage. Good if you have additional stocks ready

Picking an Ender

FuhajinOptimal in most contexts.


5LK/6MP > 214LK
medium normals > 214MK
5MK(1)/5HP/2HP/6HP > 214HK > ...

LK Fuhajin is the most restricted in terms of range. MK Fuhajin will combo from Juri's light punches unless they connect at max range, making it highly consistent as an ender. HK Fuhajin only combos from her cancelable heavies or Punish Counter mediums, but launches high enough to juggle after.

TensenrinThe last resort ender.


... > 5LK > 623LP
juggle > 623MP/623HP

Tensenrin can be used as a grounded combo ender, but it's always worse when Fuhajin is available as an alternative. Fuhajin builds Juri's resource and also has better oki. However, there are times where Fuhajin won't connect, like after max range 5LK, that make Tensenrin the only option.

Go OhsatsuA pricey upgrade.


... > 236HK!~LK!
... > 236HK > 214214K

With two stocks, Juri can end combos with 236HK into the LK follow-up, which places a projectile directly on top of the opponent for a meaty. Alternatively, it's her highest-damage super cancel option.

Juggles and Extensions

Feng Shui Engine

Combo list

Combos
Combo Position Damage Drive cost Fuha cost Difficulty Notes
Drive Impact(PC) > 6HP > 236MK, 6MP > 623PP Anywhere 3120 2 1 Easy
Drive Impact(PC) > 6HP > DR 2HP, 5MP, 2MP > 236HK Anywhere 3257 3 1 Easy


SF6 Navigation

General
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Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu