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Early game information
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Introduction
This sadistic thrillseeker enjoys the strife and suffering of others, taking immense joy in obliterating her foes. Without revenge against M. Bison as a motivator, she whiles away her time in a gloomy haze.
Juri is well suited to explosive, aggressive rushdown and strike/throw mix that's empowered by space control with her ground normals and storing up stocks to improve her special moves, making her a menace at close and mid range. She can also get some very massive and flashy combos off of her hits, making her a great pick for someone who loves pulling off long combo strings.
The core of Juri's playstyle is centered around Fuhajin, which grants Juri a special stock (up to a maximum of 3). These stocks will separately enhance three of her other special moves; Saihasho is a ground-based projectile that travels much farther when enhanced, Ankensatsu is an advancing kick that has more hitstun for combo extensions when enhanced, and Go Ohsatsu is a lunging roundhouse that gains another kick when enhanced, increasing its corner carry potential. Juri can also cancel between these three moves if she has a stock available, using their enhanced versions when she does so, and her Level 1 Super Art, Sakkai Fuhazan, can be enhanced for extra damage on the last hit by holding down the button with a stock available.
Aside from those moves, Juri's ground and anti-air game are quite powerful. Her dash covers a lot of space at a time, making her strike/throw game especially dangerous, and many of her buttons either cover a lot of space in front of her (5MK, 5HK), convert into a Fuhajin knockdown either directly or through combos (6MP, 2MK), or do both (5HP). She can also shut down a ton of air approaches with 2HP as well as her dedicated anti-air special Tensenrin, particularly its HP version. Juri's powerful ground presence is also enhanced by the speed and length of Juri's Drive Rush; getting caught by Drive Rush normals from her usually results in her cashing out for a fair bit of damage and at minimum getting a Fuhajin stock.
Juri's most powerful and unique tool, however, is her Level 2 Super Art, the Feng Shui Engine. While it's active, Juri can chain her normals together in ascending order so long as she doesn't use the same button twice, similar to the magic series of the Darkstalkers games, and many of her normals gain new properties and cancel points that they lack otherwise, opening up FSE-exclusive combo routes and letting her crank out even stronger pressure. She can also choose to start it off with a dash that does damage and breaks through armor, allowing her to bully through enemies that try to Drive Impact or otherwise push through when she initially engages it.
While Juri has a lot going for her, there are a few things to keep in mind when playing her. Managing her Fuhajin stocks is critical to maximizing her effectiveness -- she's not so dependent on them that lacking them will completely ruin her offense, but not having any does shut out some options for her and can make her a little less threatening. Similarly, while she doesn't strictly need Feng Shui Engine to be effective, it offers a wide range of benefits for both combos and pressure, so mastering its use means learning and labbing out its chains in order to seize any opportunity the opponent gives her. If you enjoy the rush of kicking your opponents when they're down and crushing their defenses, Juri is the riotous rider for you.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Patch History
1.08
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1.06
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1.05
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1.01
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Juri | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 22 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.903 |
Backward Dash Distance | 1.114 |
Drive Rush Min. Distance (Throw) | 0.641 |
Drive Rush Min. Distance (Block) | 2.479 |
Drive Rush Max Distance | 3.999 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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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.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Note: Hitconfirm reaction windows may be listed with 2 values x[y]. The [y] represents the move when chained into during FSE, and often has a shorter hitconfirm window than its non-chained version.
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 4 | 7 | Chn Sp SA | 300 | LH | +5 | -2 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 14f
- xx Lv.2 Super: +8/+1
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 4 | 7 | Chn Sp SA | 100 | LH | +5 | -2 |
- Cancel Hitconfirm Window: 14f sp / 16f ch
The high number of active frames makes this Juri's best meaty normal, with a maximum advantage of +8/+1. It links naturally into the first hit of 5MK at close range, giving Juri access to all of her combo routes from a light starter. It has fairly short range, so it can't be used as the 3rd hit in a light confirm string, but it can link to 5LK or chain to 2LP for the 3rd hit. Against Drive Impact, 5LP is slightly slower than 2LP when chained, but it's still possible to chain 3 hits quickly enough to break the armor.
During FSE, 5LP can chain into any normal 15f or faster (but will no longer combo directly to 6HP if the chain is delayed).
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 12 | Sp SA TC | 600 | LH | +7 | +2 |
- Cancel Hitconfirm Window: 16f
- xx Lv.2 Super: +14/+9
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 12 | Chn Sp SA | 400 | LH | +7 | +2 |
- Cancel Hitconfirm Window: 16[14]f sp / 18[16]f ch
5MP has short range and high pushback to compensate for its great advantage on hit and block. Like 5LP, it has a large number of active frames, allowing for a meaty up to +10/+5. The pushback prevents it from linking to 5MK, but it can still consistently combo to 2MP. Drive Rush momentum helps alleviate the pushback problem, and even allows 5MP to create a blockstring into itself. If attempting to walk forward with staggered 5MP pressure, be sure to let go of the forward direction to avoid an accidental 6MP input.
During FSE, a 5MP chain can combo into any other normal, but a late cancel (final 4 frames) will not combo into 6MK overhead.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 24 | Sp SA | 800 | LH | -1 | -5 |
- Forces stand on hit
- Cancel Hitconfirm Window: 17f
- xx Lv.2 Super: +18/+14
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 24 | Chn Sp SA | 600 | LH | KD +29 | -5 |
- Cancel Hitconfirm Window: 17[16]f sp / 19[18]f ch
A fully cancelable poke with decent range, but a lot of recovery making it unsafe to whiff. The pushback keeps it safe on block at most ranges. 5HP is a consistent followup to Drive Rush or Punish Counter 5MP on hit, but is too slow to naturally combo from anything. It is not a very good anti-air, despite the animation which suggests it could be used at longer ranges.
The chained version during FSE launches the opponent, allowing for followup juggles. You can get an even higher launch by chaining into 5HK first. An example FSE chain would be 2MK~5HK~5HP xx 236HK, juggle 623HP/Super. The extra juggle height when canceling into 236HK is what allows the ending juggle to work without spending any Fuha stocks or Drive meter.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 9 | Sp SA | 300 | LH | +2 | -3 |
- Cancel Hitconfirm Window: 13f
- xx Lv.2 Super: +5/-1
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 9 | Chn Sp SA | 100 | LH | +2 | -3 |
- Cancel Hitconfirm Window: 13f sp / 15f ch
A light kick with average frame data, but unusual in its upper body hitbox. Useful in punishes or at the end of 3-hit light confirms. The range is a bit below average compared to most other 5LKs in the game, and its cancel routes are fairly limited. It can combo into LK Fuhajin at close range, and at farther ranges can only combo into Tensenrin or a Super Art. If you want to end a light confirm with a Fuha stock, use 2LP xx MK Fuhajin instead.
During FSE, 5LK can chain into any normal 10f or faster (8f if the chain is delayed as late as possible).
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5(8) | 2(1)3 | 17 | Sp SA (1st) | 400,300 (700) | LH | +3 | -4 |
- Cancel Hitconfirm Window: 14f (1st hit only)
- xx Lv.2 Super: +19/+7
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5(8) | 2(1)3 | 17 | Chn Sp SA | 300,200 | LH | +3 | -4 |
- Cancel Hitconfirm Window: 29[25]f sp / 31[27]f ch
- For 2nd hit only: 15[13] sp / 17[15] ch
The first hit of 5MK is fast enough to link from 5LP at close range, giving Juri a rare Light > Medium combo route. This hit has enormous hitstun for a medium, even comboing into 214HK or 236MK. If the first hit whiffs, the second hit comes out on frame 8 with much longer range but no special cancel. 5MK can be used effectively as a counterpoke by standing just outside the range of the first hit and buffering a special. If Juri interrupts the opponent's poke she can score a knockdown; otherwise, the 2nd hit comes out safely.
During FSE, both hits are cancelable, though the 2nd hit has less hitstun. This greatly improves Juri's damage output from mid-range, and allows for a much easier hitconfirm from close range.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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17 | 4 | 19 | - | 900 | LH | +2(+5) | -3(0) |
- Punish Counter: Launch +45
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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17 | 4 | 19 | Chn Sp SA | 700 | LH | KD +34 | -3 |
- Cancel Hitconfirm Window: 26[24]f sp/ch
- 38f after Punish Counter 5HK
Despite the animation, 5HK is not airborne during the animation and does not crush low pokes. It has great range and high pushback, making it a useful tool in neutral. The Punish Counter launch effect is difficult to juggle after midscreen, with Lv.1 Super being the most consistent option, though even this can whiff at max range.
During FSE, 5HK becomes fully cancelable. It can chain into any normal 15f or faster, but the combo into 6HP drops on a late confirm. The special confirm window is fairly lenient, though the cancel options are a bit limited; Tensenrin and MK/OD Fuhajin are the most useful options. Punish Counter 5HK during FSE opens up many more juggle routes, such as a cancel into MK Fuhajin or 236HK. Chaining into 5HK puts the opponent into a juggle state that can be followed by 5HP (or 2HP in the corner) for high damage.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 8 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- xx Lv.2 Super: +7/+2
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 8 | Chn Sp SA | 100 | LH | +4 | -1 |
- Cancel Hitconfirm Window: 13f sp / 15f ch
Compared to 5LP, 2LP has more range and faster chain timing for beating Drive Impact. It is also better on block, leaving a much smaller gap in blockstrings. The downside is that since it's only +4, it can't naturally link to 5LK or the first hit of 5MK. 2LP is a great ender for 3-hit light strings, as it can combo into MK Fuhajin to increase her Fuha stock at ranges where LK Fuhajin whiffs; this gives it utility over 5LK as a string ender.
During FSE, a 2LP chain can combo into any normal 10f or faster regardless of how late the chain is delayed.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 14 | Sp SA | 600 | LH | +5 | -2 |
- Cancel Hitconfirm Window: 16f
- xx Lv.2 Super: +15/+8
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 14 | Chn Sp SA | 400 | LH | +5 | -2 |
- Cancel Hitconfirm Window: 16[14]f sp / 18[16]f ch
Juri's 2MP is largely combo filler for hitconfirms after 5MP. Juri's other combo normals either have less range (5MK 1st hit) or slower startup (2MK, 6MP), so it fills a useful niche. The pushback on hit is significantly lower than 5MP, so it can actually combo directly to the first hit of 5MK without Drive Rush; at -2 on block, however, it's still mostly inferior to 5MP when pressuring the opponent. When canceled, 2MP combos into all of her special moves except HK Fuhajin and 236MK.
During FSE, a 2MP chain can combo into any other normal, but a late cancel (final 4 frames) will not combo into 6MK overhead.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 4 | 23 | Sp SA | 900 | LH | +3 | -11 |
- Forces stand on hit
- Cancel Hitconfirm Window: 18f
- xx Lv.2 Super: +22/+12
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 4 | 23 | Sp SA Jmp | 700 | LH | KD +34 | -11 |
- Cancel Hitconfirm Window: 16f sp / [18f jump] / 20[18]f ch
- Launches opponent into limited juggle state when [chained into]; can jump cancel on hit only
2HP is a solid anti-air and a useful combo tool after Drive Rush 5MP for extra damage. Because it's cancelable on all active frames, Juri can cancel into a 236LK projectile to lock airborne opponents down after a jump (at the cost of 1 Fuha stock). The range is not very good against grounded opponents.
When chained into during FSE, 2HP launches the opponents high into a limited juggle state. Juri can follow up with a forward jump cancel, at which point all her air normals become chainable and continue the juggle state. These FSE air normals can also be special canceled into her Divekick (and Shiren-sen followup), or you can end the chain with a j.HP knockdown.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 8 | Chn | 200 | L | +3 | -1 |
- Chains into 5LP/2LP/2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 8 | Chn Sp SA | 100 | L | +3 | -1 |
- Cancel Hitconfirm Window: 15[13]f sp / 15f ch
Juri's main low combo starter, with 3-hit confirms of 2LK~2LP~2LP or 2LK~5LP~5LK depending on your preference. With Drive Rush, she can combo 2LK, 5MP, 2MP into her preferred special ender, giving her a good confirmable high/low mixup.
During FSE, 2LK becomes fully cancelable, comboing into MK/OD Fuhajin, Tensenrin, or more chained normals. This allows a string of 2LK~2LK~2LK to be confirmable into real damage; this is made even stronger by the fact that she can chain into 6MK at any time for an overhead. 2LK can chain into any normal 10f or faster (9f if delayed as late as possible).
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 19 | Sp SA | 500 | L | +1 | -6 |
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
- Cancel Hitconfirm Window: 13f
- xx Lv.2 Super: +15/+8
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 19 | Chn Sp SA | 300 | L | +1 | -6 |
- Cancel Hitconfirm Window: 13[12]f sp / 15[14]f ch
Juri's 2MK has good range, albeit its extended hurtbox stays out a bit longer than most. As many people may try walking back in fear of Juri's close range pressure, she can get a lot of mileage out of a long-reaching low like this that forces them to crouch. Juri moves forward when special canceling this button, allowing it to combo consistently into anything besides 214HK and 236MK. It becomes +5 after Drive Rush, but unfortunately the pushback is too far for the first frame of 5MK to connect, leading only to light conversions. At max range, MK Fuhajin is her safest cancel at -6, though some characters may have enough range to punish this; if so, it's safer to spend Drive meter or Fuha stocks for safer cancel routes.
During FSE, a 2MK chain will combo into any heavy normal even if delayed as long as possible.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 23 | - | 900 | L | HKD +32 | -11 |
- Counterhit/Punish Counter: +47 HKD
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 23 | Sp SA | 700 | L | HKD +32 | -11 |
- Cancel Hitconfirm Window: 17[13]f sp / 19[15]f ch
Juri's sweep is among the worst overall in terms of startup and block disadvantage. It has a bit more range than her 2MK, but at -11 there is a high likelihood that the opponent can punish with a Super or their own sweep. It also completely lacks juggle potential, something that most other sweeps have by default.
During FSE, the sweep becomes fully cancelable even when not chained into. It won't combo into anything on hit, but all chains and most special cancels whiff safely after the opponent is knocked down. More importantly, Juri can make the sweep safe on block, even setting up frame traps or trade combos against attempted punishes. A chain into 6HP on block has a 5f gap that can interrupt many attempted sweep punishes, while 5HP is a true blockstring.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 6 | 3 land | - | 300 | H | +6(+9) | +2(+5) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 6 | 3 land | Chn Sp | 100 | H | +9 | +5 |
- Becomes chainable and special cancelable during FSE
After FSE 2HP jump cancel, j.LP continues the air juggle state. The opponent will be air reset if attempting to chain after air-to-air j.LP.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 5 | 3 land | Sp | 500 | H | +4(+13) | -2(+7) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 5 | 3 land | Chn Sp | 300 | H | - | - |
- Puts airborne opponents into limited juggle state
- Becomes chainable during FSE
Like most j.MPs, this juggles airborne opponents. However, the angle is much different than most similar attacks; it hits well below Juri, making it hard to use as an air-to-air, or to use late in her jump arc. It combos fairly reliably when canceled into Divekick from a forward jump.
After FSE 2HP jump cancel, it continues the air juggle state. A strong, simple sequence after the launch is j.MP~j.HK xx Divekick~Shiren-sen. Even without the 2HP launcher, FSE j.MP can chain into other FSE air normals when used as an air-to-air, but they will usually whiff unless Juri is far above the opponent. If used near its max height, j.MP can chain into j.MK, forcing the opponent to block both hits standing.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 6 | 3 land | - | 900 | H | HKD +23(+34) | +4(+11) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 6 | 3 land | Chn Sp | 700 | H | KD | - |
- Can hit Crossup
- Becomes chainable and special cancelable during FSE (but no juggle)
Similar to Juri's j.HP from SF4, this normal reaches far downward, allowing her to mix up her air normal timing. It causes a Hard Knockdown on grounded opponents, and a regular knockdown on airborne opponents; the higher it connects, the better advantage Juri has.
The chain and cancel properties during FSE are mostly irrelevant, as j.HP knocks down before any chain or Divekick could connect. It can be used to end an air FSE chain, but it's much harder to connect than a chain into Divekick and usually results in less damage. If Juri can jump directly above the opponent and make them block a max-height j.HP, she can just barely chain into j.HK before hitting the ground, forcing the opponent to block both hits standing; if the j.HP hits, the knockdown happens before j.HK comes out.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 6 | 3 land | Chn Sp | 100 | H | - | - |
- Can hit Crossup; can hit as fuzzy Instant Overhead
- Becomes chainable and special cancelable during FSE
After FSE 2HP jump cancel, j.LK continues the air juggle state. The opponent will be air reset if attempting to chain after air-to-air j.LK. The instant overhead property allows Juri to close out a round with a tricky mixup after making the opponent block a deep jump-in, but is high risk; FSE does not allow any followup chain or cancel to combo in this context.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 500 | H | +8(+13) | +4(+9) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | Chn Sp | 300 | H | +10(+13) | +6(+9) |
- Can hit Crossup
- Becomes chainable and special cancelable during FSE
After FSE 2HP jump cancel or a chain from FSE j.MP, j.MK will continue the air juggle state.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 6 | 3 land | - | 800 | H | +6(+15) | +2(+11) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 6 | 3 land | Chn Sp | 600 | H | - | - |
- Becomes chainable and special cancelable during FSE
After FSE 2HP jump cancel or a chain from FSE j.MP, j.MK will continue the air juggle state.
8j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 3 land | - | 800 | H | +11(+15) | +7(+11) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 3 land | Chn Sp | 600 | H | - | - |
- Becomes chainable during FSE (but not special cancelable)
This version of j.HK hits on both sides of Juri, making it a useful air-to-air and preventing opponents from easily walking/dashing under a neutral jump. When chained from FSE neutral j.MP, the opponent is kept in a limited juggle state; this button cannot come out after FSE 2HP jump cancel, since it automatically forces a forward jump.
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 17 | Sp SA | 600 | LH | +4 | -3 |
- Cancel Hitconfirm Window: 15f
- xx Lv.2 Super: +16/+9
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 17 | Chn Sp SA | 400 | LH | +4 | -3 |
- Cancel Hitconfirm Window: 15[13]f sp / 17[15]f ch
Juri takes a small step forward during the startup, giving it range similar to 2MK with the same startup. Since it does slightly more damage than 2MK, it's useful in +8 situations, such as 1-Stock 236MK. It can be used in counterhit confirms, or as a Punish Counter starter that keeps Juri closer to the opponent on hit. Perhaps the most impactful feature of this command normal is that it prevents Juri from easily walking forward with staggered 5MP blockstrings; having to let go of the forward input can create a larger frame gap that the opponent can jab through.
During FSE, a 6MP chain can combo into any other normal, but a late cancel (final 2 frames) will not combo into 6MK overhead.
6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2 | 21(23) | - | 600 | H | +2 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
21 | 2 | 21(23) | Sp SA | 400 | H | KD +25 | -3 |
- Cancel Hitconfirm Window: [14f] sp/ch
Juri's overhead appears to be a hopkick, but is not airborne or a low crush. Like most overheads, it is safe on block and only leads to a combo after Drive Rush. She can usually link this into 5MP, 2MP due to the forward momentum, but if it connects at max range, she should link directly into 2MP.
Juri cannot special cancel a raw 6MK during FSE the way she can with 5HK or 2HK; the cancel is only possible when chaining into 6MK. Since this chain knocks down on hit with no juggle opportunity and the overhead is safe on its own, she is better off just stopping at 6MK or chaining into another FSE normal. Chaining into the FSE overhead from 5MP or 2MP leaves a small gap that the opponent can interrupt with a jab if they react quickly enough.
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15(23) | 3(5)3 | 20 | Sp SA | 500x2 | LH | +2 | -4 |
- xx Lv.2 Super (1st hit): +18 oH / +8 oB
- xx Lv.2 Super (2nd hit): +17 oH / +11 oB
- Cancel Hitconfirm Window: 27/14f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15(23) | 3(5)3 | 20 | Chn Sp SA | 400x2 | LH | KD +40 | -4 |
- Cancel Hitconfirm Window: 27[23]f sp / 29[25]f ch
6HP is Juri's longest cancelable normal, and very easy to hitconfirm. Canceling into 214LK on block usually guarantees it will be safe from 4f punishes, even when used from close range. Being cancelable on both hits also makes this move strong against Drive Impact, as Juri can quickly cancel into her own Impact on reaction. There is a specific range where only the second hit will connect, but the first hit can land reliably most of the time. The combination of slow startup, recovery, and forward movement makes this a dangerous move to whiff in neutral.
In combos, only the first hit can combo to 214HK for the meterless juggle. This single hit cannot be confirmed on reaction (7f confirm window), but it's only slightly more damage than 2-hit 6HP into 214MK. With 1 Fuha stock available, Juri gains a strong combo route with 2-hit 6HP xx 236MK, 6MP into any special.
When chained into during FSE, both hits cause a knockdown. The second hit uses up more juggle potential but launches higher, allowing for some unique midscreen juggle routes like ~FSE 6HP (2 hit) xx 236HK, juggle Lv.1 Super.
4HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10(19) | 3(6)3 | 19 | Sp SA | 400x2 | LH | -2 | -6 |
- Both hits Force Stand and are cancelable
- Cancel Hitconfirm Window: 39/17f
- xx Lv.2 Super (1st hit): +12 oH / +6 oB
- xx Lv.2 Super (2nd hit): +12 oH / +8 oB
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10(19) | 3(6)3 | 19 | Chn Sp SA | 300x2 | LH | KD +20 | -6 |
- Cancel Hitconfirm Window: 39[31]f sp / 41[33]f ch
- 2nd hit only: 17f sp / 19f ch
A 2-hit axe kick that gives Juri a long hitconfirm window for canceling into safety on block or damage on hit. It does not combo into 214HK or 236MK, somewhat limiting her meterless damage options on hit. Drive Rush improves the frame advantage of both hits, while Counterhit and Punish Counter 4HK does not carry the bonus advantage onto the 2nd hit. The upward hit is not a very strong anti-air, losing to (or trading with) most air normals.
When chained into during FSE, both hits cause a knockdown. The first hit launches the opponent upward a bit, and canceling this hit can lead to some improved juggles especially in the corner. The second hit can cancel to Tensenrin or Lv.1 Super before the opponent is slammed to the ground.
Target Combos
5MP~4HP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 3 | 20 | TC | 500 | LH | KD +33 | -3 |
- Cancel Hitconfirm Window: 45f (TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 3 | 27 | SA (hit) | 600(480) | LH | KD +32 | -16 |
- Not airborne, despite the animation
The first half of Death Crest is a rare instance of a safe target combo that can easily be confirmed on hit or block. The 5MP starter is plus on block but has very little range, so a string like 5MP, 5MP~4HP will not work unless you have Drive Rush momentum. The final hit is very unsafe if blocked, but this shouldn't be an issue due to the lenient hitconfirm window. On hit, it leads to oki near the corner, but Drive Rush is required to apply knockdown pressure midscreen.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +25 | - |
- Has access to corner throw loops by dashing (+14) or walking; throw must be manually timed
- Punish Counter: +36 HKD
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +18 | - |
- Side switches
- Unique in that it doesn't change the position of the opponent when thrown
- Punish Counter: +22 HKD
Air Throw (LPLK Air)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 3 land | - | 1200 (2040) | T | KD +2(+4) | - |
- KD Adv. varies based on height
- Side switches
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HP, FSE 6MK: 5[1]
- 6HP (2nd): 8[4]
- 5MP, 6MP: 10[6]
- 2MP, 2MK, 2HP, 6HP (1st), 4HK (2nd), FSE 5MK (2nd): 11[7]
- 5MK (1st), FSE 2HK: 12[8]
- 4HK (1st): 13[9]
- FSE 5HK: 15[11]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to Parry Drive Rush.
- Distance:
- 0.641 (min, cancel into immediate Throw)
- 2.479 (min, earliest blocking/movement frame)
- 3.999 (max, final DR frame)
- See Strategy page for Blockstring Gaps and Combo Routes
- Notable Drive Rush cancel combo routes:
- 2MK~DR: 5MP, 2HP
- 5HP~DR: anything
- Notable Drive Rush cancel blockstring gaps:
- True blockstrings: 5HP~5MP/5HP/2MP/2MK/4HK, 6MP~5MP
- 1f: 6MP~2MK, 5MK~5MP, 6HP~4HK
- 2f: 2MK~5MP/2MP
- 3f: 5MK~2MK
- 2MP~5HP: 4f (sets up +12 trade combo into 5HP)
- 2MK~2HP: 4f (sets up +16 trade combo into 5HP; buffer 2HP xx 214LK for block safety)
- Into 6MK Overhead: 5HP (9f), 6HP (12f), 5MP/6MP (14f), 2MP/4HK (15f) 2MK (17f)
- From FSE 2HK: 5MP/2MP (1f), 2MK/2HP/6MP (3f)
Special Moves
Fuhajin (214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 19(21) | SA3 | 600 | LH | KD +37 | -4 |
- Fastest total duration, safest to whiff at a distance
- Cancel Hitconfirm Window: 19f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 4 | 21 | SA3 | 600 | LH | KD +37 | -6 |
- Cancel Hitconfirm Window: 24f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 5 | 19(21) | SA3 | 500 | LH | KD +46 | -8 |
- Cancel Hitconfirm Window: 16f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 6 | 21 | SA2 SA3 | 600 | LH | KD +45 | -12 |
- Cancel Hitconfirm Window: 28f (Super)
- xx Lv.2 Super: KD+51/-6
Juri kicks upward with one foot, launching the opponent into the air on hit. The LK version stands in place, the MK and OD versions take a small forward step, and the HK version takes a large forward step before attacking. The HK and OD versions launch high enough for an easy followup juggle on hit, but the LK and MK versions can only juggle into a canceled Lv.3 Super. Fuhajin can clash with fireballs during the active frames; meterless versions can dissipate 1-hit low priority projectiles, while OD Fuhajin can dissipate 2-hit OD priority projectiles.
Juri's "Fuha Stock" increases by 1 on the move's first active frame on hit, block, or whiff (up to a maximum of 3 stocks). These stocks improve the effectiveness of her 236K specials and her Lv.1 Super Art. Whiffing the LK version from far range is a fairly safe way to build stocks unless the opponent has a fast, long range punish option. A well-spaced LK Fuhajin on block is also relatively safe, but other versions are much more punishable. Even canceling OD Fuhajin into Lv.2 Super is unsafe due to the move's late cancel window.
Saihasho (236LK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 10 | 20 | SA3 | 400 | LH | -2 | -8 |
- Cancel Hitconfirm Window: 3f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | [80] | 29 | SA3 | 600 | LH | +1 | -3 |
- Counts as 2 hits for damage scaling
- Cancel Hitconfirm Window: 3f (Super / 1-Stock Followup)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | [120] | 27 | SA2 SA3 | 400x2 | LH | KD +39 | -2 |
- Cancel Hitconfirm Window: 7f (Super) / 4f (1-Stock Followup)
- xx Lv.2 Super: KD+57/+17
Saihasho is a projectile attack that hits along the ground. With no Fuha stocks, it does not travel beyond Juri's foot, though it still has a projectile hitbox, meaning strike-invincible moves can lose to it. With 1 stock, it becomes a true projectile, moving slowly and traveling approximately 2/3 of the screen. Juri can combo afterwards if well-spaced, though this is much easier if the opponent is cornered. For an additional Fuha stock, Juri can press MK or HK to chain into her other 236K specials. The cancel window for Super or the 1-Stock followup is remarkably short, giving no time to properly hitconfirm on its own.
OD Saihasho is a higher priority 2-hit projectile that knocks down on hit. This version can also chain into a 236K followup by pressing MK or HK; this consumes 2 additional Drive bars and 1 Fuha stock for each followup, although the initial Saihasho does not consume the Fuha stock. The projectile travels a little more than a fullscreen distance, so it can force the opponent into a mixup on block or bait them into trying to avoid it.
Ankensatsu (236MK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 4 | 19 land | SA3 | 600 | LH | +5 (KD +21~23) | -10 |
- Airborne/Low Crush 8-27f (Forced Knockdown state)
- Cancel Hitconfirm Window: 23f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 4 | 19 land | SA3 | 600 | LH | +8 (KD +21~23) | -10 |
- Airborne/Low Crush 8-27f (Forced Knockdown state)
- Cancel Hitconfirm Window: 23f (Super / 1-Stock Followup)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
24 | 4 | 19 land | SA2 SA3 | 800 | LH | +9 (KD +56~57) | -10 |
- Airborne/Low Crush 8-27f (Forced Knockdown state)
- Cancel Hitconfirm Window: 23f (Super / 1-Stock Followup)
- xx Lv.2 Super: +16/-3
Ankensatsu is an airborne hopkick that can low crush, but does not hit overhead. Without a Fuha stock, it is fairly unrewarding, only leading to a combo on Counterhit. With 1 Fuha stock, it gains much better hit advantage allowing for followup links. Juri can also chain into her other 236K specials by pressing LK (for safety) or HK (for damage). Against airborne opponents, it causes a knockdown with approximately +23 KD Advantage, granting oki even against a midscreen back rise.
OD Ankensatsu acts mostly the same, but with even better hit advantage. With 1 Fuha stock and 2 additional Drive bars, it can chain into the other 236K specials by pressing LK or HK. This version causes an OTG bounce on airborne opponents for a limited juggle state, which is especially useful when chained from OD Go Ohsatsu.
All versions of Ankensatsu are very unsafe on block, so being able to chain out of the 1-Stock and OD versions makes it much more useful. The slow startup only allows it to combo from heavies and the first hit of 5MK, except in punishes where all mediums can combo into it. The 1-Stock and OD versions count as 2 hits for damage scaling purposes, likely to prevent massive damage loops using Drive Rush cancels.
Go Ohsatsu (236HK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 4 | 27 | SA3 | 1000 | LH | KD +27 | -11 |
- Cancel Hitconfirm Window: 22f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 4(12)3 | 27 | SA3 | 700,500 (1200) | LH | KD +37 | -12 |
- Cancel Hitconfirm Window: 14f (Super) / 36f (1-Stock Followup)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 4(12)3(28)5 | 28 | SA2 SA3 | 400x3 (1200) | LH | KD +32 | -16 |
- Cancel Hitconfirm Window: 38f (Super) / 77f (1-Stock Followup)
- xx Lv.2 Super: 1st hit +17/+17, 2nd hit KD+54/+15
Go Ohsatsu is a forward-lunging kick; it knocks down, but is very unsafe on block. The 0-Stock version is one of Juri's best routes into Lv.3 Super since it does high damage on its cancelable hit; the 1-Stock version does 2 hits and higher overall damage, but the Super cancel occurs on a weaker hit. Like the other 236K moves, Juri can chain into a LK or MK followup by pressing the button at the cost of 1 additional Fuha stock. Against airborne opponents, both meterless versions can launch high enough to juggle Tensenrin afterwards; on the ground, the launch is only useful in Super or Followup cancels.
OD Go Ohsatsu performs 3 hits; the first two are Super cancelable, while all three can cancel into a 236K followup by pressing LK or MK (at the cost of 1 Fuha stock and 2 additional Drive bars). The entire sequence is an airtight blockstring, giving plenty of time to keep yourself safe or tack on extra damage. Only the first hit of the OD version leaves grounded opponents standing, which affects Juri's potential combo routes.
Tensenrin (623P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3(2)2 | 22 | SA3 | 400x2 | LH | KD +37 | -8 |
- Cancel Hitconfirm Window: 17f (Super); both hits cancelable
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 8(5)2(3)2 | 24+14 land | - | 300x4 (1200) | LH | KD +31 | -37 |
- Anti-Air Invuln: 1-8f; Airborne 9-48f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 8(5)2(3)2 | 24+14 land | - | 300x4 (1200) | LH | KD +28 | -37(-41) |
- Anti-Air Invuln: 1-8f; Airborne 7-48f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4(1)2(6)2(2)2 | 32+19 land | - | 600,200x3,400 (1600) | LH | KD +5 | -48 |
- Full Invuln: 1-9f; Airborne 9-55f (Forced Knockdown state)
Tensenrin is Juri's "Pinwheel" attack, most closely resembling its SFV incarnation. The LP version stays on the ground and hits twice, making it useful for Lv.3 Super cancels; it has juggle potential, but it's much harder to connect properly in juggles than the other versions. MP and HP Tensenrin are strong vertical anti-airs with juggle potential, but no Super cancel. They are mostly identical, with the HP version traveling slightly farther forward in the air. The 2nd hit of HP Tensenrin also whiffs on crouch block, becoming slightly worse on block (though this is largely irrelevant).
OD Tensenrin is Juri's primary reversal option. It acts basically the same as the MP and HP version aside from the slightly longer startup..
Shiku-sen (j.214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | until landing | 18 land | - | 400 | LH | KD +34(+41) | -10(-3) |
- Puts opponent into limited juggle state
- Forced Knockdown state until landing
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | until landing | 18 land | - | 300 | LH | KD +37(+44) | -10(-3) |
- Puts opponent into limited juggle state
- Forced Knockdown state until landing
Juri's classic Divekick from the SF4 series returns. It can only be used from a forward jump, and can just barely be made safe on block if perfectly spaced. Unlike the SF4 version, there is no way to alter the trajectory based on the button strength, so Juri can't bait a whiffed reversal by using a short version from long range.
Juri can combo Shiku-sen into her Shiren-sen followup on hit by pressing K again; nothing will come out if this is attempted on block. If the Divekick is well-spaced, Juri can also juggle directly after landing, though this is not particularly useful in most cases; meterless Divekick into Lv.1 Super can squeeze out a little extra damage but at a very high risk of dropping.
Shiren-sen (j.214K~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4(4)4(17)4 | 23(29)+12 land | - | 300x2,600 (1200) | - | KD +28(+33) | - |
- Forced Knockdown state until landing
- The 12f landing recovery puts Juri in a crouching state
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4(4)4(17)4 | 27(34)+7 land | - | 300x3 (900) | - | KD +50(+57) | - |
- Puts opponent into limited juggle state
- Forced Knockdown state until landing
- The 7f landing recovery puts Juri in a crouching state
Shiren-sen is a followup to Divekick that comes out only on hit. Both versions put the opponents into a juggle state, though only the OD version can combo afterward. The knockdown advantage can vary depending on how the move connects, especially against airborne opponents. For the most part, there is no reason not to attempt this followup since Juri can't be more unsafe on block. The only situations where Juri can get more damage without the followup are when juggling Lv.1 Super after a perfectly spaced Divekick, or juggling OD Divekick directly into Lv.3 Super (due to scaling differences).
Super Arts
Level 1 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | - | 201 total | - | 1800 | LH | KD +26(+49) | -32 |
- Strike/Throw Invuln: 1-8f; Armor Break
- Depletes 1/2 Drive bar from opponent on hit
- 30% minimum damage scaling
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | - | 201 Total | - | 2100 | LH | KD +26(+49) | -32 |
- Strike/Throw Invuln: 1-8f; Armor Break
- Depletes 1/2 Drive bar from opponent on hit
- 30% minimum damage scaling
A projectile Super that sends the opponent to the opposite edge of the screen; it works well in juggles, like after OD Divekick~Shiren-sen or any OTG bounce scenario. The knockdown advantage is highly variable depending on Juri's screen position. For 1 Fuha stock, holding the K button results in 500 extra damage on the final hit. The full damage distribution is: 200x4*300*700 (200x4*300*1200).
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | [600] | 6 | - | - | - | - | - |
- Install Super; allows Juri to chain normals together and changes the properties of many attacks
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 11 | 26 | - | 300 | LH | -4(+6) | -17(-7) |
- Holding P begins the FSE install with a dash attack; Armor Break
- Depletes 1 Drive bar from opponent on hit
- 40% minimum damage scaling on dash attack
Juri's FSE install Super allows her to chain normals into equal or higher strengths for 10 seconds, though she cannot repeat the same button twice in a chain. For example, 2MP~5MK would work, but 2MP~5MP would not since they share the same button command. Many non-cancelable normals gain cancel properties during FSE, like 2LK, 2HK, and 5HK. The chained hits also have many unique properties themselves, such as 6MK causing a knockdown. The install timer stops counting down while the opponent is in hitstop or blockstop, which makes it easier to pressure the opponent without wasting too much of your install time.
If Juri holds the [P] button during the Super freeze, she will perform a dash attack that can be canceled into any normal. This gives her more reliable point blank combos when canceling normals into FSE. The dash attack itself is unsafe on block if not canceled into a normal. The dash attack has juggle potential, allowing it to chain into a launching FSE 2HP for unique juggle opportunities, especially in the corner.
Level 3 Super (214214K)
CA version, adds 500 damage
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 52 | - | 4000 | LH | HKD +22 | -36 |
- Full Invuln: 1-13f; Armor Break
- Depletes 1.5 Drive bars from opponent on hit
- Cinematic time regenerates ~2 Drive bars for Juri
- 50% minimum damage scaling
No results
- Full Invuln: 1-13f; Armor Break
- Depletes 2 Drive bars from opponent on hit
- Cinematic time regenerates ~2.4 Drive bars for Juri
- 50% minimum damage scaling; available at 25% HP or below
A cinematic Super that cancels from most of Juri's special moves. It also works well in juggles, but is slightly slower than Lv.1 Super, making the timing more strict in some circumstances. If your opponent is a true Juri fan, they may intentionally let you land the Critical Art version. The full Dmg distribution is: 440x2*830x2*1460*(500).
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
294 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
199 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
185 (total) | - | - | - | - | - | - | - |