input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
5LP | 300 | 4 | 4 | 7 | 14 | +5 | -2 | LH | Chn Sp SA | 14 |
5LP (FSE Chain) | 100 | 4 | 4 | 7 | 14 | +5 | -2 | LH | Chn Sp SA | 14 Sp / 16 Chn |
5MP | 600 | 6 | 4 | 12 | 21 | +7 | +2 | LH | Sp SA TC | 16 |
5MP (FSE Chain) | 400 | 6 | 4 | 12 | 21 | +7 | +2 | LH | Chn Sp SA | 16 Sp / 18 Chn |
5HP | 800 | 10 | 3 | 24 | 36 | -1 | -5 | LH | Sp SA | 17 |
5HP (FSE Chain) | 600 | 10 | 3 | 24 | 36 | KD +29 | -5 | LH | Chn Sp SA | 17 Sp / 19 Chn |
5LK | 300 | 5 | 3 | 9 | 16 | +2 | -3 | LH | Sp SA | 13 |
5LK (FSE Chain) | 100 | 5 | 3 | 9 | 16 | +2 | -3 | LH | Chn Sp SA | 13 Sp / 15 Chn |
5MK | 400,300 (700) | 5(8) | 2(1)3 | 17 | 27 | +3 | -4 | LH | Sp SA (1st) | 14 |
5MK (FSE Chain) | 300,200 | 5(8) | 2(1)3 | 17 | 27 | +3 | -4 | LH | Chn Sp SA | 29(15) Sp / 31(17) Chn |
5HK | 900 | 17 | 4 | 19 | 39 | +2(+5) | -3(0) | LH | - | |
5HK (FSE Chain) | 700 | 17 | 4 | 19 | 39 | KD +34 | -3 | LH | Chn Sp SA | 26 Sp/Chn (PC: 38) |
2LP | 300 | 4 | 3 | 8 | 14 | +4 | -1 | LH | Chn Sp SA | 13 |
2LP (FSE Chain) | 100 | 4 | 3 | 8 | 14 | +4 | -1 | LH | Chn Sp SA | 13 Sp / 15 Chn |
2MP | 600 | 6 | 4 | 14 | 23 | +5 | -2 | LH | Sp SA | 16 |
2MP (FSE Chain) | 400 | 6 | 4 | 14 | 23 | +5 | -2 | LH | Chn Sp SA | 16 Sp / 18 Chn |
2HP | 900 | 8 | 4 | 23 | 34 | +3 | -11 | LH | Sp SA | 18 |
2HP (FSE Chain) | 700 | 8 | 4 | 23 | 34 | KD +34 | -11 | LH | Sp SA Jmp | 16 Sp / 18 Jmp / 20 Chn |
2LK | 200 | 5 | 3 | 8 | 15 | +3 | -1 | L | Chn | |
2LK (FSE Chain) | 100 | 5 | 3 | 8 | 15 | +3 | -1 | L | Chn Sp SA | 15 Sp/Chn |
2MK | 500 | 8 | 3 | 19 | 29 | +1 | -6 | L | Sp SA | 13 |
2MK (FSE Chain) | 300 | 8 | 3 | 19 | 29 | +1 | -6 | L | Chn Sp SA | 13 Sp / 15 Chn |
2HK | 900 | 10 | 3 | 23 | 35 | HKD +32 | -11 | L | - | |
2HK (FSE Chain) | 700 | 10 | 3 | 23 | 35 | HKD +32 | -11 | L | Sp SA | 17 Sp / 19 Chn |
j.LP | 300 | 5 | 6 | 3 land | - | +6(+9) | +2(+5) | H | - | |
j.LP (FSE Chain) | 100 | 5 | 6 | 3 land | - | +9 | +5 | H | Chn Sp | |
j.MP | 500 | 7 | 5 | 3 land | - | +4(+13) | -2(+7) | H | Sp | |
j.MP (FSE Chain) | 300 | 7 | 5 | 3 land | - | - | - | H | Chn Sp | |
j.HP | 900 | 12 | 6 | 3 land | - | HKD +23(+34) | +4(+11) | H | - | |
j.HP (FSE Chain) | 700 | 12 | 6 | 3 land | - | KD | - | H | Chn Sp | |
j.LK | 300 | 4 | 6 | 3 land | - | +5(+10) | +1(+6) | H | - | |
j.LK (FSE Chain) | 100 | 4 | 6 | 3 land | - | - | - | H | Chn Sp | |
j.MK | 500 | 6 | 6 | 3 land | - | +8(+13) | +4(+9) | H | - | |
j.MK (FSE Chain) | 300 | 6 | 6 | 3 land | - | +10(+13) | +6(+9) | H | Chn Sp | |
7HK or 9HK | 800 | 10 | 6 | 3 land | - | +6(+15) | +2(+11) | H | - | |
j.HK (FSE Chain) | 600 | 10 | 6 | 3 land | - | - | - | H | Chn Sp | |
8HK | 800 | 10 | 4 | 3 land | - | +11(+15) | +7(+11) | H | - | |
8HK (FSE Chain) | 600 | 10 | 4 | 3 land | - | - | - | H | Chn Sp | |
6MP | 600 | 8 | 3 | 17 | 27 | +4 | -3 | LH | Sp SA | 15 |
6MP (FSE Chain) | 400 | 8 | 3 | 17 | 27 | +4 | -3 | LH | Chn Sp SA | 15 Sp / 17 Chn |
6MK | 600 | 21 | 2 | 21(23) | 43(45) | +2 | -3 | H | - | |
6MK (FSE Chain) | 400 | 21 | 2 | 21(23) | 43(45) | KD +25 | -3 | H | Sp SA | 14 Sp/Chn |
6HP | 500x2 | 15(23) | 3(5)3 | 20 | 45 | +2 | -4 | LH | Sp SA | 27/14 |
6HP (FSE Chain) | 400x2 | 15(23) | 3(5)3 | 20 | 45 | KD +40 | -4 | LH | Chn Sp SA | 27(14) Sp / 29(16) Chn |
4HK | 400x2 | 10(19) | 3(6)3 | 19 | 40 | -2 | -6 | LH | Sp SA | 39/17 |
4HK (FSE Chain) | 300x2 | 10(19) | 3(6)3 | 19 | 40 | KD +20 | -6 | LH | Chn Sp SA | 39(17) Sp / 41(19) Chn |
5MP~4HP | 500 | 12 | 3 | 20 | 34 | KD +33 | -3 | LH | TC | 44(14) TC |
5MP~4HP~HP | 600(480) | 17 | 3 | 27 | 46 | KD +32 | -16 | LH | SA (hit) | 80(50) SA (hit) |
< Street Fighter 6 | Juri
Frame Data Tables
Character Data
Juri | HP | Throw Range |
Fwd Walk Speed |
Back Walk Speed |
Fwd Dash Speed |
Back Dash Speed |
Fwd Dash Distance |
Back Dash Distance |
Jump Speed |
Fwd Jump Distance |
Back Jump Distance |
Jump Apex |
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
10000 | 0.8 | 0.047 | 0.032 | 22 | 23 | 1.903 | 1.114 | 4+38+3 | 1.90 | 1.52 | 2.115 |
Normals and Target Combos
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
---|---|---|---|---|---|---|---|---|---|---|
input | Dmg Scaling | Punish Adv | PerfParry Adv | DR Cancel onHit | DR Cancel onBlock | After DR onHit | After DR onBlock | Hitstun | Blockstun | Hitstop |
5LP | 20% Starter | +9 | -9 | +4 | -3 | +9 | +2 | 16 | 9 | 9 |
5LP (FSE Chain) | 20% Starter | +9 | -9 | +4 | -3 | 16 | 9 | 9 | ||
5MP | +11 | -14 | +12 | +7 | +11 | +6 | 23 | 18 | 11 | |
5MP (FSE Chain) | +11 | -14 | +12 | +7 | 23 | 18 | 9 | |||
5HP | +3 | -25 | +16 | +12 | +3 | -1 | 26 | 22 | 13 | |
5HP (FSE Chain) | KD +29 | -25 | KD +46 | +12 | 22 | 12 | ||||
5LK | 20% Starter | +6 | -10 | +4 | -1 | +6 | +1 | 13 | 7 | 9 |
5LK (FSE Chain) | 20% Starter | +6 | -10 | +4 | -1 | 13 | 7 | 9 | ||
5MK | +7 | -21 / -18 | +17 | +5 | +7 | 0 | 27,23 | 15,16 | 11,11 | |
5MK (FSE Chain) | +7 | -21 / -18 | +13 / +13 | +5 / +6 | 23,23 | 15,16 | 9,9 | |||
5HK | 20% Starter | KD +42(+45) Launch | -21(-18) | +6(+9) | +1(+4) | 25 | 20 | 13 | ||
5HK (FSE Chain) | 20% Starter | KD +34 | -21 | +7 (KD +39) | +2 | 20 | 11 | |||
2LP | 20% Starter | +8 | -9 | +4 | -1 | +8 | +3 | 15 | 10 | 9 |
2LP (FSE Chain) | 20% Starter | +8 | -9 | +4 | -1 | 15 | 10 | 9 | ||
2MP | +9 | -16 | +13 | +6 | +9 | +2 | 23 | 16 | 11 | |
2MP (FSE Chain) | +9 | -16 | +13 | +6 | 23 | 16 | 9 | |||
2HP | +7 | -25 | +20 | +6 | +7 | -7 | 30 | 16 | 13 | |
2HP (FSE Chain) | KD +34 | -25 | KD +51 | +6 | 16 | 11 | ||||
2LK | 20% Starter | +7 | -9 | +7 | +3 | 14 | 10 | 9 | ||
2LK (FSE Chain) | 20% Starter | +7 | -9 | +4 | 0 | 14 | 10 | 9 | ||
2MK | 20% Starter | +5 | -20 | +11 | +4 | +5 | -2 | 23 | 16 | 9 |
2MK (FSE Chain) | 20% Starter | +5 | -20 | +11 | +4 | 23 | 16 | 8 | ||
2HK | HKD +47 | -24 | HKD +32 | -7 | 15 | 13 | ||||
2HK (FSE Chain) | HKD +47 | -24 | HKD +48 | +5 | 15 | 9 | ||||
j.LP | +10(+13) | -5(-2) | 13 | 9 | 9 | |||||
j.LP (FSE Chain) | +13 | 13 | 9 | 9 | ||||||
j.MP | +8(+17) | -11(-2) | 17 | 11 | 11 | |||||
j.MP (FSE Chain) | 17 | 11 | 11 | |||||||
j.HP | HKD +23(+34) | -13(-6) | 19 | 13 | ||||||
j.HP (FSE Chain) | 19 | 13 | ||||||||
j.LK | +9(+14) | -7(-2) | 14 | 10 | 9 | |||||
j.LK (FSE Chain) | 14 | 10 | 9 | |||||||
j.MK | +12(+17) | -7(-2) | 17 | 13 | 11 | |||||
j.MK (FSE Chain) | 17 | 13 | 11 | |||||||
7HK or 9HK | +10(+19) | -11(-2) | 19 | 15 | 13 | |||||
j.HK (FSE Chain) | 19 | 15 | 13 | |||||||
8HK | +15(+19) | -6(-2) | 19 | 15 | 13 | |||||
8HK (FSE Chain) | 19 | 15 | 13 | |||||||
6MP | +8 | -18 | +14 | +7 | +8 | +1 | 24 | 17 | 11 | |
6MP (FSE Chain) | +8 | -18 | +14 | +7 | 24 | 17 | 9 | |||
6MK | +6 | -21 | +6 | +1 | 25 | 20 | 11 | |||
6MK (FSE Chain) | KD +25 | -21 | KD +37 | +9 | 20 | 9 | ||||
6HP | +6 | -21 | +16 / +15 | +6 / +9 | +6 | 0 | 26,25 | 16,19 | 5,10 | |
6HP (FSE Chain) | KD +40 | -21 | KD +48/+53 | +6 / +9 | 16,19 | 5,6 | ||||
4HK | +2 | -20 | +10 | +4 / +6 | +2 | -2 | 20,20 | 14,16 | 13,13 | |
4HK (FSE Chain) | KD +20 | -20 | KD +51/+32 | +4 / +6 | 14,16 | 9,9 | ||||
5MP~4HP | KD +33 | 20 | 10 | |||||||
5MP~4HP~HP | -28 | 14 | 13 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
5LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5LP (FSE Chain) | 125 | [500] | 62 | ||
5MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
5MP (FSE Chain) | 750 | [1000] | 375 | ||
5HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
5HP (FSE Chain) | 1250 | [2000] | 500 | ||
5LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
5LK (FSE Chain) | 125 | [500] | 62 | ||
5MK | 2000x2 | [3000x2] | 1000x2 | 350,700 (245,490) | 175,350 (87,175) |
5MK (FSE Chain) | 500x2 | [750x2] | 250x2 | ||
5HK | 6000 | [10000] | 4000 | 1000 (700) | 500 (250) |
5HK (FSE Chain) | 1500 | [2500] | 1000 | ||
2LP | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2LP (FSE Chain) | 125 | [500] | 62 | ||
2MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
2MP (FSE Chain) | 750 | [1000] | 375 | ||
2HP | 5000 | [8000] | 2000 | 1000 (700) | 500 (250) |
2HP (FSE Chain) | 1250 | [2000] | 750 | ||
2LK | 500 | [2000] | 250 | 300 (210) | 150 (75) |
2LK (FSE Chain) | 125 | [500] | 62 | ||
2MK | 2000 | [4000] | 1000 | 600 (420) | 300 (150) |
2MK (FSE Chain) | 500 | [1000] | 250 | ||
2HK | 4000 | [10000] | 3000 | 1000 (700) | 500 (250) |
2HK (FSE Chain) | 1000 | [2500] | 750 | ||
j.LP | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.LP (FSE Chain) | 375 | 125 | |||
j.MP | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.MP (FSE Chain) | 250 | ||||
j.HP | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.HP (FSE Chain) | 500 | ||||
j.LK | 1500 | [2000] | 500 | 300 (210) | 150 (75) |
j.LK (FSE Chain) | 125 | ||||
j.MK | 2500 | [4000] | 1000 | 500 (350) | 250 (125) |
j.MK (FSE Chain) | 625 | [1000] | 250 | ||
7HK or 9HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
j.HK (FSE Chain) | 1000 | 500 | |||
8HK | 4000 | [5000] | 2000 | 1000 (700) | 500 (250) |
8HK (FSE Chain) | 500 | ||||
6MP | 3000 | [4000] | 1500 | 500 (350) | 250 (125) |
6MP (FSE Chain) | 750 | [1000] | 375 | ||
6MK | 2500 | [5000] | 1500 | 700 (490) | 350 (175) |
6MK (FSE Chain) | 625 | [1250] | 375 | ||
6HP | 2500x2 | [5000x2] | 1250x2 | 500x2 (350x2) | 250x2 (125x2) |
6HP (FSE Chain) | 625x2 | [1250x2] | 313,312 | ||
4HK | 1500x2 | [4000x2] | 1500,2000 | 500x2 (350x2) | 250x2 (125x2) |
4HK (FSE Chain) | 375x2 | [1000x2] | 375,500 | ||
5MP~4HP | 2000 | [7000] | 1000 | 1000 (700) | 500 (250) |
5MP~4HP~HP | 1000 | 1000 | 500 (350) | 250 (125) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
5LP | 0.85 | 1 | 1 | 0 | |||
5LP (FSE Chain) | 0.85 | 1 | 1 | 10 | |||
5MP | 0.93 | 1 | 1 | 0 | |||
5MP (FSE Chain) | 0.93 | 1 | 1 | 10 | |||
5HP | 1.588 (1.49) | 1 | 1 | 0 | |||
5HP (FSE Chain) | 1.588 (1.49) | 1 | 1 | 10 | |||
5LK | 1.16 | 1 | 1 | 0 | |||
5LK (FSE Chain) | 1.16 | 1 | 1 | 10 | |||
5MK | 1.427 (0.74) | 1,1 | 1,1 | 0,0 | |||
5MK (FSE Chain) | 1.427 (0.74) | 1,1 | 1,1 | 10,11 | |||
5HK | 2.264 (2.19) | '"`UNIQ--templatestyles-00000000-QINU`"'1 PC ground / '"`UNIQ--templatestyles-00000002-QINU`"'1 CH/PC air | 1 | 0 | |||
5HK (FSE Chain) | 2.264 (2.19) | 1 | 1 | 10 | |||
2LP | 0.92 | 1 | 1 | 0 | |||
2LP (FSE Chain) | 0.92 | 1 | 1 | 10 | |||
2MP | 1.12 | 1 | 1 | 0 | |||
2MP (FSE Chain) | 1.12 | 1 | 1 | 10 | |||
2HP | 0.873 | 1 | 1 | 0 | |||
2HP (FSE Chain) | 0.873 | 1 | 1 | 10 | |||
2LK | 0.97 | 1 | 1 | 0 | |||
2LK (FSE Chain) | 0.97 | 1 | 1 | 10 | |||
2MK | 1.517 (1.446) | 1 | 1 | 0 | |||
2MK (FSE Chain) | 1.517 (1.446) | 1 | 1 | 10 | |||
2HK | 1.798 (1.787) | 1 | 1 | 0 | |||
2HK (FSE Chain) | 1.798 (1.787) | 1 | 1 | 10 | |||
j.LP | 0.82 | 1 | 1 | 0 | |||
j.LP (FSE Chain) | 0.82 | 1 | 1 | 20 | |||
j.MP | 0.79 | 1 | 1 | 0 | |||
j.MP (FSE Chain) | 0.79 | 1 | 1 | 20 | |||
j.HP | 0.16 | 100 | 1 | 0 | |||
j.HP (FSE Chain) | 0.16 | 1 | 1 | 20 | |||
j.LK | 0.55 | 1 | 1 | 0 | |||
j.LK (FSE Chain) | 0.55 | 1 | 1 | 20 | |||
j.MK | 1.09 | 1 | 1 | 0 | |||
j.MK (FSE Chain) | 1.09 | 1 | 1 | 20 | |||
7HK or 9HK | 0.96 | 1 | 1 | 0 | |||
j.HK (FSE Chain) | 0.96 | 1 | 1 | 20 | |||
8HK | 1.05 | 1 | 1 | 0 | |||
8HK (FSE Chain) | 1.05 | 1 | 1 | 20 | |||
6MP | 1.478 | 1 | 1 | 0 | |||
6MP (FSE Chain) | 1.478 | 1 air | 1 | 10 | |||
6MK | 1.845 (1.837) | 1 | 1 | 0 | |||
6MK (FSE Chain) | 1.845 (1.837) | 1 | 1 | 10 | |||
6HP | 1.90 (1.78) | 1 | 1,1 | 0,1 | |||
6HP (FSE Chain) | 2.15 (1.78) | 1,1 | 1,1 | 10,11 | |||
4HK | 1.72 (1.187) | 1,1 | 1,1 | 0,1 | |||
4HK (FSE Chain) | 1.72 (1.187) | 1,1 | 1,1 | 10,11 | |||
5MP~4HP | 1 | 1 | 2 | ||||
5MP~4HP~HP | 1 | 1 | 3 |
input | Notes |
---|---|
input | Notes |
5LP | Chains into 5LP/2LP/2LK; high active frame count makes it a useful meaty (up to +8/+1); SA2 cancel: +8/+1; DR cancel is delayed until after 3rd active frame |
5LP (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; DR cancel is delayed until after 3rd active frame |
5MP | Strong combo/pressure starter and meaty tool, especially out of Drive Rush to minimize pushback; meaty timing can be up to +10/+5; SA2 cancel: +14/+9; special/DR cancel is delayed until after 2nd active frame |
5MP (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; 2f shorter hitconfirm window when chained into; special/DR cancel is delayed until after 2nd active frame |
5HP | Forces stand on hit; good whiff punish tool with long range; large hurtbox makes it weak as an anti-air; SA2 cancel: +18/+14 |
5HP (FSE Chain) | Chained version during SA2 (FSE); forces stand on hit; maintains juggle state vs. airborne opponents; 1f shorter hitconfirm window when chained into |
5LK | Good range for a light normal, but can't combo into 214MK; SA2 cancel: +5/0; special cancel is delayed until after 2nd active frame |
5LK (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; special cancel is delayed until after 2nd active frame |
5MK | 8f startup for 2nd hit only; 1st hit can combo from 5LP and has enough hitstun to combo to 214HK for a launch and Fuha stock; great poke in neutral (1st hit can interrupt opponent's button while 2nd hit extends for long range); very effective when used out of Drive Rush; SA2 cancel: +19/+7 (1st hit) |
5MK (FSE Chain) | Chained version during SA2 (FSE); 1st hit has 4f less hitstun (cannot combo into 214HK); when chained into, 4f shorter hitconfirm window (2f if 2nd hit only); maintains juggle state vs. airborne opponents |
5HK | Not airborne despite the animation; Counter-Hit/Punish Counter puts airborne opponents into limited juggle state; Punish Counter also puts grounded opponents into limited juggle state with a follow-up juggle; long range and safe on block makes it great in neutral; better frame advantage when well spaced (very difficult to connect with the final active frame) |
5HK (FSE Chain) | Becomes fully cancelable during FSE, even when not chained into; not airborne despite the animation; maintains juggle state vs. airborne opponents; 2f shorter hitconfirm window when chained into; special/DR cancel is delayed until after 5th recovery frame |
2LP | Chains into 5LP/2LP/2LK; SA2 cancel: +7/+2; DR cancel is delayed until after 2nd active frame |
2LP (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; DR cancel is delayed until after 2nd active frame |
2MP | Good combo tool and useful when buffered in neutral; good anti-air for horizontal approaches (hitbox is above her extended fist); SA2 cancel: +15/+8 |
2MP (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; 2f shorter hitconfirm window when chained into |
2HP | Forces stand on hit; great anti-air but cannot hit cross-up (upward leg hurtbox is anti-air invincible on frames 8-15); Punish Counter puts airborne opponents into spinning free juggle state; all active frames are cancelable; powerful combo starter after a canceled Drive Rush hitconfirm; SA2 cancel: +22/+8 |
2HP (FSE Chain) | Chained version of 2HP during SA2 (FSE); jump cancelable on hit only; when jump canceled, FSE air normals cause juggle state; 2f shorter CHAIN react window when chained into |
2LK | Chains into 5LP/2LP/2LK; becomes fully cancelable during Feng Shui Engine |
2LK (FSE Chain) | Chained version during SA2 (FSE); 2f shorter special hitconfirm window when chained into; maintains juggle state vs. airborne opponents |
2MK | Excellent range for a cancelable low poke in neutral; SA2 cancel: +15/+8; Range: 1.517 (1st frame: 1.446); DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery |
2MK (FSE Chain) | Chained version during SA2 (FSE); 1f shorter hitconfirm window when chained into; maintains juggle state vs. airborne opponents; Range: 1.517 (1st frame: 1.446); DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery |
2HK | Not a Hard Knockdown when juggled into (requires free juggle state or Drive Rush 2HK); becomes fully cancelable during Feng Shui Engine (even when not chained into) |
2HK (FSE Chain) | Chained version of 2HP during SA2 (FSE); maintains juggle state vs. airborne opponents; 4f shorter hitconfirm window when chained into |
j.LP | During FSE forward jump, can cancel into divekick |
j.LP (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents |
j.MP | Puts airborne opponents into limited juggle state; cancelable into divekick; instant j.MP > j.214KK is a useful option against corner throw loops (much less punishable than a blocked reversal); can only be used as a fuzzy instant overhead if the opponent is in Burnout and blocks a deep j.HK |
j.MP (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents |
j.HP | Cross-up; causes a spike knockdown vs. airborne opponents with no Hard Knockdown; better KD Adv. when hitting lower to the ground; Juri's collision box prevents her from connecting this on grounded opponents late in her jump arc (cannot use in safe jump setups); during FSE forward jump, can cancel into divekick |
j.HP (FSE Chain) | Chained version during SA2 (FSE) |
j.LK | Cross-up; can be used as a fuzzy instant overhead (vs. Blanka, will not work after perfect safe jump j.HK timing); during FSE forward jump, can cancel into divekick |
j.LK (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents |
j.MK | Cross-up; during FSE forward jump, can cancel into divekick |
j.MK (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents |
7HK or 9HK | During FSE forward jump, can cancel into divekick; shifts Juri's hurtbox upward during startup |
j.HK (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents |
8HK | Hits on both sides (can cross-up if opponent tries to move underneath Juri); can be used as an air-to-air; when chained after FSE nj.MP, puts airborne opponents into juggle state; shifts Juri's hurtbox upward during startup |
8HK (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents |
6MP | SA2 cancel: +16/+9 |
6MP (FSE Chain) | Chained version during SA2 (FSE); 2f shorter hitconfirm window when chained into; maintains juggle state vs. airborne opponents |
6MK | Not airborne despite the animation; 2 extra recovery frames on whiff |
6MK (FSE Chain) | Chained Feng Shui Engine version; not airborne despite the animation; the special/chain cancel window only applies when chaining into 6MK and the KD doesn't allow anything to juggle on hit; 2 extra recovery frames on whiff; special/DR cancel is delayed until after 2nd active frame |
6HP | Both hits are cancelable; 23f startup for 2nd hit only; 1st hit has more hitstun and blockstun for cancels; both hits put airborne opponent into limited juggle state; carries counter-hit/Punish Counter advantage through both hits; SA2 cancel: +18/+8 (1st hit), +17/+11 (2nd hit) |
6HP (FSE Chain) | Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; 4f shorter hitconfirm window when chained into; canceling the 1st hit uses less juggle potential, allowing alternate juggle routes in exchange for some initial damage |
4HK | Both hits are cancelable; 1st hit forces stand and puts airborne opponents into limited juggle state; 2nd hit causes OTG bounce vs. airborne opponents; 19f startup for 2nd hit only; carries counter-hit/Punish Counter advantage through both hits; SA2 cancel: +12/+6 (1st hit), +12/+8 (2nd hit) |
4HK (FSE Chain) | Chained version during SA2 (FSE); both hits knock down; 2nd hit causes OTG bounce vs. airborne opponents; 8f shorter hitconfirm window when chained into |
5MP~4HP | Safe Target Combo starter that leaves ample time to confirm the final hit; leaves a 2f blockstring gap after 5MP |
5MP~4HP~HP | (refers to scaled damage); not airborne despite the animation; always a true blockstring from 4HP; puts opponent into limited juggle state; cannot cancel into Super on block |
Drive and Throw
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +25 | - | T |
4LPLK | 1200 (2040) | 5 | 3 | 23 | 30 | KD +18 | - | T |
j.LPLK | 1200 (2040) | 5 | 3 | 3 land | - | KD +2(+4) | - | T |
HPHK | 800 | 26 | 2 | 35 | 62 | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | LH |
6HPHK | 500 recoverable | 20 | 3 | 26(31) | 48(53) | KD +23 | -6 | LH |
6HPHK | 500 recoverable | 18 | 3 | 26(31) | 46(51) | KD +23 | -6 | LH |
MPMK | - | 1 | 12 or until released | 33(1)(11) | 45(3) | - | - | - |
MPMK~66 | - | 3+8 | - | 15(37) | 26(48) | - | - | - |
MPMK or 66 | - | 9 | - | 15(37) | 24(46) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
LPLK | 20% Immediate | HKD +25 | ||||
4LPLK | 20% Immediate | HKD +18 | ||||
j.LPLK | HKD +2(+4) | |||||
HPHK | 200 | 20% Starter (Hit) 20% Multiplier (Block) | Crumple (Standing +21, Juggle +46, HKD +104) | -35 | 34 | 25 |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
6HPHK | 125 recoverable | KD +23 | -27 | 23 | 20 | |
MPMK | 50% Multiplier (Perfect) | |||||
MPMK~66 | 15% Multiplier (Mid-Combo) | |||||
MPMK or 66 | 15% Multiplier (Mid-Combo) |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit |
LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
4LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
j.LPLK | [10000] | 2000 | 2000(1400) [4000(2800)] | |
HPHK | 5000 | 10000 [15000] | -10000 | [3000(2100)] |
6HPHK | -20000 | |||
6HPHK | -20000 | |||
MPMK | -5000,250~ | |||
MPMK~66 | -10000 | |||
MPMK or 66 | -30000 |
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|
input | Invuln | Armor | Range | Juggle Start | Juggle Increase | Juggle Limit |
LPLK | 0.80 | |||||
4LPLK | 0.80 | |||||
j.LPLK | 0.80 | |||||
HPHK | 1-27 | 2.511 | 0 | 1 | 0 | |
6HPHK | 1-22 Full | Break | 1.598 | 200 | 100 | 1 |
6HPHK | 1-20 Full | Break | 1.598 | 200 | 100 | 1 |
MPMK | 6 Full (after Perfect Parry) | |||||
MPMK~66 | ||||||
MPMK or 66 |
input | Notes |
---|---|
input | Notes |
LPLK | Has access to corner throw loops by dashing (+3) |
4LPLK | No throw oki after back throwing opponent into corner, but can use meaty strikes |
j.LPLK | KD Adv. varies based on height (lower height = worse advantage); switches sides; no oki after throwing opponent back into the corner |
HPHK | See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK | Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
6HPHK | Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK | See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66 | See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.641 (min/throw), 2.479 (min/block), 3.999 (max/final DR frame) |
MPMK or 66 | See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Specials
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
---|---|---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard | Cancel | Hitconfirm |
214LK | 600 | 10 | 4 | 19(21) | 32(34) | KD +37 | -4 | LH | SA3 | 19 |
214MK | 600 | 13 | 4 | 21 | 37 | KD +37 | -6 | LH | SA3 | 24 |
214HK | 500 | 25 | 5 | 19(21) | 48(50) | KD +46 | -8 | LH | SA3 | 16 |
214KK | 600 | 12 | 6 | 21 | 38 | KD +45 | -12 | LH | SA2 SA3 | 30 |
236LK | 400 | 16 | 10 | 20 | 45 | -2 | -8 | LH | SA3 | 3 |
236LK (1 Stock) | 600 | 16 | [80] | 29 | 45 | +1 | -3 | LH | SA3 | 3 (SA/follow-up) |
236LKMK | 400x2 | 11 | [120] | 27 | 38 | KD +39 | -2 | LH | SA2 SA3 | 7 SA / 4 follow-up |
236MK | 600 | 24 | 4 | 19 land | 46 | +5 (KD +21~23) | -10 | LH | SA3 | 23 |
236MK (1 Stock) | 600 | 24 | 4 | 19 land | 46 | +8 (KD +21~23) | -10 | LH | SA3 | 23 (SA/follow-up) |
236LKHK | 800 | 24 | 4 | 19 land | 46 | +9 (KD +56~57) | -10 | LH | SA2 SA3 | 23 (SA/follow-up) |
236HK | 1000 | 18 | 4 | 27 | 48 | KD +27 | -11 | LH | SA3 | 22 |
236HK | 700,500 (1200) | 18 | 4(12)3 | 27 | 63 | KD +37 | -12 | LH | SA3 | 36 (SA/follow-up) |
236MKHK | 400x3 (1200) | 18 | 4(12)3(28)5 | 28 | 97 | KD +32 | -16 | LH | SA2 SA3 | 77(38) (SA/follow-up) |
623LP | 400x2 | 11 | 3(2)2 | 22 | 39 | KD +37 | -8 | LH | SA3 | 17 |
623MP | 300x4 (1200) | 5 | 8(5)2(3)2 | 24+14 land | 62 | KD +31 | -37 | LH | - | |
623HP | 300x4 (1200) | 5 | 8(5)2(3)2 | 24+14 land | 62 | KD +28 | -37(-41) | LH | - | |
623PP | 600,200x3,400 (1600) | 6 | 4(1)2(6)2(2)2 | 32+19 land | 75 | KD +5 | -48 | LH | - | |
j.214K | 400 | 18 | until landing | 18 land | - | KD +34(+41) | -10(-3) | LH | - | |
j.214K~K | 300x2,600 (1200) | 6 | 4(4)4(17)4 | 23(29)+12 land | 77 | KD +28(+33) | - | - | - | |
j.214KK | 300 | 16 | until landing | 18 land | - | KD +37(+44) | -10(-3) | LH | - | |
j.214KK~K | 300x3 (900) | 6 | 4(4)4(17)4 | 27(34)+7 land | 77 | KD +50(+57) | - | - | - |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
214LK | 150 | KD +37 | -21 | 21 | 9(11) | |
214MK | 150 | KD +37 | -23 | 19 | 9(11) | |
214HK | 125 | KD +46 | -24 | 15 | 11 | |
214KK | 150 | KD +45 | -25 | 15 | 11 | |
236LK | 100 | +2 | -19 | 22 | 8 | |
236LK (1 Stock) | 150 | 20% Starter; Combo (2 hits) | +5 | -19 | 27 | 8 |
236LKMK | 100x2 | KD +42 | -6 | 26 total | 5,6 | |
236MK | 150 | 20% Starter; Combo (2 hits) | +9 | -21 | 13 | 13 |
236MK (1 Stock) | 150 | 20% Starter; Combo (2 hits) | +12 | -21 | 13 | 13 |
236LKHK | 200 | 20% Starter; Combo (2 hits) | +13 | -21 | 13 | 13 |
236HK | 250 | KD +27 | -29 | 20 | 12(14) | |
236HK | 175,125 (300) | KD +37 | -28 | 34 total | 4,12 (6,14) | |
236MKHK | 100x3 (300) | 20% Starter | KD +32 | -31 | 64 total | 4,5,12 (6,7,14) |
623LP | 100x2 | KD +37 | -27(-22) | 21 total | 3,6 | |
623MP | 75x2 (150) | KD +31 | -49(-56) | 21 total | 4,3,3,13 | |
623HP | 75,(75) | KD +28 | -49(-56) | 21 total (17 crouch) | 4,3,3,13 | |
623PP | 150,50 (200) | KD +5 | -68 | 22 total | 3x4,8 | |
j.214K | 100 | KD +34(+41) | -24(-17) | 16 | 5 | |
j.214K~K | KD +28(+33) | 2,3,10 | ||||
j.214KK | 75 | KD +37(+44) | -24(-17) | 16 | 5 | |
j.214KK~K | KD +50(+57) | 2,2,12 |
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
---|---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | Drive Gain | SuperGain Hit | SuperGain Block |
214LK | 2500 | [5000] | 2000 | 600 (420) | 300 (150) |
214MK | 2500 | [5000] | 2000 | 600 (420) | 300 (150) |
214HK | 2500 | [5000] | 2000 | 600 (420) | 300 (150) |
214KK | 2500 | [5000] | -20000 | 600 (420) | 300 (150) |
236LK | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236LK (1 Stock) | 2500 | [3000] | 1000 | 600 (420) | 300 (150) |
236LKMK | 1500x2 | [2500x2] | -20000 | 300x2 (210x2) | 150x2 (75x2) |
236MK | 3000 | [5000] | 2000 | 800 (560) | 400 (200) |
236MK (1 Stock) | 3000 | [5000] | 2000 | 800 (560) | 400 (200) |
236LKHK | 3000 | [5000] | -20000 | 800 (560) | 400 (200) |
236HK | 4000 | [5000] | 1000 | 700 (490) | 350 (175) |
236HK | 2500x2 | [2500x2] | 1000x2 | 400,300 (280,210) | 200,150 (100,75) |
236MKHK | 2000x3 | [1700x2,1600] | -20000 | 300x2,200 (210x2,140) | 150x2,100 (75x2,50) |
623LP | 2000x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
623MP | 2000x2 | [5000] | 500x4 (500x2) | 300x2,200x2 (210x2,140x2) | 150x2 (75x2) |
623HP | 2000x2 | [5000] | 500x4 (500x2) | 300x2,200x2 (210x2,140x2) | 150x2 (75x2) |
623PP | 2000x2 | -20000 | 400,100x3,200 (280,70x3,140) | 200,50 (100,25) | |
j.214K | 3000 | [5000] | 2000 | 600 (420) | 300 (150) |
j.214K~K | 600x3 | 200x3 (140x3) | |||
j.214KK | 3000 | [5000] | -20000 | 600 (420) | 300 (150) |
j.214KK~K | 200x3 (140x3) |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
214LK | 0.95 | 1 | 1 | 1 | |||
214MK | 1.526 | 1 | 1 | 1 | |||
214HK | 1.80 | 3 | 1 | 1 | |||
214KK | 1.619 | 2 | 1 | 2 | |||
236LK | 1 | 1 | 1 | ||||
236LK (1 Stock) | 1 | 1 | 1 | ||||
236LKMK | 1 ground / 1,1 air | 1,2 | 3,4 | ||||
236MK | 8-27 (FKD) | 2.23 (2.12) | 1 | 1 | 1 | ||
236MK (1 Stock) | 8-27 (FKD) | 2.23 (2.12) | 1 | 1 | 10 | ||
236LKHK | 8-27 (FKD) | 2.23 (2.12) | 1 | 1 | 11 | ||
236HK | 2.693 (2.613) | 1 | 1 | 5 | |||
236HK | 3.771 (2.613) | 1 ground / 1,1 air | 1,1 | 6,7 | |||
236MKHK | 5.482 (2.613) | 4 ground / 1,3,1 air | 1,3,1 | 6,7,10 | |||
623LP | 1.821 (1.496) | 1 ground / 1,1 air | 1,2 | 4,5 | |||
623MP | 1-8 Air | 9-48 (FKD) | 0.88 (1st) | 4 ground / 1x4 air | 1x4 | 2,5,10,11 | |
623HP | 1-8 Air | 7-48 (FKD) | 1.061 (1st) | 4 ground / 1x4 air | 1x4 | 2,5,10,11 | |
623PP | 1-9 Full | 10-56 (FKD) | 1.03 (1st) | 1x4,10 | 1,0x3,10 | 6,8x3,50 | |
j.214K | Until Land (FKD) | 1 | 1 | 20 | |||
j.214K~K | Until Land (FKD) | 0,0,1 | 21x3 | ||||
j.214KK | Until Land (FKD) | 1 | 1 | 20 | |||
j.214KK~K | Until Land (FKD) | 0,0,1 | 21x3 |
input | Notes |
---|---|
input | Notes |
214LK | Gains 1 Fuha stock on hit/block/whiff on frame 10; 1-hit projectile clash hitbox on frames 8-13; puts opponent into limited juggle state (only combos into SA3); does not move forward during startup; 2f extra recovery on whiff; 8f hitstop when clashing with projectile |
214MK | Gains 1 Fuha stock on hit/block/whiff on frame 13; 1-hit projectile clash hitbox on frames 11-16; puts opponent into limited juggle state (only combos into SA3); takes small step forward, making it more consistent in combos (but does not combo naturally from 5LK); 8f hitstop when clashing with projectile |
214HK | Gains 1 Fuha stock on hit/block/whiff on frame 25; 1-hit projectile clash hitbox on frames 23-28; launches opponent high into a limited juggle state; takes large step forward (but only combos naturally from 5HP, 2HP, and first hit of 5MK and 6HP); 2f extra recovery on block; 8f hitstop when clashing with projectile |
214KK | Gains 1 Fuha stock on hit/block/whiff on frame 12; 2-hit OD projectile clash hitbox on frames 10-17; launches opponent high into a limited juggle state; takes small step forward (consistent like the MK version while comboing naturally from light normals); SA2 cancel: KD+49/-8; 8f hitstop when clashing with projectile |
236LK | 1-hit projectile hitbox (can lose to projectile-invuln moves); very short range |
236LK (1 Stock) | 1-hit projectile; costs 1 Fuha stock; can press MK or HK to cancel into other 236K specials for 1 Fuha stock (within the first 3 active frames) |
236LKMK | 2-hit OD projectile; only the 2nd hit knocks down; can press MK or HK to cancel into other OD 236K specials for 1 Fuha stock and 1 Drive bar; SA2 cancel: KD+57/+17 |
236MK | 8-27f low crush; KD vs. airborne opponents |
236MK (1 Stock) | Costs 1 Fuha stock; 8-27f low crush; KD vs. airborne opponents; can press LK or HK to cancel into other 236K specials for 1 Fuha stock |
236LKHK | 8-27f low crush; OTG bounce vs. airborne opponents (limited juggle state); pressing LK or HK cancels to other OD 236K specials for 1 Fuha stock + 1 Drive bar; SA2 cancel: +16/-3 |
236HK | Puts airborne opponents into limited juggle state (only high airborne connect launches high enough for follow-up juggle besides SA3 cancel); good juggle ender for damage when canceling to SA3 |
236HK | Costs 1 Fuha stock; both hits are Super cancelable; can press LK or MK to cancel into other 236K specials for 1 Fuha stock; puts opponent into limited juggle state (only airborne hit launches high enough for follow-up juggle besides SA3 cancel); good for damage when comboing into SA3 |
236MKHK | All 3 hits are Super cancelable; first hit keeps opponent grounded, 2nd and 3rd hits put opponent into limited juggle state; can press LK or MK to cancel any hit into other OD 236K specials for 1 Fuha stock and 1 Drive bar; SA2 cancel: +17/+17 (1st hit), KD+54/+15 (2nd hit), KD+52/+4 (3rd hit); 3rd hit cannot juggle into held SA2 dash attack |
623LP | Both hits are SA3 cancelable; not airborne; fairly consistent combo ender |
623MP | Strong anti-air but cannot hit cross-up; slightly less horizontal range than 623HP |
623HP | Only 1 hit connects vs. crouch block (4f worse oB, less chip damage); strong combo ender and anti-air but cannot hit cross-up; slightly more horizontal range than 623MP |
623PP | Juri's primary reversal option; final attack comes out on hit only; cannot hit cross-up |
j.214K | During forward jump only; can input follow-up on hit only; puts opponent into limited juggle state (lower connect allows better follow-up juggles); button strength does not affect trajectory |
j.214K~K | Comes out on hit only; can delay the input to get better KD Advantage; no follow-up after juggle state; Juri is in a crouching state during landing recovery; total recovery time before landing varies by juggle height |
j.214KK | During forward jump only; can input follow-up on hit only; puts opponent into limited juggle state |
j.214KK~K | Puts opponent into limited juggle state; comes out on hit only; can delay the input to get better juggle follow-ups and better KD Adv.; Juri is in a crouching state during landing recovery; total recovery time before landing varies by juggle height |
Supers
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
---|---|---|---|---|---|---|---|---|
input | Damage | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Guard |
236236K | 1800 | 7 | - | 201 total | 201 | KD +26(+49) | -32 | LH |
236236[K] | 2100 | 7 | - | 201 Total | 201 | KD +26(+49) | -32 | LH |
214214P | - | 1 | [600] | 6 | 7 | - | - | - |
214214[P] | 300 | 9 | 11 | 26 | 45 | -4(+6) | -17(-7) | LH |
214214K | 4000 | 10 | 4 | 52 | 65 | HKD +22 | -36 | LH |
214214K | 4500 | 10 | 4 | 52 | 65 | HKD +20 | -36 | LH |
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
---|---|---|---|---|---|---|
input | Chip | Dmg Scaling | Punish Adv | PerfParry Adv | Blockstun | Hitstop |
236236K | 83x5,85 (500) | 30% Minimum | KD +26(+49) | -51 | 54,46,30 | 3,6,6,8,6,10 |
236236[K] | 83x5,85 (500) | 30% Minimum | KD +26(+49) | -51 | 54,46,30 | 3,6,6,8,6,10 |
214214P | ||||||
214214[P] | 75 | 40% Minimum | 0(+10) | -33(-25) | 20 | 10 |
214214K | 1000 | 50% Minimum; 10% Immediate (Sp) | HKD +22 | -54 | 20 | 17 |
214214K | 1250 | 50% Minimum; 10% Immediate (Sp) | HKD +20 | -54 | 20 | 17 |
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
---|---|---|---|---|
input | DriveDmg Block | DriveDmg Hit[PC] | SuperGain Hit | SuperGain Block |
236236K | 500,400x5 (2500) | 800x5,1000 (5000) | -10000 | -10000 |
236236[K] | 500,400x5 (2500) | 800x5,1000 (5000) | -10000 | -10000 |
214214P | -20000 | -20000 | ||
214214[P] | 5000 | 10000 | -20000 | -20000 |
214214K | 7500 | 15000 | -30000 | -30000 |
214214K | 10000 | 20000 | -30000 | -30000 |
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
---|---|---|---|---|---|---|---|
input | Invuln | Armor | Airborne | Range | Juggle Start | Juggle Increase | Juggle Limit |
236236K | 1-8 Strike/Throw | Break | 1 | 0x5,99 | 99 | ||
236236[K] | 1-8 Strike/Throw | Break | 1 | 0x5,99 | 99 | ||
214214P | |||||||
214214[P] | Break | 3.113 (1.894) | 0 | 0 | 99 | ||
214214K | 1-13 Full | Break | 2.199 (2.096) | 99 | |||
214214K | 1-13 Full | Break | 2.199 (2.096) | 99 |
input | Notes |
---|---|
input | Notes |
236236K | Projectile hitbox; active frames and KD Adv. are highly variable based on screen position; Full Dmg distribution: 200x4,300,700 |
236236[K] | Projectile hitbox; requires one Fuha stock to use (consumes this stock); active frames and KD Adv. are highly variable based on screen position; Full Dmg distribution: 200x4,300,1000 |
214214P | Lasts 600 frames (10 seconds); timer stops counting down during attack hit/block freeze; allows Juri to chain into normals of equal or ascending strength (cannot chain back into the same attack); chains change the properties of certain moves (6MK and Heavy normals become knockdowns); 5HK/2LK/2HK/6MK become cancelable |
214214[P] | Holding the button performs a dash attack; puts airborne opponents into free juggle state or maintains existing juggle state; can cancel on hit/block into any normal; afterwards, has same properties as regular Feng Shui Engine activation; dash attack cannot hit cross-up |
214214K | Cinematic time regenerates ~2 Drive bars for Juri |
214214K | Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Juri |