Street Fighter X Tekken/Juri

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Juri

Sfxt juri face.jpg

Ideal Team Position: Point


Fast and evasive, Juri relies on her exceptional speed to confound opponents and force them to get impatient so they jump at her, at which point she tags them with her cr.hp and gets a full combo. The quick startup and unique angle of her divekick, as well as being able to fire off slow-moving angled fireballs herself and storing them when necessary, give her plenty of options against zoning characters. For characters equipped with anti-zoning options such as duck dashing or wavedashing, Juri has a plethora of fast normals with generous hitboxes to keep these opponents out. If you’re playing Juri, your primary gameplan should be keeping the opponent on the defensive as she preys upon indecisiveness. She can close the gap quickly thanks to her many movement options, and once she’s in the opponent’s face she can pester them with a quick overhead, stored Fuhajin frame traps, and throw pressure thanks to her fast walkspeed. In addition to this, she has several techniques she can use to tag a partner in that can compliment her speed and make up for her low damage output, such as a double-hitting Fuhajn or the long animation of her HK Pinwheel. Use Juri to help your team make a statement that you and you alone are going to dictate the flow of the match, because Juri does not play well with others when she’s not the one calling the shots.


Strengths Weaknesses

+Exceptional mobility allows her to chase down opponents effectively, which is important against opponents who excel at burning the clock

+Fast, shallow jump can make her difficult to anti-air at close range, making her effective at rushing down opponents with lack of close-range anti-air options

+Numerous ways to safely tag in her partner, such as with Pinwheel or with Fuhajins (the fireball kick)

+Fuhajins can now hit opponents on both hits

+Stored Fuhajins are heavily advantageous on block, giving her a plethora of frame traps and pressure

+Overhead f+mk is comboable on CH, safe on block, comes out fast and recovers quickly

+Large hitbox of cr.HP as well as the ability to jump-cancel gives her damaging anti-air options

-low damage output

-limited solo combo ability

-has difficulty opening up opponents if they get wise to her frame traps

-difficulty dealing with frame pressure as she lacks reversals that can allow her to reliably shift the tide of battle, other than EX Pinwheel which is slow on startup.

-low health

-while she can chase down opponents effectively, she has difficulty removing herself from bad situations, forcing her to maintain offense or defer to a partner that can do so in her stead


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png Speccancel.png
Standing Medium Punch
Mp.png
Speccancel.png
Standing Hard Punch
Hp.png
Standing Light Kick
Lk.png
Speccancel.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Knockdown.png
Close Light Kick
(near opponent) Lk.png
Rpdfire.png
Speccancel.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Speccancel.png on 1st hit
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Jcancel.png On hit only
Knockdown.png vs airborne
Crouching Light Kick
D.png + Lk.png
Rpdfire.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Low.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Knockdown.png vs airborne
Speccancel.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Groundbounce.png vs airborne
crossup
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
crossup
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
crossup
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Sekku
F.png + Mk.png
High.png
Knockdown.png vs airborne

Throws

Name
Command
Notes
Karen Kick
F.png or N.png + Lp.png + Lk.png
Throw.png
Assatsu Kick
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Fuhajin
Qcf.png + K.png
(can charge and release)
Ex.png
Knockdown.png on startup
Knockdown.png vs airborne for Proj.png
Knockdown.png on 2nd hit for Ex.png
Shikusen
air Qcb.png + K.png
Ex.png
Knockdown.png
Wallbounce.png on 4th hit for Ex.png
    2nd Impact
Shikusen (on hit or block) ---.png
K.png
Knockdown.png
       3rd strike
2nd Impact (on hit or block) ---.png
K.png
Knockdown.png
Kasatushi
"Counter Teleport"
Qcb.png + P.png
Ex.png
counters non-super attacks
Senpusha
"pinwheel"
Qcb.png + K.png
Ex.png Chrg.png
Knockdown.png on 4th hit for M.png and H.png version
Knockdown.png on final hit of Ex.png

Super Combo

Name
Command
Notes
Kaisen Dankairaku
Qcb.png + 3k.png
Low.png

Frame Data (updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 5 3 7 +7 +3 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Far MP H 60 6 4 15 +2 -2 SM,EX,SA,CA 2 1 1 -
Far HP **LC H 90 11 3 25 -3 -8 - 3 1 1 -
Far LK H 30 5 3 10 +4 0 SM,EX,SA,CA 1 1 1 -
Far MK H 30,30 6 1,4 17 0 -4 - 2,2 1,1 1 -
Far HK H 90 16 4 21 0 -5 - 3 1 1 Airborne frames 7-24
Close LP H 30 5 3 7 +7 +3 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Close MP H 60 6 4 18 -1 -5 SM,EX,SA,CA 2 1 1 -
Close HP H 90 7 4 29 float -8 SM,EX,SA,CA 3 1 0 Airborne frames 4-23
Close LK H 30 4 3 8 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Close MK H 30,30 7 3(6)2 24 -5 -9 SM,EX,SA,CA 2,2 1,1 1 Airborne frames 1-6
Close HK H 45,45 12 2(2)2 23 0 -5 1st hit: SM,EX,SA,CA 3,3 1,1 1 -
Crouch LP H 30 4 4 8 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MP H 60 5 6 12 +3 -1 SM,EX,SA,CA 2 1 1 -
Crouch HP H 75 8 4 23 -2 -7 SM,EX,SA,CA, on hit:jump 0 1 1 Knockdown on airborne opponent
Crouch LK L 30 4 4 8 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light normal moves
Crouch MK L 60 6 2 18 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HK **LC L 90 9 2 26 hard knockdown -8 - 2 1 - -
Jump Up LP M 40 5 7 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 6 7 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 9 4 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK M 40 6 10 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 9 4 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 5 11 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 6 6 until ground+4 +16 +5 - 2 1 1 Knockdown on airborne opponent
Jump Diagonal HP M 75 8 4 until ground+4 +20 +8 - 3 1 1 Ground bounce on airborne opponent
Jump Diagonal LK M 40 6 6 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 6 6 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 7 6 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 120 12 3 15 hard knockdown 0 - - - - Invulnerability frames 1-12, Resembles Fuhajin
Karen Kick LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Assatsu Kick b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Sekku **LC f+MK M 70 15 2 16 +2 -2 - 2 1 0 Airborne frames 7-20, Knockdown on airborne opponent
Fuhajin **LC qcf+K H 60 11 4 19 float -4 - 3 4 0 Hold button to store projectile, release button to release projectile, last 3 frames of recovery can be canceled into projectile release.
Fuhajin LK LK Fuhajin release H 40 12 - 21 +11 +4 - 3 3 0 Projectile active for 51 frames
Fuhajin MK MK Fuhajin release H 50 12 - 21 +11 +4 - 3 3 0 Projectile active for 51 frames, Airborne frames 4-12, Knockdown on airborne opponent
Fuhajin HK HK Fuhajin release H 60 12 - 21 +11 +4 - 3 3 0 Projectile active for 51 frames, Airborne frames 4-12, Knockdown on airborne opponent
Fuhajin EX (LK+MK) qcf+LK+MK H 50,70 14 - 26 knockdown +11 - 3,3 0,4 0 Projectile active for 47 frames
Fuhajin EX (MK+HK) qcf+MK+HK H 50,70 16 - 24 knockdown +13 - 3,3 0,4 0 Projectile active for 45 frames, Airborne frames 4-15
Fuhajin EX (LK+HK) qcf+LK+HK H 50,70 14 - 26 knockdown +11 - 3,3 0,4 0 Projectile active for 45 frames, Airborne frames 4-15
Shikusen LK qcb+LK (air) H 40 15 until ground until ground+15 knockdown -3 2nd impact 3 1 0 -
Shikusen MK qcb+MK (air) H 40 15 until ground until ground+15 knockdown -3 2nd impact 3 1 0 -
Shikusen HK qcb+HK (air) - 40 15 until ground until ground+15 knockdown -3 2nd impact 3 1 0 -
Shikusen EX qcb+KK (air) - 50,25x2,60 15 until ground until ground+14 wall bounce -20 - 4,4,4,4 0,0,0,3 0 -
2nd Impact K during Shikusen H 20,20 10 4(5)3 until ground+20 knockdown -6 3rd strike 3,4 1,1 0 -
3rd Strike K during 2nd impact H 80 21 3 until ground+10 knockdown -13 - 4(LK,MK)/3(HK) 3 0 -
Kasatuchi LP **LC qcb+LP counter - 1 32 17 - - - - - - Counters all strikes and projectiles
Kasatuchi MP **LC qcb+MP counter - 1 32 17 - - - - - - Counters all strikes and projectiles
Kasatuchi HP **LC qcb+HP counter - 1 32 17 - - - - - - Counters all strikes and projectiles
Kasatuchi EX **LC qcb+PP counter - 1 32 17 - - - - - - Counters all strikes and projectiles
Kasatuchi LP activated - - - 20 - 17 - - - - - - Strike and projectile invulnerability frames 1-20, Ports forward
Kasatuchi MP activated **LC - - - 15 - 15 - - - - - - Strike and projectile invulnerability frames 1-18, Ports backward
Kasatuchi HP activated - - - 8 - until ground+11 - - - - - - Strike and projectile invulnerability frames 1-17, Ports vertically upward, ground recovery frames is 4f after a jumping normal
Kasatuchi EX activated (f/b/u) - - - 21/16/8 - 17/15/until ground+11 - - - - - - Ports forward, backward, vertically or diagonally upward depending on stick position, strike and projectile invulnerability frames vary depending on direction
Senpusha LK qcb+LK H 60,40 10 3(1)4 22 0 -5 - 4,5 1,1 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 10-20, Forces standing
Senpusha MK qcb+MK H 45,25x3 12 3(1)4(5)4(1)4 20 float -10 - 3,3,3,3 4,4,4,4 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 12-37
Senpusha HK **LC qcb+HK H 50,30x3 17 3(1)4(5)4(1)5 26 float -15 - 3,3,3,3 4,4,4,4 0 Chargeable: 51F for EX Version and 100F for Super Art, Airborne frames 17-42
Senpusha EX **LC qcb+KK H 12x5,20 10 3(1)4(3)6(1)3(4)6(1)3 31 float -18 - 6,6,6,6,6,6 1,1,1,1,1,1 0 Chargeable: 51F for Super Art, Invulnerability frames 1-13, Projectile invulnerability frames 14-49, Airborne frames 10-49
Kaisen Dankairaku qcb+KKK L,L,H 300 13 4(1)6(1)4(1)3(1)2(5)4(4)4(6)4 75 hard knockdown -79 - 5 1 - 69 frames cinematic freeze before attack begins, Invulnerability frames 1-18, Airborne frames 106-187
Cross Art **LC qcf+MP+MK H 150+ 9 2 67 switch -47 - 3 - - 71 frames cinematic freeze before attack begins, Invulnerability frames 1-9

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 5 3 7 +7 +3 - Rapid fire cancelable into light normal moves
Far MP **LC H 42 6 4 21 -4 -8 EX,SA,CA -
Far HP **LC H 63 11 3 34 -12 -17 - -
Far LK H 30 5 3 10 +4 0 - -
Far MK **LC H 21,21 6 1,4 23 -6 -10 - -
Far HK **LC H 63 16 4 30 -9 -14 - Airborne frames 7-24
Close LP H 30 5 3 7 +7 +3 - Rapid fire cancelable into light normal moves
Close MP **LC H 42 6 4 24 -7 -11 EX,SA,CA -
Close HP **LC H 63 7 4 39 float -18 EX,SA,CA Airborne frames 4-23
Close LK H 30 4 3 8 +6 +2 - Rapid fire cancelable into light normal moves
Close MK **LC H 21,21 7 3(6)2 30 -11 -15 EX,SA,CA Airborne frames 1-6
Close HK **LC H 31,31 12 2(2)2 33 -10 -15 1st hit: EX,SA,CA -
Crouch LP H 30 4 4 8 +5 +1 - Rapid fire cancelable into light normal moves
Crouch MP **LC H 42 5 6 18 -3 -7 EX,SA,CA -
Crouch HP **LC H 52 8 4 33 -12 -17 EX,SA,CA Knockdown on airborne opponent
Crouch LK L 30 4 4 8 +5 +1 - Rapid fire cancelable into light normal moves
Crouch MK L 42 6 2 23 -4 -8 EX,SA,CA -
Crouch HK **LC L 63 9 2 35 hard knockdown -17 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics


Advanced Strategy


Combos

Bread and Butters

  • cl.MP xx qcf+[K], f+MK, cr.MK xx qcb+LK (278)

(0bar, medium)

  • cr.HP xx qcb+HK, cr.HP>jc j.HP, cl.HP xx qcb+LK (431)

(0bar, corner, medium)

  • cr.HP xx qcb+KK, cr.HP>jc j.HP, cl.HP xx qcb+LK (371)

(1bar, hard)


Hit Confirm Combos

  • cr.LK, st.LP, cr.MP xx qcb+HK (206)

(0bar, low, easy)

  • cr.MK xx *LK*, cr.MK xx qcb+HK (246)

(0bar, low, lkstore, easy)


Post-launch Combos

cr.HP>jc j.HP, j.MK, cl.HP xx qcb+LK (0bar, easy)


Advanced Combos

  • j.qcb+K, walk forward st.MP xx qcb+LK (180)

(0bar, easy)

invincible

  • qcb+KK, cr.HP>jc j.HP, cl.HP xx qcb+LK (338)

(1bar, hard)


Combos Into Supers

  • N/A


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