Ultra Street Fighter IV/Juri

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.png

Juri

SSFIV-Juri Face.jpg

Juri is a sadistic agent working for Seth under S.I.N. Seth has installed the "Feng Shui Engine" into her left eye, which has enhanced her powers significantly. It is said that having watched her family murdered long ago is what has given Juri her lust for violence. But it is also driven by desires for revenge, as her family was murdered by Shadaloo, and joining S.I.N. is just a ploy to get closer to Shadaloo so she can take down Bison from within. Being hired to kill enemies of S.I.N. just happens to be a nice perk to go along with this mission.


In a nutshell

Juri is a tricky character who excels in the three "M"s of the fighting game world - mobility, mixup, and mindgames. While she can win matches using only a handful of her tricks, one of the many overlooked things about Juri is her fireball game. Her fireball, the Fuhajin, is unique in that you can hold the button to store the fireball after the initial kick. This one little tool may seem complex at first, but once you learn to utilize the Fuhajin, it makes Juri that much deadlier in manipulating the opponent to do what she wants without knowing it. Aside from that, she has a great control over the aerial space of the battle with her Pinwheel and Dive Kicks. Juri's greatest weakness is, unfortunately, a common one for many characters like herself - strong defenses will put an abrupt end to her assault in seconds, especially thanks to her low stamina. Her strengths must be played very carefully if she is to land the victory blow.

Players to Watch

AiAi (JP), Yossan (JP)

Click for Omega SF4 version

Ultra SFIV Changes

Juri SF4 Changelist

Character Specific Data

Juri

VITALS
Health: 950 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.035 Forward Dash Distance: 1.41
Back Walk Speed: 0.03 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 1.20
Jump Height Apex: 2.24 Back Dash Total Frames: 27
Jump Total Frames: 39 (4+35) Back Dash Invincibility: 8
Forward Jump Distance: 1.70 Back Dash Airborne: 10
Back Jump Distance 2.04 Back Dash Recovery: 9
THROWS WAKE-UP TIMING
Forward Throw Range: 0.83 Face Up Total Frames: 31
Back Throw Range: 0.83 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Sekku Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Shikusen, EX Shikusen, Kaisen Dankairaku
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Fuhajin (Release), Senpusha (1st Hit and 2nd Hit), In Feng Shui Engine: Crouch HP and Close HK (2nd Hit)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 30 50 20 HL ch/sp/su 4 3 5 3 7
Close MP Close Mp.png 70 100 40 HL sp/su 3 4 14 -4 -1
Close HP Close Hp.png 100 200 60 HL sp 6 4 26 -12 -
Close LK Close Lk.png 30 50 20 HL ch/sp/su 3 3 5 3 6
Close MK Close Mk.png 30*35 40*40 40*20 HL sp/su 6 3(6)2 19 -7 -4
Close HK Close Hk.png 40*70 125*75 60*20 HL sp/su*- 11 2(2)2 20 -4 1
Far LP Far Lp.png 30 50 20 HL ch/sp/su 4 3 5 3 7
Far MP Far Mp.png 80 100 40 HL sp/su 6 4 11 -1 2
Far HP Far Hp.png 120 200 60 HL - 10 3 20 -5 -1
Far LK Far Lk.png 40 50 20 HL ch/sp/su 5 3 7 1 4
Far MK Far Mk.png 30*70 30*70 20*40 HL - 5 1*4 14 -4 -1
Far HK Far Hk.png 110 200 60 HL - 15 4 19 -5 -1
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 2 9 0 3
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 6 6 9 -1 2
Crouch HP Crouch Hp.png 100 200 60 HL sp/su 7 4 20 -6 -1
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 4 4 5 2 5
Crouch MK Crouch Mk.png 60 100 40 L sp/su 6 2 17 -5 -2
Crouch HK Crouch Hk.png 90 100 60 L - 8 2 25 -9 -
Sekku Overhead
Right.gif+Mk.png
70 70 40 H - 20 2 17 -2 2[1]
Sekku [Ultra 1] Overhead
Right.gif+Mk.png
70 70 40 H - 20 2 16 0 6
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 8 - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 7 - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 8 4 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 5 10 - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 5 5 - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 8 4 - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 11 - - -
Angled Jump MP Angled Jump Mp.png 50 50 40 H sp 5 6 - - -
Angled Jump HP Angled Jump Hp.png 90 100 60 H - 7 4 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 6 - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 6 - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 6 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Karen Kick Forward Throw 130 140 40 0.832 - 3 2 20 - -
Assatsu Kick Back Throw 120 160 40 0.832 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Fuhajin Fuhajin 30*50 50*50 10/20*30 HL -*su 9 6(24)52 23 4 -
Fuhajin (Store) Fuhajin (Store) 50 50 10/20 HL - 9 6 16 -1 -
Fuhajin (Release) Fuhajin (Release) Lk.png 50 50 0/30 HL su 11 52 23 4 10
Fuhajin (Release) Mk.png 50 50 0/30 HL su 11 52 23 4 10
Fuhajin (Release) Hk.png 50 50 0/30 HL su 11 52 23 4 10
EX Fuhajin Fuhajin Ex.png (Lk.png+Mk.png) 50*50 50*50 -250/0 HL su 13 49 27 5 -
Fuhajin Ex.png (Mk.png+Hk.png) 50*50 50*50 -250/0 HL su 15 49 25 7 -
Fuhajin Ex.png (Lk.png+Hk.png) 60*60 50*50 -250/0 HL su 13 49 27 5 -
Shikusen Dive Kick Lk.png 40 50 10/40 HL - 14 until ground After landing 17 -2 -
Dive Kick Mk.png 40 50 10/40 HL - 14 until ground After landing 18 -3 -
Dive Kick Hk.png 40 50 10/40 HL - 14 until ground After landing 19 -4 -
Second Impact Second Impact 20*20 20*20 0/20*20 HL - 9 4(5)2 After landing 28 - -
Third Strike Third Strike 80 90 0/40 HL - 21 2 After landing 19 - -
EX Shikusen Dive Kick Ex.png 50 50 -250/0 HL - 14 until ground(8) After landing 14 3 -
EX Second Impact EX Second Impact 25*25 20*20 0 HL - 9 4(5)2 After landing 28 - -
EX Third Strike EX Third Strike 60 50 0 HL - 21 2 After landing 18 - -
Senpusha Pinwheel Kick Lk.png 60*40 40*40 20/20*20 HL su*- 7 3(1)4 4 + After landing 17 -4 1
Pinwheel Kick Mk.png 45*25x3 40*30x3 20/15x4 HL su(x2)*-(x2) 9 3(1)4(6)
3(1)3
5 + After landing 21 -8 -
Pinwheel Kick Hk.png 50*30x3 50*35x3 20/15x4 HL su(x2)*-(x2) 14 3(1)4(6)
3(1)3
5 + After landing 24 -11 -
EX Senpusha Pinwheel Kick Ex.png 30x6 30x5*35 -250/0 HL su(x2)*-(x6) 7 3(1)4(3)
3*3(1)3(4)
3*3(1)3
5 + After landing 27 -15 -
Kasatushi Counter - - 10/- - - 3 29 17 - -
EX Kasatushi Counter Ex.png - - -250/- - - 1 31 17 - -
Kasatushi Followup Counter Followup (Forward) - - -/5 - - - - Total 29 - -
Counter Followup (Backward) - - -/5 - - - - Total 28 - -
Counter Followup (Upward) - - -/5 - - - - Total 54 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Fuharenjin Super Combo Lk.png 60x5*70 0 -1000/0 HL - 1+8 65 53 -25 -
Super Combo Mk.png 60x5*70 0 -1000/0 HL - 1+8 65 53 -25 -
Super Combo Hk.png 60x5*70 0 -1000/0 HL - 1+11 65 53 -25 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Feng Shui Engine Ultra Combo 1 - - - - - 0+1 900 Total 6 - -
Kaisen Dankairaku Ultra Combo 2 15x8*360 0 0/0 HL - 0+10 4(10)3(5)
3(1)3(1)3(1)
3(2)3(1)2
60 + After landing 33 -103 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Sekku

Overhead f + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Karen Kick

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Assatsu Kick

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Fuhajin

Fireball qcf + K.png ex ex version requires no storing; Different 2 button combinations allow Ex.png version to fire in all three angles

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Fuhajin (Store) Fireball (Store) qcf + hold k Stores a fireball; Continue holding k to continue storing fireball; Different kick buttons store differnt directional fireballs; 

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Fuhajin (Release) Fireball (Release) release k Throws stored fireball

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Shikusen

Dive Kick (in air) Qcb.png + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Second Impact

Dive Kick Followup (1) k Performed after Shikusen

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Third Strike

Dive Kick Followup (2) k Performed after Second Impact

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Senpusha

Pinwheel Kick qcb + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kasatushi

Counter qcb + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kasatushi Followup

Counter Followup

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Fuharenjin

Super Combo qcb Qcb.png + k

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Feng Shui Engine

Ultra Combo I qcf Qcf.png + p Changes ther properties of some moves and grants ability to chain together Normal Attacks

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kaisen Dankairaku

Ultra Combo II qcf Qcf.png + 3k.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri (Mirror)
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief
SSFIV-Zangief Face.jpg
Zangief[No Data]
[character page]

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 30 50 20 HL ch/sp/su 4 3 5 11 3 7 11 15 Reset Reset - - - - - - -
Close MP Close Mp.png 70 100 40 HL sp/su 3 4 14 20 -4 -1 14 17 Reset Reset - - - - - - [Ultra 1] JP: 1
Close HP Close Hp.png 100 200 60 HL sp 6 4 26 35 -12 - 18 - 24F~ cancellable Reset Reset - - - - - 3~22F [Ultra 1] JP: 1
Close LK Close Lk.png 30 50 20 HL ch/sp/su 3 3 5 10 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Mk.png 30*35 40*40 40*20 HL sp/su 6 3(6)2 19 35 -7 -4 14 17 [Ultra 1]: When chained into from MP startup is 8F [1st hit]: Forces Stand [1st hit]: Forces Stand Reset Reset - - - - 1~7F, [Ultra 1]: 1~8F - [Ultra 1] JP: 0*1
Close HK Close Hk.png 40*70 125*75 60*20 HL sp/su*- 11 2(2)2 20 36 -4 1 18 23 +0 on hit vs. crouching opponents Reset Reset - - - - - - [Ultra 1] JP: 1*0
Far LP Far Lp.png 30 50 20 HL ch/sp/su 4 3 5 11 3 7 11 15 Reset Reset - - - - - - -
Far MP Far Mp.png 80 100 40 HL sp/su 6 4 11 20 -1 2 14 17 Reset Reset - - - - - - [Ultra 1] JP: 1
Far HP Far Hp.png 120 200 60 HL - 10 3 20 32 -5 -1 18 22 Reset Reset - - - - - - -
Far LK Far Lk.png 40 50 20 HL ch/sp/su 5 3 7 14 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 30*70 30*70 20*40 HL - 5 1*4 14 23 -4 -1 15 18 [Ultra 1]: Can be counterhit 1~6F Reset Reset - - - - - - [Ultra 1] JP: 0*1
Far HK Far Hk.png 110 200 60 HL - 15 4 19 37 -5 -1 18 22 Reset Reset - - - - - 6~27F [Ultra 1] JP: 1
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 4 2 9 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 6 6 9 20 -1 2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL sp/su 7 4 20 30 -6 -1 18 23 8~10F cancelable, [Ultra 1]: 6~10F cancelable when chained into from standing HK Forces Stand Forces Stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 20 50 20 L ch/sp/su 4 4 5 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 60 100 40 L sp/su 6 2 17 24 -5 -2 14 17 [Ultra 1]: Can be counter hit 1~4F Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 90 100 60 L - 8 2 25 34 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Sekku Overhead
Right.gif+Mk.png
70 70 40 H - 20 2 17 38 -2 2[1] 17 21[20] [] refers to vs crouching Reset Reset - - - - - 12~25F
Sekku [Ultra 1] Overhead
Right.gif+Mk.png
70 70 40 H - 20 2 16 37 0 6 18 24 Reset Reset - - - - - 12~25F JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 50 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MP Neutral Jump Mp.png 80 100 40 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HP Neutral Jump Hp.png 100 200 60 H - 8 4 - 11 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 5 10 - 14 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MK Neutral Jump Mk.png 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HK Neutral Jump Hk.png 100 200 60 H - 8 4 - 11 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LP Angled Jump Lp.png 50 50 20 H - 4 11 - 14 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MP Angled Jump Mp.png 50 50 40 H sp 5 6 - 10 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~4F - - JI: 0
Angled Jump HP Angled Jump Hp.png 90 100 60 H - 7 4 - 10 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 1~6F - - JP: 1
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump MK Angled Jump Mk.png 70 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 100 200 60 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~5F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.914 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.914 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - - - Range: 1.914, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.914, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.914, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 101 - - - - Range: 1.914, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 57 -15 - 22 - Range: 1.914, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Karen Kick Forward Throw 130 140 40 0.832 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Assatsu Kick Back Throw 120 160 40 0.832 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Fuhajin Fuhajin 30*50 50*50 10/20*30 HL -*su 9 6(24)52 23 61 4 - - - 41~43F cancellable, hold button to store X [1st Hit]: Soft Knockdown [1st Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Fuhajin (Store) Fuhajin (Store) 50 50 10/20 HL - 9 6 16 30 -1 - 21 - X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Fuhajin (Release) Fuhajin (Release) Lk.png 50 50 0/30 HL su 11 52 23 33 4 10 - - 13~15F cancellable X Soft Knockdown Soft Knockdown - - - - - - 1~2F JP: 1, 3F~ JP: 2
Fuhajin (Release) Mk.png 50 50 0/30 HL su 11 52 23 33 4 10 - - 13~15F cancellable, cannot hit crouching opponents X Soft Knockdown Soft Knockdown - - - - - 4~16F JP: 2
Fuhajin (Release) Hk.png 50 50 0/30 HL su 11 52 23 33 4 10 - - 13~15F cancellable, cannot hit crouching X Soft Knockdown Soft Knockdown - - - - - 4~15F JP: 2
EX Fuhajin Fuhajin Ex.png (Lk.png+Mk.png) 50*50 50*50 -250/0 HL su 13 49 27 39 5 - - - 16~18F cancellable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Fuhajin Ex.png (Mk.png+Hk.png) 50*50 50*50 -250/0 HL su 15 49 25 39 7 - - - 18~20F cancellable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 4~16F JP: 1*2
Fuhajin Ex.png (Lk.png+Hk.png) 60*60 50*50 -250/0 HL su 13 49 27 39 5 - - - 17~19F cancellable, cannot hit crouching, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 4~15F JP: 1*2
Shikusen Dive Kick Lk.png 40 50 10/40 HL - 14 until ground After landing 17 - -2 - - - Frame advantage is based on lowest possible hit, height restriction: 0.5 X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Dive Kick Mk.png 40 50 10/40 HL - 14 until ground After landing 18 - -3 - - - Frame advantage is based on lowest possible hit, height restriction: 0.5 X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Dive Kick Hk.png 40 50 10/40 HL - 14 until ground After landing 19 - -4 - - - Frame advantage is based on lowest possible hit, height restriction: 0.5 X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Second Impact Second Impact 20*20 20*20 0/20*20 HL - 9 4(5)2 After landing 28 - - - - - On standing hit: Soft Knockdown On standing hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2*3
Third Strike Third Strike 80 90 0/40 HL - 21 2 After landing 19 - - - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 3
EX Shikusen Dive Kick Ex.png 50 50 -250/0 HL - 14 until ground(8) After landing 14 - 3 - - - Frame advantage based on lowest possible height, Height restriction: 0.4, opponent gains 20 meter on hit X [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce - - - - - -
EX Second Impact EX Second Impact 25*25 20*20 0 HL - 9 4(5)2 After landing 28 - - - - - Height restriction: 0.4, opponent gains 10x2 meter on hit On standing hit: Soft Knockdown On standing hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2*3, JI: 0*0
EX Third Strike EX Third Strike 60 50 0 HL - 21 2 After landing 18 - - - - - Height restriction: 0.4, opponent gains 20 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 4, JI: 0*0
Senpusha Pinwheel Kick Lk.png 60*40 40*40 20/20*20 HL su*- 7 3(1)4 4 + After landing 17 35 -4 1 21 26 2nd hit cannot hit crouching Forces Stand Forces Stand Soft Knockdown Soft Knockdown - - - - - 9F~ JP: 0*1
Pinwheel Kick Mk.png 45*25x3 40*30x3 20/15x4 HL su(x2)*-(x2) 9 3(1)4(6)
3(1)3
5 + After landing 21 55 -8 - 21 - [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 11F~ -
Pinwheel Kick Hk.png 50*30x3 50*35x3 20/15x4 HL su(x2)*-(x2) 14 3(1)4(6)
3(1)3
5 + After landing 24 63 -11 - 21 - Back facing hits cannot hit grounded, builds 10x4 meter on block [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 16F~ 4th hit JS: 99
EX Senpusha Pinwheel Kick Ex.png 30x6 30x5*35 -250/0 HL su(x2)*-(x6) 7 3(1)4(3)
3*3(1)3(4)
3*3(1)3
5 + After landing 27 73 -15 - 20 - 3rd & 6th Hit hit backwards, 2nd, 5th, and 8th Hit hit front and back, rear hits do 20 stun, all hits except final hit pull the opponent in on hit or block, opponent gains 10x8 meter on hit [1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown [1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~7F, [Ultra 1] All: 1~8F Lower body: 9F~ All: 7~46F 7~8F 8F~ Forward facing hits: JP: 0~5 sequentially, Backwards hits all JP: 1
Kasatushi Counter - - 10/- - - 3 29 17 48 - - - - 3~31F triggers when hit with strike or projectile, loses to natural Armor Breakers - - - - 3~31F - - - - - -
EX Kasatushi Counter Ex.png - - -250/- - - 1 31 17 48 - - - - 1~31F triggers when hit with strike or projectile, can input forward cancel until 6F, can input backward cancel until 4F, upward version triggers with no input, loses to natural Armor Breakers - - - - 3~31F - - - - - -
Kasatushi Followup Counter Followup (Forward) - - -/5 - - - - Total 29 29 - - - - 3~18F can pass through opponent, 21F~ cancellable - - - - - - All: 1~20F All: 1~20F - - -
Counter Followup (Backward) - - -/5 - - - - Total 28 28 - - - - 16F~ cancellable - - - - - - All: 1~17F All: 1~17F - - -
Counter Followup (Upward) - - -/5 - - - - Total 54 54 - - - - 9F~ cancellable, 10 grounded recovery frames if not cancelled - - - - - - All: 1~20F All: 1~20F - 8F~ -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Fuharenjin Super Combo Lk.png 60x5*70 0 -1000/0 HL - 1+8 65 53 152 -25 - - - Active frames refer to duration of 1 projectile, projectiles release on frames 8F, 18F, 28F, 40F, 68F, 98F X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F - - - 9~30F, 56~72F, 86~104F JP: 1~6 sequentially
Super Combo Mk.png 60x5*70 0 -1000/0 HL - 1+8 65 53 152 -25 - - - Active frames refer to duration of 1 projectile, projectiles release on frames 8F, 18F, 28F, 40F, 68F, 98F Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~6F - - - 9~30F, 56~72F, 86~104F JP: 1~6 sequentially
Super Combo Hk.png 60x5*70 0 -1000/0 HL - 1+11 65 53 155 -25 - - - Active frames refer to duration of 1 projectile, projectiles release on frames 11F, 21F, 31F, 43F, 61F, 101F, opponent gains 10x6 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - - - 9~30F, 56~72F, 86~104F JP: 1~6 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Feng Shui Engine Ultra Combo 1 - - - - - 0+1 900 Total 6 7 - - - - Allows chaining of Normal Moves and changes properties of some moves, Forward dash distance increased, super meter gained reduced to 33% while active, deals 0 stun damage while active, lasts 900F at full Ultra (15s) - - - - - All: 1~2F - - - - -
Kaisen Dankairaku Ultra Combo 2 15x8*360 0 0/0 HL - 0+10 4(10)3(5)
3(1)3(1)3(1)
3(2)3(1)2
60 + After landing 33 147 -103 - - - 1st Hit triggers animation, guard advantage based on 2nd hit, opponent gains 20x8 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~13F - - - 32F~ JP: 1~8 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Omega Mode
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief