Street Fighter 6/Juri

From SuperCombo Wiki


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:
  • Strong pokes and counterpokes that lead to good cancel options and grant a lot of frame advantage
  • Forcing your opponent to deal with fireball pressure while you approach them and enforce mixup after mixup
  • Using openings to quickly dash in on your opponent and start your pressure from almost anywhere on the screen
  • Combo and pressure options that become much more freeform with a powerup super
  • Having to manage an additional resource to maximize damage and conversions
  • Lacking a conventional fireball that can interact with others
  • Learning long combo sequences and getting used to changes in move properties during power-up supers
  • A linear, rushdown-oriented gameplan


Classic & Modern Versions Comparison

List of differences with Modern Juri
Missing Normals
  • Standing Light Punch (5LP)
  • Standing Medium Kick (5MK)
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • N/A
Miscellaneous Changes
  • N/A


Juri
SF6 Juri Portrait.png
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
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



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.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



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.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



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.

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.

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.

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:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

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.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

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 uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



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.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



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.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



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.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.




Note: Hitconfirm reaction windows may be listed with 2 values x[y]. The [y] represents the move when chained into during FSE, which often has a shorter hitconfirm window than its non-chained version.

Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Juri 5lp.png
SF6 Juri 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 300 LH +5 -2
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 14f
    • Special/DR cancel is delayed until after 3rd active frame
  • Drive Rush cancel advantage: +4 oH / -3 oB
  • SA2 cancel advantage: +8 oH / +1 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
5LP (FSE Chain)
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 100 LH +5 -2
  • Cancel Hitconfirm Window: 14f sp / 16f chn
    • Special/DR cancel is delayed until after 3rd active frame
  • Drive Rush cancel advantage: +4 oH / -3 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


5LP is a great meaty normal due to its high active frame count, with advantage up to +8/+1. At close range, it links naturally into the 1st hit of 5MK, giving Juri access to all of her combo routes from a light starter. 5LP lacks the range to connect at the end of a 3-hit light string, but it can link to 5LK or chain to 2LP in this scenario instead. 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 if the opponent attempts a reversal DI.

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
Standing Medium Punch
5MP
SF6 Juri 5mp.png
SF6 Juri 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 12 Sp SA TC 600 LH +7 +2
  • Cancel Hitconfirm Window: 16f
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +12 oH / +7 oB
  • SA2 cancel advantage: +14 oH / +9 oB
5MP (FSE Chain)
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 12 Chn Sp SA 400 LH +7 +2
  • Cancel Hitconfirm Window: 16[14]f sp / 18[16]f chn
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +12 oH / +7 oB


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.

Juri's pressure options after two consecutive 5MPs depends largely on whether the opponent is standing or crouching. Crouch blocking opponents are in range of 2MP, but it will whiff if they stand; 2MK can punish the opponent for standing here, but this is liable to be interrupted with a fast counter-hit button. Some opponents will Parry to cover both options, but Juri can walk up to punish this with a throw. Juri's block pressure is at its best when you pay attention to the opponent's defensive response and mix up your strings when appropriate.

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
Standing Heavy Punch
5HP
SF6 Juri 5hp.png
SF6 Juri 5hp hitbox.png
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 24 Sp SA 800 LH -1 -5
  • Forces stand on hit
  • Cancel Hitconfirm Window: 17f
  • Drive Rush cancel advantage: +16 oH / +12 oB
  • SA2 cancel advantage: +18 oH / +14 oB
5HP (FSE Chain)
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 24 Chn Sp SA 600 LH KD +29 -5
  • Cancel Hitconfirm Window: 17[16]f sp / 19[18]f chn
  • Drive Rush cancel advantage: KD +46 oH / +12 oB


A fully cancelable poke with long range but high whiff recovery. The pushback keeps it safe on block at most ranges despite its mediocre frame advantage. 5HP is a consistent follow-up to Drive Rush or Punish Counter 5MP on hit, but it's too slow to naturally combo from anything. While it has the appearance of a long-range anti-air, the large hurtbox makes it unsuitable for this purpose.

Outside of the aforementioned combos, 5HP is primarily used as a whiff punish and shimmy tool. After a corner throw, an immediate Forward Dash > Back Dash gives Juri enough advantage to punish with 5HP on reaction to the opponent's whiffed throw.

The chained version during FSE launches the opponent, allowing for follow-up juggles. You can get an even higher launch by chaining into 5HK first. An example FSE chain would be 2MK~5HK~5HP > 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
Standing Light Kick
5LK
SF6 Juri 5lk.png
SF6 Juri 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Sp SA 300 LH +2 -3
  • Cancel Hitconfirm Window: 13f
    • Special cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • SA2 cancel advantage: +5 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
5LK (FSE Chain)
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 9 Chn Sp SA 100 LH +2 -3
  • Cancel Hitconfirm Window: 13f sp / 15f chn
    • Special cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


A light kick with average range and frame data, mostly used in punishes or at the end of a 3-hit light confirm. The cancel routes are fairly limited compared to 2LP, so it's primarily used when no other button will reach. The hitbox and hurtbox are a bit unusual for a 5LK; it hits higher up than most similar buttons, and she doesn't extend a lower body hurtbox at all.

5LK 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 > 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
Standing Medium Kick
5MK
SF6 Juri 5mk 1.png

SF6 Juri 5mk 2.png
SF6 Juri 5mk 1 hitbox.png

SF6 Juri 5mk 2 hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5(8) 2(1)3 17 Sp SA (1st) 400,300 (700) LH +3 -4
  • () refers to startup of 2nd hit
  • Cancel Hitconfirm Window: 14f (1st hit only)
  • Drive Rush cancel advantage: +17 oH / +5 oB
  • SA2 cancel advantage: +19 oH / +7 oB
5MK (FSE Chain)
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5(8) 2(1)3 17 Chn Sp SA 300,200 LH +3 -4
  • Cancel Hitconfirm Window: 29[25]f sp / 31[27]f chn
  • Drive Rush cancel advantage: 1st hit +13 oH / +5 oB, 2nd hit +13 oH / +6 oB
    • 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.

5MK has excellent synergy with Drive Rush; the fast startup allows it to stuff most counterpokes, and often leads to trade combos. On hit, Juri is +7 with great forward momentum for a follow-up combo, and she is 0 on block which can force the opponent to trade at best.

During FSE, both hits are cancelable, allowing for easier hitconfirms from a great poke. However, chaining into 5MK reduces the hitstun on the 1st hit, so you'll need to chain into a heavy normal to combo into her slower specials.

5HK
Standing Heavy Kick
5HK
SF6 Juri 5hk.png
SF6 Juri 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 19 - 900 LH +2(+5) -3(0)
  • Punish Counter: KD +42~45 Launch
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
5HK (FSE Chain)
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 4 19 Chn Sp SA 700 LH KD +34 -3
  • Cancel Hitconfirm Window: 26[24]f sp/chn (PC: 38f)
    • Special/DR cancel is delayed until after 5th recovery frame
  • Drive Rush cancel advantage: +7 (KD +39) oH / +2 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Despite the animation, 5HK is not airborne and does not crush low pokes. It has great range and high pushback, making it a useful tool for approaching and setting up spacing traps on block. The Punish Counter launch effect is difficult to juggle after midscreen, with SA1 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
Crouching Light Punch
2LP
SF6 Juri 2lp.png
SF6 Juri 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • SA2 cancel advantage: +7 oH / +2 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
2LP (FSE Chain)
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 8 Chn Sp SA 100 LH +4 -1
  • Cancel Hitconfirm Window: 13f sp / 15f chn
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Compared to 5LP, 2LP has more range and faster chain timing for beating Drive Impact. It is also better on block, leaving a 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
Crouching Medium Punch
2MP
SF6 Juri 2mp.png
SF6 Juri 2mp hitbox.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Sp SA 600 LH +5 -2
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +13 oH / +6 oB
  • SA2 cancel advantage: +15 oH / +8 oB
2MP (FSE Chain)
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 14 Chn Sp SA 400 LH +5 -2
  • Cancel Hitconfirm Window: 16[14]f sp / 18[16]f chn
  • Drive Rush cancel advantage: +13 oH / +6 oB


Juri's 2MP is a buffer tool and combo filler after 5MP or Counter-hit lights. It fills a useful niche, having more range than 5MK's 1st hit and faster startup than 2MK or 6MP. The pushback on hit is significantly lower than 5MP, so it can actually combo directly to the 1st hit of 5MK without Drive Rush; at -2 on block, however, it's still inferior to 5MP for block pressure. When canceled, 2MP combos into all of Juri's special moves except HK Fuhajin and 236MK.

The hitbox extends upward far enough to be a useful anti-air at some longer ranges, especially for stuffing airborne approaches like Ken's Dragonlash or Kimberly's 6HK. Her head hurtbox is still quite vulnerable, so it shouldn't be used against close, deep jump-ins.

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
Crouching Heavy Punch
2HP
SF6 Juri 2hp.png
SF6 Juri 2hp hitbox.png
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 23 Sp SA 900 LH +3 -11
  • Forces stand on hit
  • Upper Leg hurtbox is Anti-Air Invuln 8-15f (cannot hit cross-up)
  • Cancel Hitconfirm Window: 18f
  • Drive Rush cancel advantage: +20 oH / +6 oB
  • SA2 cancel advantage: +22 oH / +8 oB
2HP (FSE Chain)
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 23 Sp SA Jmp 700 LH KD +34 -11
  • Launches opponent into limited juggle state when [chained into]
  • Jump cancelable on hit only
  • Cancel Hitconfirm Window: 16f sp / [18f jump] / 20[18]f chn
  • Drive Rush cancel advantage: KD +51 oH / +6 oB


2HP is a solid anti-air and a useful combo tool after DR~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, and is very unsafe if not canceled.

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 maintain the opponent's juggle state. These FSE air normals can also be special canceled into her Divekick (and Shiren-sen follow-up), or you can end the chain with a j.HP knockdown.

2LK
Crouching Light Kick
2LK
SF6 Juri 2lk.png
SF6 Juri 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn 200 L +3 -1
  • Chains into 5LP/2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)
2LK (FSE Chain)
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 8 Chn Sp SA 100 L +3 -1
  • Cancel Hitconfirm Window: 15[13]f sp / 15f chn
  • Drive Rush cancel advantage: +4 oH / 0 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


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
Crouching Medium Kick
2MK
SF6 Juri 2mk.png
SF6 Juri 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Sp SA 500 L +1 -6
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +11 oH / +4 oB
  • SA2 cancel advantage: +15 oH / +8 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
2MK (FSE Chain)
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 19 Chn Sp SA 300 L +1 -6
  • Cancel Hitconfirm Window: 13[12]f sp / 15[14]f chn
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +11 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Juri's 2MK has great range, though its extended hurtbox stays out a bit longer than most similar pokes. It doesn't reach its full range until the 2nd active frame, so there may be some -8 scenarios where she actually can't punish as well as other characters. Juri's pressure strings are much stronger against crouch blocking characters, so it's important to harass the opponent with this poke to keep them holding down.

Juri moves forward when special canceling 2MK, allowing it to combo consistently into anything besides 214HK and 236MK. Approaching with DR~2MK leaves her +5 on hit, but the pushback only allows for simple light conversions. Since this doesn't give any block advantage, this is approach is only useful if you intend to cancel 2MK into something else like DRC or SA2.

At max range, MK Fuhajin is her safest cancel at -6, though some characters have a consistent punish (e.g. Ken with SA2); against these characters, 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 when delayed as late as possible. This makes it her strongest FSE pressure starter. In the rare case that you juggle into FSE 2MK, Juri maintains the juggle state.

2HK
Crouching Heavy Kick
2HK
SF6 Juri 2hk.png
SF6 Juri 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 - 900 L HKD +32 -11
  • Counter-hit/Punish Counter: HKD +47
  • Not a Hard Knockdown when juggled into (after Free Juggle or DR~2HK)
2HK (FSE Chain)
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 23 Sp SA 700 L HKD +32 -11
  • Cancel Hitconfirm Window: 17[13]f sp / 19[15]f chn
  • Drive Rush cancel advantage: HKD +48 oH / +5 oB


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
Jumping Light Punch
j.LP
SF6 Juri jlp.png
SF6 Juri jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H - -
j.LP (FSE Chain)
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land Chn Sp 100 H KD -
  • Becomes chainable and special cancelable during FSE


An air-to-air button with fast startup and relatively short range. Mainly used in panic situations where j.MP is unlikely to reach fast enough.

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
Jumping Medium Punch
j.MP
SF6 Juri jmp.png
SF6 Juri jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land Sp 700 H - -
j.MP (FSE Chain)
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 5 3 land Chn Sp 500 H KD -
  • Puts airborne opponents into limited juggle state
  • Can only be used as a fuzzy instant overhead if opponent blocks deep j.HK during Burnout
  • 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; this makes it an excellent counter to corner throw loops, as j.MP > j.214KK lands as a Punish Counter on the way up. If you suspect a throw is coming, this is much less risky than an OD/Super reversal, and gives a more reliable punish than backdash.

If the opponent is in Burnout, safe jump setups into blocked j.HK can create a true blockstring into an instant overhead j.MP, creating a terrifying high/low mixup. Without the extra blockstun from Burnout, there is a gap in the blockstring, which causes j.MP to whiff if the opponent holds downback.

After FSE 2HP jump cancel, it continues the air juggle state. A strong, simple sequence after the launch is j.MP~j.HK > j.214K~K. 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
Jumping Heavy Punch
j.HP
SF6 Juri jhp.png
SF6 Juri jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land - 900 H HKD +23(+34) -
j.HP (FSE Chain)
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 6 3 land Chn Sp 700 H KD -
  • Can hit Cross-up
  • Spike knockdown vs. airborne opponents (no HKD)
  • 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, making it less rewarding than standard jump attacks. Against airborne opponents, it causes a standard knockdown instead; Juri's knockdown advantage depends on the height it connects.

If used at the end of an FSE air chain, it usually knocks down before a chain or Divekick cancel can connect; specific setups are required to follow it up on a high-juggled opponent. Jumping directly above the opponent with a max-height j.HP~j.HK sets up a double overhead that can be mixed with j.HP into an immediate 2LK; the opponent cannot start parrying once the j.HP has connected, and an early parry leaves them vulnerable to Empty Jump > Throw.

j.LK
Jumping Light Kick
j.LK
SF6 Juri jlk.png
SF6 Juri jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land - 300 H - -
j.LK (FSE Chain)
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 6 3 land Chn Sp 100 H KD -
  • Can hit Cross-up
  • Can be used as a fuzzy instant overhead (vs. Blanka, does not work after perfect safe jump timing)
  • Becomes chainable and special cancelable during FSE


A cross-up with better hitbox priority than j.MK, at the cost of a much narrower hitbox and lower hitstun for follow-up combos. 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 this is a high-risk endeavor.

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. Juri cannot use FSE to combo after an instant overhead j.LK.

j.MK
Jumping Medium Kick
j.MK
SF6 Juri jmk.png
SF6 Juri jmk hitbox.png
Hitboxes Off
Hitboxes On

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 500 H - -
j.MK (FSE Chain)
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land Chn Sp 300 H KD -
  • Can hit Cross-up
  • Becomes chainable and special cancelable during FSE


A cross-up with a wide hitbox. At the right spacing, mixing between this and j.HP allows for ambiguous left/right jump-ins.

After FSE 2HP jump cancel or a chain from FSE j.MP, j.MK will continue the air juggle state.

j.HK
Jumping Heavy Kick
j.HK
SF6 Juri jhk.png
SF6 Juri jhk hitbox.png
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Hitboxes On

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land - 800 H - -
j.HK (FSE Chain)
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 6 3 land Chn Sp 600 H KD -
  • Shifts Juri's hurtbox upward during startup
  • Becomes chainable and special cancelable during FSE


An average jump-in tool with the hurtbox slightly outside the attack hitbox. Its main advantage over j.HP is that it doesn't knock down, allowing a full combo after its high hitstun.

After FSE 2HP jump cancel or a chain from FSE j.MP, j.MK will continue the air juggle state.

8j.HK
Neutral Jumping Heavy Kick
8j.HK
SF6 Juri 8jhk.png
SF6 Juri 8jhk hitbox.png
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8HK
Neutral Jump Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 3 land - 800 H - -
8HK (FSE Chain)
Neutral Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 3 land Chn Sp 600 H KD -
  • Shifts Juri's hurtbox upward during startup
  • 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
Kyosesho
6MP
SF6 Juri 6mp.png
SF6 Juri 6mp hitbox.png
Hitboxes Off
Hitboxes On

6MP
Kyosesho
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17 Sp SA 600 LH +4 -3
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +14 oH / +7 oB
  • SA2 cancel advantage: +16 oH / +9 oB
6MP (FSE Chain)
Kyosesho
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 chn
  • Drive Rush cancel advantage: +14 oH / +7 oB


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 counter-hit 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
Senkai Kick
6MK
SF6 Juri 6mk.png
SF6 Juri 6mk hitbox.png
Hitboxes Off
Hitboxes On

6MK
Senkai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21(23) - 600 H +2 -3
  • 2f extra recovery on whiff
6MK (FSE Chain)
Senkai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
21 2 21(23) Sp SA 400 H KD +25 -3
  • 2f extra recovery on whiff
  • Cancel Hitconfirm Window: [14f] sp/chn
    • Special/DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: KD +37 oH / +9 oB


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
Renko Kicks
6HP
SF6 Juri 6hp.png

SF6 Juri 6hp 2.png
SF6 Juri 6hp hitbox.png

SF6 Juri 6hp 2 hitbox.png
Hitboxes Off
Hitboxes On

6HP
Renko Kicks
Startup Active Recovery Cancel Damage Guard On Hit On Block
15(23) 3(5)3 20 Sp SA 500x2 LH +2 -4
  • Both hits put airborne opponents into limited juggle state; () refers to startup of 2nd hit only
  • Counter-hit/Punish Counter bonus advantage carries through both hits
  • Cancel Hitconfirm Window: 27f/14f
  • Drive Rush cancel advantage: 1st hit +16 oH / +6 oB, 2nd hit +15 oH / +9 oB
  • SA2 cancel advantage: 1st hit +18 oH / +8 oB, 2nd hit +17 oH / +11 oB
6HP (FSE Chain)
Renko Kicks
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 chn
  • Drive Rush cancel advantage: 1st hit KD +48 oH / +6 oB, 2nd hit KD +53 oH / +9 oB


6HP is Juri's longest cancelable normal, and very easy to hitconfirm. The combination of slow startup, recovery, and forward movement makes this a dangerous move to whiff in neutral. On block, a cancel to 214LK usually keeps it safe from 4f punishes, even at close range. Being cancelable on both hits also makes this move strong against Drive Impact, as Juri can quickly cancel into her own DI on reaction.

There is a specific range where only the second hit will connect, but most of the time both hits will connect with no issues.

In combos, first hit has more hitstun, allowing a 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 > 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) > 236HK, juggle SA1.

4HK
Korenzan
4HK
SF6 Juri 4hk.png

SF6 Juri 4hk 2.png
SF6 Juri 4hk hitbox.png

SF6 Juri 4hk 2 hitbox.png
Hitboxes Off
Hitboxes On

4HK
Korenzan
Startup Active Recovery Cancel Damage Guard On Hit On Block
10(19) 3(6)3 19 Sp SA 400x2 LH -2 -6
  • 1st hit: Forces Stand and puts airborne opponents into limited juggle state
  • 2nd hit: spike knockdown vs. airborne opponents; () refers to startup of 2nd hit only
  • Counter-hit/Punish Counter bonus advantage carries through both hits
  • Cancel Hitconfirm Window: 39f/17f
  • Drive Rush cancel advantage: 1st hit +10 oH / +4 oB, 2nd hit +10 oH / +6 oB
  • SA2 cancel advantage: 1st hit +12 oH / +6 oB, 2nd hit +12 oH / +8 oB
4HK (FSE Chain)
Korenzan
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 chn
    • 2nd hit only: 17f sp / 19f chn
  • Drive Rush cancel advantage: 1st hit KD +51 oH / +4 oB, 2nd hit KD +32 oH / +6 oB


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. 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 SA1 before the opponent is slammed to the ground.


Target Combos

5MP~4HP~HP
Death Crest
5MP~4HP~HP
SF6 Juri 5mp 4hp.png

SF6 Juri 5mp 4hp hp.png
SF6 Juri 5mp 4hp hitbox.png

SF6 Juri 5mp 4hp hp hitbox.png
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5MP~4HP
Death Crest 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 19 TC 500 LH KD +35 -3
  • True blockstring from 5MP even if delayed
  • Cancel Hitconfirm Window: 45f (TC)
5MP~4HP~HP
Death Crest 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 27 - 600(480) LH KD +32 -16
  • () refers to scaled damage from 5MP~4HP combo starter
  • True blockstring, but can create a 1f gap if delayed
  • 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)
Forward Throw
LPLK
SF6 Juri lplk.png
SF6 Juri lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Spider Fang Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +25 -
  • Punish Counter: HKD +36
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Juri can dash after a Forward Throw, leaving her +3 for an auto-timed corner throw loop. This does not allow her to walk back to bait the opponent's throw tech, and she is left too far away to walk for manual throw timing. A forward dash into immediate back dash will leave Juri at least +10 if the opponent tries to tech a throw, allowing for a 5HP punish starter, but the backdash itself loses to most wakeup buttons or invincible reversals.

Midscreen, the opponent is sent too far for any follow-up oki.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Juri 4lplk.png
SF6 Juri lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Shadow Kick Throw
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +18 -
  • Side switch
  • Punish Counter: HKD +22
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Unique in that the opponent doesn't change position after being thrown, making it worse at cornering the opponent than most characters. Juri does not have enough KD advantage for true oki after throwing the opponent back into the corner, but she can use meaty normals to force them to block.

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Juri jlplk.png
SF6 Juri jlplk hitbox.png
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Hitboxes On

j.LPLK
Zanka-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +2(+4) -
  • Side switch
  • KD advantage varies based on height; higher throw gives better advantage


The side switch makes Air Throw a good option if Juri's back is to the wall, but a terrible air-to-air if the opponent tries to jump out of their own corner. Juri does not get any follow-up oki even after throwing the opponent back into the corner.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Juri hphk.png
SF6 Juri hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Sekkan Kick
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
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 2HP/5MK (1st) or Punish Counter 5HP/6HP (both)/2MP/2MK/6MP (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

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

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 5HP > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~5MP > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • DR~6MP > DI: 2f blockstring gap prevents opponent from absorbing the hit

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Juri 6hphk.png
SF6 Juri 6hphk hitbox.png
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6HPHK
Kaita Raid
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Juri mpmk.png
SF6 Juri mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Juri 66.png
SF6 Juri 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. 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


Special Moves

Fuhajin (214K)
Fuhajin
214K
SF6 Juri 214lk.png

SF6 Juri 214kk.png
SF6 Juri 214lk hitbox.png

SF6 Juri 214kk hitbox.png
Hitboxes Off
Hitboxes On

214LK
Fuhajin
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)
214MK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 4 21 SA3 600 LH KD +37 -6
  • Cancel Hitconfirm Window: 24f (Super)
214HK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 4 20(22) SA3 500 LH KD +46 -8
  • Cancel Hitconfirm Window: 16f (Super)
214KK
Fuhajin
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 4 23 SA2 SA3 600 LH KD +45 -12
  • Cancel Hitconfirm Window: 28f (Super)
  • SA2 cancel advantage: KD +51 oH / -6 oB


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 follow-up juggle on hit, but the LK and MK versions can only juggle into a canceled SA3. 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 SA1. 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 SA2 is unsafe due to the move's late cancel window.

Saihasho (236LK)
Saihasho
236LK
SF6 Juri 236lk.png

SF6 Juri 236lk stock.png

SF6 Juri 236lkmk.png
SF6 Juri 236lk hitbox.png
First Active Frames

SF6 Juri 236lk hitbox2.png
Disjoint "Fireball" Hitbox

SF6 Juri 236lkmk hitbox.png
OD Fireball Hitbox
Hitboxes Off
Hitboxes On

236LK
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 10 20 SA3 400 LH -2 -8
  • Cancel Hitconfirm Window: 3f (Super)
  • Projectile Speed: 0.028
236LK (1 Stock)
Saihasho
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 [80] 29 SA3 600 LH +1 -3
  • Cancel Hitconfirm Window: 3f (Super/Follow-up)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
  • Projectile Speed: 0.028
236LKMK
Saihasho
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 (Follow-up)
  • SA2 cancel advantage: KD +57 oH / +17 oB
  • Projectile Speed: 0.035


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 follow-up 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 follow-up by pressing MK or HK; this consumes 1 additional Drive bar and 1 Fuha stock for each follow-up, 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)
Ankensatsu
236MK
SF6 Juri 236mk.png
combo into 214HK if no stocks are available

SF6 Juri 236mk stock.png
extends combos, can be stock neutral

SF6 Juri 236lkhk.png
SF6 Juri 236mk hitbox.png
Hitboxes Off
Hitboxes On

236MK
Ankensatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
24 4 19 land SA3 600 LH +3 (KD +21~23) -10
  • Airborne/Low Crush 8-27f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 23f (Super)
236MK (1 Stock)
Ankensatsu
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/Follow-up)
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)
236LKHK
Ankensatsu
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/Follow-up)
  • SA2 cancel advantage: +16 oH / -3 oB
  • Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit)


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 Counter-hit. With 1 Fuha stock, it gains much better hit advantage allowing for follow-up 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 1 additional Drive bar, it can chain into the other OD 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 apply extra damage scaling, likely to prevent massive damage loops using Drive Rush cancels.

Go Ohsatsu (236HK)
Go Ohsatsu
236HK
SF6 Juri 236hk.png

SF6 Juri 236hk stock.png

SF6 Juri 236mkhk.png
SF6 Juri 236hk hitbox.png
1st Hit

SF6 Juri 236hk stock hitbox.png
Fuhajin Stock 2nd Hit

SF6 Juri 236mkhk hitbox.png
OD Version 2nd & 3rd Hit
Hitboxes Off
Hitboxes On

236HK
Go Ohsatsu
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4 27 SA3 1000 LH KD +27 -11
  • Cancel Hitconfirm Window: 22f (Super)
236HK
Go Ohsatsu (1 Stock)
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: 36f (2nd hit, Super/Follow-up)
236MKHK
Go Ohsatsu
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: 77f (3rd hit) / 38f (2nd hit) (Super/Follow-up)
  • SA2 cancel advantage: 1st hit +17 oH/oB, 2nd hit KD +54 oH / +15 oB, 3rd hit KD +52 oH / +4 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


Go Ohsatsu is a forward-lunging kick; it knocks down, but is very unsafe on block. Like the other 236K moves, Juri can chain into a LK or MK follow-up by pressing the button at the cost of 1 additional Fuha stock. The high damage makes it a great ender when canceling to SA3; just be sure not to cancel the early hits of the 1-Stock and OD versions or you will lose significant damage. 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 Follow-up cancels.

OD Go Ohsatsu performs 3 hits, all of which are cancelable into follow-ups or SA2/SA3. For the cost of 1 Fuha stock and 1 additional Drive bar, press LK or MK to chain into the respective OD follow-up. The entire OD Go Ohsatsu animation is an airtight blockstring, giving plenty of time to decide whether a cancel for safety or damage is appropriate. Only the first hit of the OD version leaves grounded opponents standing; the 2nd and 3rd hits launch the opponent and have different juggle values, which may affect Juri's potential combo routes. Note that canceling the final hit into SA2 on block leaves Juri outside of throw range with only minimal advantage, so the 2nd hit should be canceled on block if you want to start your pressure.

Tensenrin (623P)
Tensenrin
623P
SF6 Juri 623LP.png

SF6 Juri 623PP.png
SF6 Juri 623LP hitbox.png

SF6 Juri 623HP hitbox.png
Hitboxes Off
Hitboxes On

623LP
Tensenrin
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
623MP
Tensenrin
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
623HP
Tensenrin
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)
623PP
Tensenrin
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


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 SA3 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)
Shiku-sen
j.214K
SF6 Juri j214K.png

SF6 Juri j214kk.png
SF6 Juri j214K hitbox.png
Hitboxes Off
Hitboxes On

j.214K
Shiku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 until landing 18 land - 400 LH KD +34(+41) -10(-3)
j.214KK
OD Shiku-sen
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 until landing 18 land - 300 LH KD +37(+44) -10(-3)


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 follow-up 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 SA1 can squeeze out a little extra damage but at a very high risk of dropping.

Shiren-sen (j.214K~K)
Shiren-sen
j.214K~K
SF6 Juri j214K~K.png

SF6 Juri j214KK~K.png
SF6 Juri j214K~K hitbox.png
Hitboxes Off
Hitboxes On

j.214K~K
Shiren-sen
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
j.214KK~K
OD Shiren-sen
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) -


Shiren-sen is a follow-up 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 follow-up since Juri can't be more unsafe on block. The only situations where Juri can get more damage without the follow-up are when juggling SA1 after a perfectly spaced Divekick, or juggling OD Divekick directly into SA3 (due to scaling differences).


Super Arts

Level 1 Super (236236K)
Sakkai Fuhazan
Level 1 Super Art
236236K
SF6 Juri 236236k.png
hold [K] for more damage at the cost of a Stock
SF6 Juri 236236k hitbox.png
SF6 Juri 236236k hitbox2.png
SF6 Juri 236236k hitbox3.png
hold [K] for more damage at the cost of a Stock
Hitboxes Off
Hitboxes On

236236K
Sakkai Fuhazan
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 201 total - 1800 LH KD +26(+49) -32
  • Full Invuln: 1f; Strike/Throw Invuln: 2-8f; Armor Break
  • Super-priority projectile hitbox
  • Projectile Speed: 0.12 / 0.22 final
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
    • Distribution: 800x5,1000 (hit) / 500,400x5 (block)
  • 30% minimum damage scaling
236236[K]
Sakkai Fuhazan (hold)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 - 200 Total - 2100 LH KD +27(+50) -31
  • Full Invuln: 1f; Strike/Throw Invuln: 2-8f; Armor Break
  • Super-priority projectile hitbox; consumes 1 Fuha stock
  • Projectile Speed: 0.12 / 0.22 final
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
    • Distribution: 800x5,1000 (hit) / 500,400x5 (block)
  • 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 300 extra damage on the final hit.

The fast startup and strike/throw invincibility makes this an effective reversal when OD Tensenrin is unavailable, or when using it would be ill-advised (for example, against a Kimberly spraycan setup that punishes OD Tensenrin on hit). Juri moves forward during the Super freeze, making it possible to use against fast projectiles like Luke's Sand Blast with frame-perfect timing despite not having projectile invincibility.

The full damage distribution is: 200x4,300,700 (enhanced: 200x4,300,1000).

Level 2 Super (214214P)
Feng Shui Engine
Level 2 Super Art
214214P
SF6 Juri 214214P.png

SF6 Juri 214214P hold.png
optional dash (214214[P]), the part that Armor Breaks and steals Drive
SF6 Juri 214214P hold hitbox.png
optional dash (214214[P]), the part that Armor Breaks and steals Drive
Hitboxes Off
Hitboxes On

214214P
Feng Shui Engine
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 [600] 6 - - - - -
  • Install Super; allows Juri to chain normals together; changes the properties of many normals
  • Install timer lasts 600f (10 seconds); timer freezes during attack hitstop
214214[P]
Feng Shui Engine (hold)
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
  • Puts airborne opponents into free juggle state or maintains existing juggle state
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
  • 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 during your attack hitstop, 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.

FSE gives Juri combo routes that can easily lead to a safe jump setup, allowing her to safely continue pressure. By slightly delaying the jump timing, she can instead chain her air normals together for a double-overhead mixup. It can be tricky for the opponent to correctly block a high-high and high-low chain, so they may instead opt to hold Parry before the first jump-in connects, opening the door to empty jump Throw instead.

Level 3 Super (214214K)
Kaisen Dankai Raku
Level 3 Super Art
214214K
SF6 Juri 214214k.png

SF6 Juri 214214k ca.png
CA version, adds 500 damage
SF6 Juri 214214k hitbox.png
Hitboxes Off
Hitboxes On

214214K
Kaisen Dankai Raku
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 52 - 4000 LH HKD +22 -31
  • Full Invuln: 1-13f; Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block)
    • Cinematic time regenerates ~2 Drive bars for Juri
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
214214K
Kaisen Dankai Raku (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 52 - 4500 LH HKD +20 -31
  • Full Invuln: 1-13f; Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block)
    • Cinematic time regenerates ~2.4 Drive bars for Juri
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


A cinematic Super that cancels from most of Juri's special moves. It also works well in juggles, but is slightly slower than SA1, 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.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Juri 5pppkkk.png
"You gonna keep me waiting, babe?"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
294 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Juri 6pppkkk.png
"Killer beam! Or whatever."

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
199 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Juri 4pppkkk.png
"What are you waiting for?"

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
185 (total) - - - - - - -



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