Street Fighter 6/Juri/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Juri HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Juri Portrait.png 10000 0.8 0.047 0.032 22 23 1.903 1.114 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 4 7 14 +5 -2 LH Chn Sp SA 14
5LP (FSE Chain) 100 4 4 7 14 +5 -2 LH Chn Sp SA 14 Sp / 16 Chn
5MP 600 6 4 12 21 +7 +2 LH Sp SA TC 16
5MP (FSE Chain) 400 6 4 12 21 +7 +2 LH Chn Sp SA 16 Sp / 18 Chn
5HP 800 10 3 24 36 -1 -5 LH Sp SA 17
5HP (FSE Chain) 600 10 3 24 36 KD +29 -5 LH Chn Sp SA 17 Sp / 19 Chn
5LK 300 5 3 9 16 +2 -3 LH Sp SA 13
5LK (FSE Chain) 100 5 3 9 16 +2 -3 LH Chn Sp SA 13 Sp / 15 Chn
5MK 400,300 (700) 5(8) 2(1)3 17 27 +3 -4 LH Sp SA (1st) 14
5MK (FSE Chain) 300,200 5(8) 2(1)3 17 27 +3 -4 LH Chn Sp SA 29(15) Sp / 31(17) Chn
5HK 900 17 4 19 39 +2(+5) -3(0) LH -
5HK (FSE Chain) 700 17 4 19 39 KD +34 -3 LH Chn Sp SA 26 Sp/Chn (PC: 38)
2LP 300 4 3 8 14 +4 -1 LH Chn Sp SA 13
2LP (FSE Chain) 100 4 3 8 14 +4 -1 LH Chn Sp SA 13 Sp / 15 Chn
2MP 600 6 4 14 23 +5 -2 LH Sp SA 16
2MP (FSE Chain) 400 6 4 14 23 +5 -2 LH Chn Sp SA 16 Sp / 18 Chn
2HP 900 8 4 23 34 +3 -11 LH Sp SA 18
2HP (FSE Chain) 700 8 4 23 34 KD +34 -11 LH Sp SA Jmp 16 Sp / 18 Jmp / 20 Chn
2LK 200 5 3 8 15 +3 -1 L Chn
2LK (FSE Chain) 100 5 3 8 15 +3 -1 L Chn Sp SA 15 Sp/Chn
2MK 500 8 3 19 29 +1 -6 L Sp SA 13
2MK (FSE Chain) 300 8 3 19 29 +1 -6 L Chn Sp SA 13 Sp / 15 Chn
2HK 900 10 3 23 35 HKD +32 -11 L -
2HK (FSE Chain) 700 10 3 23 35 HKD +32 -11 L Sp SA 17 Sp / 19 Chn
j.LP 300 5 6 3 land - - - H -
j.LP (FSE Chain) 100 5 6 3 land - KD - H Chn Sp
j.MP 700 7 5 3 land - - - H Sp
j.MP (FSE Chain) 500 7 5 3 land - KD - H Chn Sp
j.HP 900 12 6 3 land - HKD +23(+34) - H -
j.HP (FSE Chain) 700 12 6 3 land - KD - H Chn Sp
j.LK 300 4 6 3 land - - - H -
j.LK (FSE Chain) 100 4 6 3 land - KD - H Chn Sp
j.MK 500 6 6 3 land - - - H -
j.MK (FSE Chain) 300 6 6 3 land - KD - H Chn Sp
7HK or 9HK 800 10 6 3 land - - - H -
j.HK (FSE Chain) 600 10 6 3 land - KD - H Chn Sp
8HK 800 10 4 3 land - - - H -
8HK (FSE Chain) 600 10 4 3 land - KD - H Chn Sp
6MP 600 8 3 17 27 +4 -3 LH Sp SA 15
6MP (FSE Chain) 400 8 3 17 27 +4 -3 LH Chn Sp SA 15 Sp / 17 Chn
6MK 600 21 2 21(23) 43(45) +2 -3 H -
6MK (FSE Chain) 400 21 2 21(23) 43(45) KD +25 -3 H Sp SA 14 Sp/Chn
6HP 500x2 15(23) 3(5)3 20 45 +2 -4 LH Sp SA 27/14
6HP (FSE Chain) 400x2 15(23) 3(5)3 20 45 KD +40 -4 LH Chn Sp SA 27(14) Sp / 29(16) Chn
4HK 400x2 10(19) 3(6)3 19 40 -2 -6 LH Sp SA 39/17
4HK (FSE Chain) 300x2 10(19) 3(6)3 19 40 KD +20 -6 LH Chn Sp SA 39(17) Sp / 41(19) Chn
5MP~4HP 500 12 3 19 33 KD +35 -3 LH TC 45
5MP~4HP~HP 600(480) 17 3 27 46 KD +32 -16 LH -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +9 -9 +4 -3 16 9 9
5LP (FSE Chain) 10% Starter +9 -9 +4 -3 16 9 9
5MP +11 -14 +12 +7 23 18 11
5MP (FSE Chain) +11 -14 +12 +7 23 18 9
5HP +3 -25 +16 +12 26 22 13
5HP (FSE Chain) KD +29 -25 KD +46 +12 22 12
5LK 10% Starter +6 -10 +4 -1 13 7 9
5LK (FSE Chain) 10% Starter +6 -10 +4 -1 13 7 9
5MK +7 -21 / -18 +17 +5 27,23 15,16 11,11
5MK (FSE Chain) +7 -21 / -18 +13 / +13 +5 / +6 23,23 15,16 9,9
5HK 20% Starter KD +42(+45) Launch -21(-18) 25 20 13
5HK (FSE Chain) 20% Starter KD +34 -21 +7 (KD +39) +2 20 11
2LP 10% Starter +8 -9 +4 -1 15 10 9
2LP (FSE Chain) 10% Starter +8 -9 +4 -1 15 10 9
2MP +9 -16 +13 +6 23 16 11
2MP (FSE Chain) +9 -16 +13 +6 23 16 9
2HP +7 -25 +20 +6 30 16 13
2HP (FSE Chain) KD +34 -25 KD +51 +6 16 11
2LK 10% Starter +7 -9 14 10 9
2LK (FSE Chain) 10% Starter +7 -9 +4 0 14 10 9
2MK 20% Starter +5 -20 +11 +4 23 16 9
2MK (FSE Chain) 20% Starter +5 -20 +11 +4 23 16 8
2HK HKD +47 -24 15 13
2HK (FSE Chain) HKD +47 -24 HKD +48 +5 15 9
j.LP -2 13 9 9
j.LP (FSE Chain) KD 13 9 9
j.MP -2 17 11 11
j.MP (FSE Chain) KD 17 11 11
j.HP HKD +23(+34) -2 19 13
j.HP (FSE Chain) KD 19 13
j.LK -2 13 9 9
j.LK (FSE Chain) KD 13 9 9
j.MK -2 17 13 11
j.MK (FSE Chain) KD 17 13 11
7HK or 9HK -2 19 15 13
j.HK (FSE Chain) KD 19 15 13
8HK -2 19 15 13
8HK (FSE Chain) KD 19 15 13
6MP +8 -18 +14 +7 24 17 11
6MP (FSE Chain) +8 -18 +14 +7 24 17 9
6MK +6 -21 25 20 11
6MK (FSE Chain) KD +25 -21 KD +37 +9 20 9
6HP +6 -21 +16 / +15 +6 / +9 26,25 16,19 5,10
6HP (FSE Chain) KD +40 -21 KD +48/+53 +6 / +9 16,19 5,6
4HK +2 -20 +10 +4 / +6 20,20 14,16 13,13
4HK (FSE Chain) KD +20 -20 KD +51/+32 +4 / +6 14,16 9,9
5MP~4HP KD +35 19 10
5MP~4HP~HP -28 14 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5LP (FSE Chain) 125 [500] 62
5MP 3000 [4000] 1500 500 (350) 250 (125)
5MP (FSE Chain) 750 [1000] 375
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5HP (FSE Chain) 1250 [2000] 500
5LK 500 [2000] 250 300 (210) 150 (75)
5LK (FSE Chain) 125 [500] 62
5MK 2000x2 [3000x2] 1000x2 350,700 (245,490) 175,350 (87,175)
5MK (FSE Chain) 500x2 [750x2] 250x2
5HK 6000 [10000] 3000 1000 (700) 500 (250)
5HK (FSE Chain) 1500 [2500] 750
2LP 500 [2000] 250 300 (210) 150 (75)
2LP (FSE Chain) 125 [500] 62
2MP 3000 [4000] 1500 500 (350) 250 (125)
2MP (FSE Chain) 750 [1000] 375
2HP 5000 [8000] 2000 1000 (700) 500 (250)
2HP (FSE Chain) 1250 [2000] 750
2LK 500 [2000] 250 300 (210) 150 (75)
2LK (FSE Chain) 125 [500] 62
2MK 2000 [4000] 1000 600 (420) 300 (150)
2MK (FSE Chain) 500 [1000] 250
2HK 4000 [10000] 3000 1000 (700) 500 (250)
2HK (FSE Chain) 1000 [2500] 750
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.LP (FSE Chain) 375 125
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.MP (FSE Chain) 250
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.HP (FSE Chain) 500
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.LK (FSE Chain) 125
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.MK (FSE Chain) 625 [1000] 250
7HK or 9HK 4000 [5000] 2000 1000 (700) 500 (250)
j.HK (FSE Chain) 1000 500
8HK 4000 [5000] 2000 1000 (700) 500 (250)
8HK (FSE Chain) 500
6MP 3000 [4000] 1500 500 (350) 250 (125)
6MP (FSE Chain) 750 [1000] 375
6MK 2500 [5000] 1500 700 (490) 350 (175)
6MK (FSE Chain) 625 [1250] 375
6HP 2500x2 [5000x2] 1250x2 500x2 (350x2) 250x2 (125x2)
6HP (FSE Chain) 625x2 [1250x2] 313,312
4HK 1500x2 [4000x2] 750x2 500x2 (350x2) 250x2 (125x2)
4HK (FSE Chain) 375x2 [1000x2] 188,187
5MP~4HP 2000 1000 1000 (700) 500 (250)
5MP~4HP~HP 1000 1000 500 (350) 250 (125)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5LP (FSE Chain) 1
5MP
5MP (FSE Chain) 1
5HP
5HP (FSE Chain) 1
5LK
5LK (FSE Chain) 1
5MK
5MK (FSE Chain) 1
5HK
5HK (FSE Chain)
2LP
2LP (FSE Chain)
2MP
2MP (FSE Chain)
2HP
2HP (FSE Chain)
2LK
2LK (FSE Chain)
2MK
2MK (FSE Chain)
2HK 1 0
2HK (FSE Chain)
j.LP
j.LP (FSE Chain)
j.MP
j.MP (FSE Chain)
j.HP
j.HP (FSE Chain)
j.LK
j.LK (FSE Chain)
j.MK
j.MK (FSE Chain)
7HK or 9HK
j.HK (FSE Chain)
8HK
8HK (FSE Chain)
6MP
6MP (FSE Chain)
6MK
6MK (FSE Chain)
6HP 1 1,1 0,1
6HP (FSE Chain)
4HK
4HK (FSE Chain)
5MP~4HP
5MP~4HP~HP

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK; high active frame count makes it a useful meaty (up to +8/+1); SA2 cancel: +8/+1; DR cancel is delayed until after 3rd active frame
5LP (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; DR cancel is delayed until after 3rd active frame
5MP Strong combo/pressure starter and meaty tool, especially out of Drive Rush to minimize pushback; meaty timing can be up to +10/+5; SA2 cancel: +14/+9; special/DR cancel is delayed until after 2nd active frame
5MP (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; 2f shorter hitconfirm window when chained into; special/DR cancel is delayed until after 2nd active frame
5HP Forces stand on hit; good whiff punish tool with long range; large hurtbox makes it weak as an anti-air; SA2 cancel: +18/+14
5HP (FSE Chain) Chained version during SA2 (FSE); forces stand on hit; maintains juggle state vs. airborne opponents; 1f shorter hitconfirm window when chained into
5LK Good range for a light normal, but can't combo into 214MK; SA2 cancel: +5/0; special cancel is delayed until after 2nd active frame
5LK (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; special cancel is delayed until after 2nd active frame
5MK 8f startup for 2nd hit only; 1st hit can combo from 5LP and has enough hitstun to combo to 214HK for a launch and Fuha stock; great poke in neutral (1st hit can interrupt opponent's button while 2nd hit extends for long range); very effective when used out of Drive Rush; SA2 cancel: +19/+7 (1st hit)
5MK (FSE Chain) Chained version during SA2 (FSE); 1st hit has 4f less hitstun (cannot combo into 214HK); when chained into, 4f shorter hitconfirm window (2f if 2nd hit only); maintains juggle state vs. airborne opponents
5HK Not airborne despite the animation; long range and safe on block with a follow-up juggle on Punish Counter makes it great in neutral; better frame advantage when well spaced (very difficult to connect with the final active frame)
5HK (FSE Chain) Becomes fully cancelable during FSE, even when not chained into; not airborne despite the animation; maintains juggle state vs. airborne opponents; 2f shorter hitconfirm window when chained into; special/DR cancel is delayed until after 5th recovery frame
2LP Chains into 5LP/2LP/2LK; SA2 cancel: +7/+2; DR cancel is delayed until after 2nd active frame
2LP (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; DR cancel is delayed until after 2nd active frame
2MP Good combo tool and useful when buffered in neutral; good anti-air for horizontal approaches (hitbox is above her extended fist); SA2 cancel: +15/+8
2MP (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; 2f shorter hitconfirm window when chained into
2HP Forces stand on hit; great anti-air but cannot hit cross-up (upward leg hurtbox is anti-air invincible on frames 8-15); all active frames are cancelable; powerful combo starter after a canceled Drive Rush hitconfirm; SA2 cancel: +22/+8
2HP (FSE Chain) Chained version of 2HP during SA2 (FSE); jump cancelable on hit only; when jump canceled, FSE air normals cause juggle state; 2f shorter CHAIN react window when chained into
2LK Chains into 5LP/2LP/2LK; becomes fully cancelable during Feng Shui Engine
2LK (FSE Chain) Chained version during SA2 (FSE); 2f shorter special hitconfirm window when chained into; maintains juggle state vs. airborne opponents
2MK Excellent range for a cancelable low poke in neutral; SA2 cancel: +15/+8; Range: 1.517 (1st frame: 1.446); DR cancel is delayed until after active frames
2MK (FSE Chain) Chained version during SA2 (FSE); 1f shorter hitconfirm window when chained into; maintains juggle state vs. airborne opponents; Range: 1.517 (1st frame: 1.446); DR cancel is delayed until after active frames
2HK Not a Hard Knockdown when juggled into (requires free juggle state or Drive Rush 2HK); becomes fully cancelable during Feng Shui Engine (even when not chained into)
2HK (FSE Chain) Chained version of 2HP during SA2 (FSE); maintains juggle state vs. airborne opponents; 4f shorter hitconfirm window when chained into
j.LP During FSE forward jump, can cancel into divekick
j.LP (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents
j.MP Puts airborne opponents into limited juggle state; cancelable into divekick; instant j.MP > j.214KK is a useful option against corner throw loops (much less punishable than a blocked reversal); can only be used as a fuzzy instant overhead if the opponent is in Burnout and blocks a deep j.HK
j.MP (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents
j.HP Cross-up; causes a spike knockdown vs. airborne opponents with no Hard Knockdown; better KD Adv. when hitting lower to the ground; during FSE forward jump, can cancel into divekick
j.HP (FSE Chain) Chained version during SA2 (FSE)
j.LK Cross-up; can be used as a fuzzy instant overhead (vs. Blanka, will not work after perfect safe jump j.HK timing); during FSE forward jump, can cancel into divekick
j.LK (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents
j.MK Cross-up; during FSE forward jump, can cancel into divekick
j.MK (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents
7HK or 9HK During FSE forward jump, can cancel into divekick; shifts Juri's hurtbox upward during startup
j.HK (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents
8HK Hits on both sides (can cross-up if opponent tries to move underneath Juri); can be used as an air-to-air; when chained after FSE nj.MP, puts airborne opponents into juggle state; shifts Juri's hurtbox upward during startup
8HK (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents
6MP SA2 cancel: +16/+9
6MP (FSE Chain) Chained version during SA2 (FSE); 2f shorter hitconfirm window when chained into; maintains juggle state vs. airborne opponents
6MK Not airborne despite the animation; 2 extra recovery frames on whiff
6MK (FSE Chain) Chained Feng Shui Engine version; not airborne despite the animation; the special/chain cancel window only applies when chaining into 6MK and the KD doesn't allow anything to juggle on hit; 2 extra recovery frames on whiff; special/DR cancel is delayed until after 2nd active frame
6HP Both hits are cancelable; 23f startup for 2nd hit only; 1st hit has more hitstun and blockstun for cancels; both hits put airborne opponent into limited juggle state; carries counter-hit/Punish Counter advantage through both hits; SA2 cancel: +18/+8 (1st hit), +17/+11 (2nd hit)
6HP (FSE Chain) Chained version during SA2 (FSE); maintains juggle state vs. airborne opponents; 4f shorter hitconfirm window when chained into
4HK Both hits are cancelable; 1st hit forces stand and puts airborne opponents into limited juggle state; 2nd hit causes spike knockdown vs. airborne opponents; 19f startup for 2nd hit only; carries counter-hit/Punish Counter advantage through both hits; SA2 cancel: +12/+6 (1st hit), +12/+8 (2nd hit)
4HK (FSE Chain) Chained version during SA2 (FSE); both hits knock down; 8f shorter hitconfirm window when chained into
5MP~4HP Safe Target Combo starter that leaves ample time to confirm the final hit; 4HP cannot be delayed to create a blockstring gap
5MP~4HP~HP (refers to scaled damage); not airborne despite the animation; if HP is delayed to final possible frame, creates a 1f blockstring gap from 4HP

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +25 - T
4LPLK 1200 (2040) 5 3 23 30 KD +18 - T
j.LPLK 1200 (2040) 5 3 3 land - KD +2(+4) - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +25
4LPLK 20% Immediate HKD +18
j.LPLK HKD +2(+4)
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
j.LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
j.LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Has access to corner throw loops by dashing (+3)
4LPLK No throw oki after back throwing opponent into corner, but can use meaty strikes
j.LPLK KD Adv. varies based on height (lower height = worse advantage); switches sides; no oki after throwing opponent back into the corner
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.641 (min/throw), 2.479 (min/block), 3.999 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
214LK 600 10 4 19(21) 32(34) KD +37 -4 LH SA3 19
214MK 600 13 4 21 37 KD +37 -6 LH SA3 24
214HK 500 25 4 20(22) 48(50) KD +46 -8 LH SA3 16
214KK 600 16 4 23 42 KD +45 -12 LH SA2 SA3 28
236LK 400 16 10 20 45 -2 -8 LH SA3 3
236LK (1 Stock) 600 16 [80] 29 45 +1 -3 LH SA3 3 (SA/follow-up)
236LKMK 400x2 11 [120] 27 38 KD +39 -2 LH SA2 SA3 7 SA / 4 follow-up
236MK 600 24 4 19 land 46 +3 (KD +21~23) -10 LH SA3 23
236MK (1 Stock) 600 24 4 19 land 46 +8 (KD +21~23) -10 LH SA3 23 (SA/follow-up)
236LKHK 800 24 4 19 land 46 +9 (KD +56~57) -10 LH SA2 SA3 23 (SA/follow-up)
236HK 1000 18 4 27 48 KD +27 -11 LH SA3 22
236HK 700,500 (1200) 18 4(12)3 27 63 KD +37 -12 LH SA3 36 (SA/follow-up)
236MKHK 400x3 (1200) 18 4(12)3(28)5 28 97 KD +32 -16 LH SA2 SA3 77(38) (SA/follow-up)
623LP 400x2 11 3(2)2 22 39 KD +37 -8 LH SA3 17
623MP 300x4 (1200) 5 8(5)2(3)2 24+14 land 62 KD +31 -37 LH -
623HP 300x4 (1200) 5 8(5)2(3)2 24+14 land 62 KD +28 -37(-41) LH -
623PP 600,200x3,400 (1600) 6 4(1)2(6)2(2)2 32+19 land 75 KD +5 -48 LH -
j.214K 400 18 until landing 18 land - KD +34(+41) -10(-3) LH -
j.214K~K 300x2,600 (1200) 6 4(4)4(17)4 23(29)+12 land 77 KD +28(+33) - - -
j.214KK 300 16 until landing 18 land - KD +37(+44) -10(-3) LH -
j.214KK~K 300x3 (900) 6 4(4)4(17)4 27(34)+7 land 77 KD +50(+57) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
214LK 150 KD +37 -21 21 9(11)
214MK 150 KD +37 -23 19 9(11)
214HK 125 KD +46 -24 15 11
214KK 150 KD +45 -25 15 11
236LK 100 +2 -19 22 8
236LK (1 Stock) 150 20% Starter; Combo (2 hits) +5 -19 27 8
236LKMK 100x2 KD +42 -6 26 total 5,6
236MK 150 +7 -21 13 13
236MK (1 Stock) 150 20% Starter; Combo (2 hits) +12 -21 13 13
236LKHK 200 20% Starter; Combo (2 hits) +13 -21 13 13
236HK 250 KD +27 -29 20 12(14)
236HK 175,125 (300) KD +37 -28 34 total 4,12 (6,14)
236MKHK 100x3 (300) 20% Starter KD +32 -31 64 total 4,5,12 (6,7,14)
623LP 100x2 KD +37 -27(-22) 21 total 3,6
623MP 75x2 (150) KD +31 -49(-56) 21 total 4,3,3,13
623HP 75,(75) KD +28 -49(-56) 21 total (17 crouch) 4,3,3,13
623PP 150,50 (200) KD +5 -68 22 total 3x4,8
j.214K 100 KD +34(+41) -24(-17) 16 5
j.214K~K KD +28(+33) 2,3,10
j.214KK 75 KD +37(+44) -24(-17) 16 5
j.214KK~K KD +50(+57) 2,2,12

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
214LK 2500 [5000] 2000 600 (420) 300 (150)
214MK 2500 [5000] 2000 600 (420) 300 (150)
214HK 2500 [5000] 2000 600 (420) 300 (150)
214KK 2500 [5000] -20000 600 (420) 300 (150)
236LK 2500 [3000] 1000 600 (420) 300 (150)
236LK (1 Stock) 2500 [3000] 1000 600 (420) 300 (150)
236LKMK 1500x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
236MK 3000 [5000] 2000 800 (560) 400 (200)
236MK (1 Stock) 3000 [5000] 2000 800 (560) 400 (200)
236LKHK 3000 [5000] -20000 800 (560) 400 (200)
236HK 4000 [5000] 1000 700 (490) 350 (175)
236HK 2500x2 [2500x2] 1000x2 400,300 (280,210) 200,150 (100,75)
236MKHK 2000x3 [1700x2,1600] -20000 300x2,200 (210x2,140) 150x2,100 (75x2,50)
623LP 2000x2 [2500x2] 1000x2 500x2 (350x2) 250x2 (125x2)
623MP 2000x2 [5000] 500x4 (500x2) 300x2,200x2 (210x2,140x2) 150x2 (75x2)
623HP 2000x2 [5000] 500x4 (500x2) 300x2,200x2 (210x2,140x2) 150x2 (75x2)
623PP 2000x2 -20000 400,100x3,200 (280,70x3,140) 200,50 (100,25)
j.214K 3000 [5000] 2000 600 (420) 300 (150)
j.214K~K 600x3 200x3 (140x3)
j.214KK 3000 [5000] -20000 600 (420) 300 (150)
j.214KK~K 200x3 (140x3)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
214LK
214MK
214HK
214KK
236LK
236LK (1 Stock)
236LKMK
236MK 8-27 (FKD)
236MK (1 Stock) 8-27 (FKD)
236LKHK 8-27 (FKD)
236HK
236HK
236MKHK
623LP
623MP 1-8 Air 9-48 (FKD)
623HP 1-8 Air 7-48 (FKD)
623PP 1-9 Full 10-56 (FKD)
j.214K Until Land (FKD)
j.214K~K Until Land (FKD)
j.214KK Until Land (FKD)
j.214KK~K Until Land (FKD) 1

input Notes
input Notes
214LK Gains 1 Fuha stock on hit/block/whiff on frame 10; 1-hit projectile clash hitbox on frames 8-13; puts opponent into limited juggle state (only combos into SA3); does not move forward during startup; 2f extra recovery on whiff
214MK Gains 1 Fuha stock on hit/block/whiff on frame 13; 1-hit projectile clash hitbox on frames 11-16; puts opponent into limited juggle state (only combos into SA3); takes small step forward, making it more consistent in combos (but does not combo naturally from 5LK)
214HK Gains 1 Fuha stock on hit/block/whiff on frame 25; 1-hit projectile clash hitbox on frames 23-28; launches opponent high into a limited juggle state; takes large step forward (but only combos naturally from 5HP, 2HP, and first hit of 5MK and 6HP); 2f extra recovery on block
214KK Gains 1 Fuha stock on hit/block/whiff on frame 16; 2-hit OD projectile clash hitbox on frames 14-19; launches opponent high into a limited juggle state; takes small step forward (consistent like the MK version, but does not combo naturally from light normals); SA2 cancel: KD+51/-6
236LK 1-hit projectile hitbox (can lose to projectile-invuln moves); very short range
236LK (1 Stock) 1-hit projectile; costs 1 Fuha stock; can press MK or HK to cancel into other 236K specials for 1 Fuha stock (within the first 3 active frames)
236LKMK 2-hit OD projectile; only the 2nd hit knocks down; can press MK or HK to cancel into other OD 236K specials for 1 Fuha stock and 1 Drive bar; SA2 cancel: KD+57/+17
236MK 8-27f low crush; KD vs. airborne opponents
236MK (1 Stock) Costs 1 Fuha stock; 8-27f low crush; KD vs. airborne opponents; can press LK or HK to cancel into other 236K specials for 1 Fuha stock
236LKHK 8-27f low crush; OTG bounce vs. airborne opponents (limited juggle state); pressing LK or HK cancels to other OD 236K specials for 1 Fuha stock + 1 Drive bar; SA2 cancel: +16/-3
236HK Puts airborne opponents into limited juggle state (only high airborne connect launches high enough for follow-up juggle besides SA3 cancel); good juggle ender for damage when canceling to SA3
236HK Costs 1 Fuha stock; both hits are Super cancelable; can press LK or MK to cancel into other 236K specials for 1 Fuha stock; puts opponent into limited juggle state (only airborne hit launches high enough for follow-up juggle besides SA3 cancel); good for damage when comboing into SA3
236MKHK All 3 hits are Super cancelable; first hit keeps opponent grounded, 2nd and 3rd hits put opponent into limited juggle state; can press LK or MK to cancel any hit into other OD 236K specials for 1 Fuha stock and 1 Drive bar; SA2 cancel: +17/+17 (1st hit), KD+54/+15 (2nd hit), KD+52/+4 (3rd hit); 3rd hit cannot juggle into held SA2 dash attack
623LP Both hits are SA3 cancelable; not airborne; fairly consistent combo ender
623MP Strong anti-air but cannot hit cross-up; slightly less horizontal range than 623HP
623HP Only 1 hit connects vs. crouch block (4f worse oB, less chip damage); strong combo ender and anti-air but cannot hit cross-up; slightly more horizontal range than 623MP
623PP Juri's primary reversal option; final attack comes out on hit only; cannot hit cross-up
j.214K During forward jump only; can input follow-up on hit only; puts opponent into limited juggle state (lower connect allows better follow-up juggles); button strength does not affect trajectory
j.214K~K Comes out on hit only; can delay the input to get better KD Advantage; no follow-up after juggle state; Juri is in a crouching state during landing recovery; total recovery time before landing varies by juggle height
j.214KK During forward jump only; can input follow-up on hit only; puts opponent into limited juggle state
j.214KK~K Puts opponent into limited juggle state; comes out on hit only; can delay the input to get better juggle follow-ups and better KD Adv.; Juri is in a crouching state during landing recovery; total recovery time before landing varies by juggle height

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236K 1800 7 - 201 total 201 KD +26(+49) -32 LH
236236[K] 2100 7 - 200 Total 200 KD +27(+50) -31 LH
214214P - 1 [600] 6 7 - - -
214214[P] 300 9 11 26 45 -4(+6) -17(-7) LH
214214K 4000 10 4 52 65 HKD +22 -31 LH
214214K 4500 10 4 52 65 HKD +20 -31 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236K 83x5,85 (500) 30% Minimum KD +26(+49) -51 54,46,30 3,6,6,8,6,10
236236[K] 83x5,85 (500) 30% Minimum KD +27(+50) -50 54,46,30 3,6,6,8,6,10
214214P
214214[P] 75 40% Minimum 0(+10) -33(-25) 20 10
214214K 1000 50% Minimum; 10% Immediate (Sp) HKD +22 -54 25 17
214214K 1250 50% Minimum; 10% Immediate (Sp) HKD +20 -54 25 17

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236K 500,400x5 (2500) 800x5,1000 (5000) -10000 -10000
236236[K] 500,400x5 (2500) 800x5,1000 (5000) -10000 -10000
214214P -20000 -20000
214214[P] 5000 10000 -20000 -20000
214214K 7500 15000 -30000 -30000
214214K 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236K 1 Full, 2-8 Strike/Throw Break
236236[K] 1 Full, 2-8 Strike/Throw Break
214214P
214214[P] Break 0 0
214214K 1-13 Full Break
214214K 1-13 Full Break

input Notes
input Notes
236236K Projectile hitbox; active frames and KD Adv. are highly variable based on screen position; Full Dmg distribution: 200x4,300,700
236236[K] Projectile hitbox; requires one Fuha stock to use (consumes this stock); active frames and KD Adv. are highly variable based on screen position; Full Dmg distribution: 200x4,300,1000
214214P Lasts 600 frames (10 seconds); timer stops counting down during attack hit/block freeze; allows Juri to chain into normals of equal or ascending strength (cannot chain back into the same attack); chains change the properties of certain moves (6MK and Heavy normals become knockdowns); 5HK/2LK/2HK/6MK become cancelable
214214[P] Holding the button performs a dash attack; puts airborne opponents into free juggle state or maintains existing juggle state; can cancel on hit/block into any normal; afterwards, has same properties as regular Feng Shui Engine activation; dash attack cannot hit cross-up
214214K Cinematic time regenerates ~2 Drive bars for Juri
214214K Available at 25% HP or below; cinematic time regenerates ~2.4 Drive bars for Juri



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