Street Fighter 6/Juri/Strategy

From SuperCombo Wiki


Neutral

Juri has a suite of excellent poking options at her disposal, most of which are cancelable. However, what she does with these cancel options depends heavily on what resources she has available. Aside from just her normals, Juri has Fuhajin and Saihasho which she can use to either goad her opponent into approaching or force the opponent to commit to something risky that she can take advantage of.

Cancelable Pokes

6MP

Far reaching and pretty quick at 8f startup. Overall, a highly respectable normal. Its only major downside compared to her other poking options is its forward movement, which can make spacing out a 236LK relatively difficult.

2MP

Upward-angled 6f punish and close-range poking tool. Great tool for MUs like Jamie where having a good 6f punish can single-handedly discourage the usage of key tools.

2MK

This move is fantastic. Hits low, special cancels, great range, consistent buffers, it's amazing.

5HP

The stop sign. Decent active frames and great reach let this move control the pace of the match with relative ease. Its only downfall is that despite how it looks, it's not an anti-air.

Non-Cancelable Pokes

5MK (2nd hit)

5MK by itself is a dominating poke, and the 2nd hit is a long-reaching 8f option. Links into her lvl1 super on Punish Counter and is generally quite annoying. Unfortunately, it does about half the damage of your average medium button if just the second hit connects due to how the damage is distributed.

5HK

Juri's biggest poke, but also the slowest by a large margin. Punish Counter 5HK launches and will consistently combo into 623HP and her lvl1 super, but it's difficult to intentionally whiff punish anything with due to its startup. Definitely has its place against characters that typically outrange her, but must be used with care.

Important Special Moves

LK Fuhajin (214LK)

LK Fuha is the fastest version to whiff in neutral and will cancel out non-OD or super projectiles it comes in contact with. Using it to clash with projectiles isn't something that can be consistently done on reaction, it's more useful as a way to catch the opponent's attention. Having Fuhajin stocks makes Juri far more threatening in both neutral and pressure, and her opponent doesn't want her to have any if they can get away with it.

Enhanced Saihasho (236LK)

The most obnoxious projectile in the game. OD Saihasho (236LKMK) is similar in usage but less rewarding due to its knockdown. Setting up a Saihasho gives Juri a projectile to advance behind, and more often than not the opponent will try to jump to avoid it.

j.214K

Somewhat niche but important nonetheless. Divekick is Juri's best answer to opponents chucking fireballs, but it must be done from a forward jump.

Buffers

214MK

Most medium buttons can be safely buffered into MK Fuhajin. If it's blocked at around max 2MK range, it's very difficult to punish but will always end Juri's turn. Be careful buffering this ever time, as it's vulnerable to Drive Impact.

214HK

Any of Juri's medium buttons that score a Punish Counter or connecting 5HP at all will let her instead combo into 214HK, netting more damage with the following juggle. With a stock, 236MK can be used instead for a grounded link, which may be better depending on the situation.

236LK

Juri can use Enhanced 236LK to start her pressure from poking distance, as it will typically be heavily advantageous if given space to travel.

Drive Rush Cancel

Juri's safest and consequently most expensive buffer option.


Offense

Frame Traps

Light Chains

Juri's most consistent 3-hit light chains consist of her light punch normals, either standing or crouching. 2LP has slightly better frame data but both 2LP and 5LP combo into 214MK for an easy and consistent knockdown. 2LK can be inserted as the first or second normal in a light string to add a low, but it has slightly different pushback and can make a third follow-up light punch whiff. 5LK has the most range of her lights and always combos into 623LP but can only be linked into, limiting its usage in pressure here. After she pushes herself back with a three light chain, Juri is in an excellent position to observe and punish responses with 2MP or 5HP. At any point before or during a light chain, Juri can use the threat of the next normal in the chain to walk closer and reset pressure or go for a throw.

5MP Pressure

5MP is blessed with being +2, a highly unusual trait amongst the cast. 5MP 2MP on block will trade in Juri's favor if the opponent presses a 4f button and 5MP 5LK will win outright. However, the main upside of 5MP is how far it spaces her out, synergizing incredibly well with Enhanced 236LK. You will need to experiment with pressure strings that space Juri out.


Okizeme and Mixups

Normal Meaties

Anytime Juri can get a meaty 5MP, she can also threaten with a meaty throw. This is her gold standard and the okizeme you as the player should try to get to more often than not.

Drive Rush

Spending some Drive lets Juri threaten high/low mixups alongside her normal strike/throw. Typical conversions out of Drive Rush place most emphasis on the overhead, as that will net around 2k, whereas the low option is usually 1.4k and the throw hits for 1.2k.

Throw


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +25 +3 after Dash for a corner throw loop, but must backdash to shimmy with 5HP (loses to reversals)
Back Throw +18 Drive Rush doesn't give corner throw oki, but can manually time 5MP for high advantage on hit/block
  • Midscreen, Juri's post-throw oki is much weaker even with Drive Rush
Air Throw +2~4 No oki anywhere on the screen
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 +1 after Dash
2HK HKD +32
HKD +47 (CH/PC)
Dash on normal hit, safe jump on Counter-hit/Punish Counter
FSE Chains
(during SA2)
+29 (5HP)
+34 (5HK/2HP)
+23 (6MK)
+40 (6HP)
+20 (4HK)
?
5MP~4HP~HP
(Death Crest)
+35 (2 hits)
+32 (3 hits)
Dash on either connect
214K
(Fuhajin)
+37/37/46 (L/M/H)
+45 (OD)
Dash for LK/MK, juggle after HK/OD
236LK+MK
(OD Saihasho)
+39 Juggle if possible, otherwise dash
236HK
236MK+HK
(Go Ohsatsu)
+27
+37 (1-stock)
+32 (OD)
Dash or cancel into Saihasho
623P
(Tensenrin)
+37/31/28 (L/M/H)
+5 (OD)
Dash
j.214K
(Shiku-sen)
+34~41
+37~44 (OD)
Dash or take a stock with 214LK
j.214K~K
(Shiren-sen)
+28~33
+50~56 (OD)
Dash or juggle/take a stock with OD
SA1 - 236236K
(Sakkai Fuhazan)
+26
+27 (1-stock)
?
SA3/CA - 214214K
(Kaisen Dankai Raku)
HKD +22 (SA3)
HKD +20 (CA)
?


vs. Burnout


Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps (FSE = Lv.2 Super Install)
5LP/2LP 5LK/2LK/5MK 5MP/2MP 2MK/6MP/2HP 5HP/2HK/4HK 6HP 5HK 6MK
5LP~DR 7 8 9 11 13 18 20 24
5MP~DR 0 0 0 1 3 8 10 14
5HP~DR 0 0 0 0 0 3 5 9
5LK~DR 5 6 7 9 11 16 18 22
5MK(1)~DR 0 0 1 2 5 10 12 16
FSE 5MK(2)~DR 0 0 0 2 4 9 11 15
FSE 5HK~DR 2 3 4 6 8 13 15 19
2LP~DR 5 6 7 9 11 16 18 22
2MP~DR 0 0 0 2 4 9 11 15
2HP~DR 0 0 0 2 4 9 11 15
FSE 2LK~DR 4 5 6 8 10 15 17 21
2MK~DR 0 1 2 4 6 11 13 17
FSE 2HK~DR 0 0 1 3 5 10 12 16
6MP~DR 0 0 0 1 3 8 10 14
FSE 6MK~DR 0 0 0 0 1 6 8 12
6HP(1)~DR 0 0 0 2 4 9 11 15
6HP(2)~DR 0 0 0 0 1 6 8 12
4HK(1)~DR 0 1 2 4 6 11 13 17
4HK(2)~DR 0 0 0 2 4 9 11 15


Useful trade combos vs. 4f normals from Drive Rush cancels:

  • 2MP > DRC 5HP: can set up ~ +12 trade into another 5HP
  • 2MK > DRC 2HP: can set up ~ +16 trade into 5HP; buffer 214LK from the 2HP for safety on block if no trade


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LP~DR +4 5LP, 2HP ...
5LK~DR
2LP~DR
FSE 2LK~DR
FSE 5HK~DR +7 5MP, 5MP, 2MP ...
5MP, 2HP ...
4HK~DR +10 ?
2MK~DR +11 ?
5MP~DR +12 ?
2MP~DR +13 ?
FSE 5MK(2)~DR ?
6MP~DR +14 ?
6HP(2)~DR +15 ?
5HP~DR +16 ?
6HP(1)~DR
5MK(1)~DR +17 ?
2HP~DR +20 ?


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Juri




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