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Street Fighter V/Juri

From SuperCombo Wiki

Introduction

About Juri

Unique Mechanic

Before Juri can access her Fuharenkyaku Release (236K) moves, she needs to use that version of the attack to gain a stock first. The next time she performs that move, she will instead use the Fuharenkyaku Release. The LK version is a slow moving fireball, the MK version is an jumping attack that leads to longer combo opportunities, and the HK version is a forward moving attack used mostly as a combo ender. The Fuharenkyakus she has stocked can be seen next to her V-Gauge; LK is the first icon, MK the second, and HK the third. In V-Trigger 1, she always has access to the stocked versions

SFV Juri Fuharenkyaku.jpg

Final Patch

Players to Watch

  • Aiai
  • Infiltration
Juri
SFV-Juri Portrait.jpg
Vitals
Life Points 975
Stun Points 1000
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.05
Backward Walk Speed 0.033
Forward Dash Speed 16
Backward Dash Speed 24
Forward Dash Distance 1.443
Backward Dash Distance 1.25
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.09
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

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.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Juri 5LP.png
Startup Active Recovery Hit
3 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
Can be used to tick throw
FATonline.png
5MP
Stand MP
5MP
SFV Juri 5MP.png
Startup Active Recovery Hit
5 3 11 6
Damage Stun Attack Block
60 100 H 3(-1)
  • Confirm windows:
    • Specials & CA: 14
    • Target Combos: 16
    • V-Trigger: 14
  • Cancel options: sp su vs1 vs2 vt1 vt2
The main frametrap / combo tool
Slightly increased horizontal hitbox range while in V-Trigger 1
The On Block data shown in parenthesis (-1) refers to when used as a chain during V-Trigger 1
FATonline.png
5HP
Stand HP
5HP
SFV Juri 5HP.png
Startup Active Recovery Hit
8 3 17(19) 4(KD)
Damage Stun Attack Block
80 150 H -3(-6)
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 18
    • Target Combos: *18
    • V-Trigger: 18
    • Notes: *VT1 Chains
  • Cancel options: sp su vs1 vs2 vt1 vt2
Knocks down during V-Trigger 1
+2 recovery frames on HIT only (for the increased hitstun)
The On Hit / On Block data shown in the parenthesis (X) refers to when used as a chain during V-Trigger 1 (see also KDA numbers)
FATonline.png
5LK
Stand LK
5LK
SFV Juri 5LK.png
Startup Active Recovery Hit
4 4 8 4
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vs1 vs2 vt1 vt2
Furthest range of Juri's light normals
4 active frames can be good to cover both wake-ups during oki
FATonline.png
5MK
Stand MK
5MK
SFV Juri 5MK.png
Startup Active Recovery Hit
5 1(1)3 15 1
Damage Stun Attack Block
40*30 (70) 70*30 (100) H*H -4(-7)
  • Confirm windows:
    • Specials & CA: 11
    • Target Combos: *11/*15
    • V-Trigger: **15
    • Notes: *VT1 Chains, **Second hit only
  • Cancel options: sp su vs1 vs2 vt1 vt2
Only first hit is cancelable
Second hit does 60 damage / 100 stun if the first hit whiffs
Cancelable into Super on 2nd hit during V-Trigger 1
The On Block data shown in parenthesis (-7) refers to when used as a chain during V-Trigger 1
Can be a spacing trap after a spaced store on block
FATonline.png
5HK
Stand HK
5HK
SFV Juri 5HK.png
Startup Active Recovery Hit
14 3 5+15 1
Damage Stun Attack Block
80 150 H -4(-7)
  • Crush Counter: Stagger, 20 Adv, +120 V-Gauge.
  • Knockdown: 13 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *25
    • Target Combos: **30
    • V-Trigger: 25
    • Notes: *Only during VT1, **VT1 Chains
  • Cancel options: vt1 vt2
Airborne on frames 15-21 (airborne on the last 2 active frames)
Hops over a lot of low attacks on frames 10-22
(x) refers to when used as a chain during V-Trigger 1
Cancelable into Specials and Super during V-Trigger 1
FATonline.png
2LP
Crouch LP
2LP
SFV Juri 2LP.png
Startup Active Recovery Hit
4 3 6 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
Chains into st.LP / cr.LP / cr.LK
Can be used to tick throw
FATonline.png
2MP
Crouch MP
2MP
SFV Juri 2MP.png
Startup Active Recovery Hit
6 3 16 2(4)
Damage Stun Attack Block
60 100 H 0(-1)
  • Confirm windows:
    • Specials & CA: 16
    • Target Combos: *16
    • V-Trigger: 16
    • Notes: *VT1 Chains
  • Cancel options: sp su vs1 vs2 vt1 vt2
Pretty good cancel window for hit confirming (16F)
The On Hit / On Block frame advantage shown in parenthesis (X) refers to when used as a chain during V-Trigger 1
FATonline.png
2HP
Crouch HP
2HP
SFV Juri 2HP.png
Startup Active Recovery Hit
10 2 21 3(KD)
Damage Stun Attack Block
90 150 H -5(-8)
  • Crush Counter: Stagger, 21 Adv, +150 V-Gauge.
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: *17
    • V-Trigger: 17
    • Notes: *VT1 Chains
  • Cancel options: sp su vs1 vs2 vt1 vt2
Forces standing on hit
Good anti-air but only 2 active frames
Can hit cross-up (behind Juri)
Slight low profile on frames 8-9 before active frames
20 less damage on airborne opponents (70)
The On Hit / On Block data shown in the parenthesis (X) refers to when used as a chain during V-Trigger 1 (see also KDA numbers)
FATonline.png
2LK
Crouch LK
2LK
SFV Juri 2LK.png
Startup Active Recovery Hit
3 2 10 2
Damage Stun Attack Block
20 70 L 0
  • Cancel options: ch vt1 vt2
Chains into st.LP / cr.LP / cr.LK
Can be used to tick throw
FATonline.png
2MK
Crouch MK
2MK
SFV Juri 2MK.png
Startup Active Recovery Hit
6 2 14 2
Damage Stun Attack Block
50 100 L -2(-5)
  • Confirm windows:
    • Specials & CA: 15
    • Target Combos: *15
    • V-Trigger: 15
    • Notes: *VT1 Chains
  • Cancel options: sp su vs1 vs2 vt1 vt2
The On Block data shown in parenthesis (-1) refers to when used as a chain during V-Trigger 1
FATonline.png
2HK
Crouch HK
2HK
SFV Juri 2HK.png
Startup Active Recovery Hit
7 2 23 KD
Damage Stun Attack Block
100 150 L -12(-15)
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *16
    • Target Combos: **16
    • V-Trigger: 16
    • Notes: *Only during VT1, **VT1 Chains
  • Cancel options: vt1 vt2
Low profiles on frames 3-24
Cancelable into Specials and Super during V-Trigger 1
The On Block data shown in parenthesis (-1) refers to when used as a chain during V-Trigger 1
FATonline.png
8LP
Jump LP
8LP
SFV Juri j.LP.png
Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MP
Jump MP
8MP
SFV Juri j.MP.png
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
60 100 M -
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 1 / 2 / 2
FATonline.png
8HP
Jump HP
8HP
SFV Juri j.HP.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8LK
Jump LK
8LK
SFV Juri j.LK.png
Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
40 70 M -
Can Cross-up
FATonline.png
8MK
Jump MK
8MK
SFV Juri j.MK.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
Can Cross-up
FATonline.png
8HK
Jump HK
8HK
SFV Juri j.HK.png
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
Causes a spiked knockdown while in V-Trigger 1
FATonline.png

Command Normals

6MK
Senkaikyaku
6MK
SFV Juri 6MK.png
Startup Active Recovery Hit
22 2 19 0
Damage Stun Attack Block
60 100 M -7
Throw invincible on frames 16-21 (not actually airborne)
FATonline.png
4HK
Korenzan
4HK
SFV Juri 4HK.png
Startup Active Recovery Hit
7 2(7)3 15 4
Damage Stun Attack Block
40*40 (80) 75*75 (150) H -2
  • Confirm windows:
    • Specials & CA: 20/18
    • V-Trigger: 20/18
  • Cancel options: sp su vs1 vs2 vt1 vt2
First hit forces stand on hit
Both hits can be special / V-Skill canceled
Only second hit can be V-Trigger canceled
FATonline.png

Target Combos

5MP > 4or6HP
Kyoretsushu
5MP > 4or6HP
Startup Active Recovery Hit
5+8 3 25 KD
Damage Stun Attack Block
60*54 (114) 100*90 (190) H -12
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 16
  • Cancel options: sp su vs1 vs2 vt1 vt2
Launches opponent into a limited juggle state
Can only cancel into specials, super, and V-Skill on Block
FATonline.png
8MP > 8HK (air)
Enkushu (air)
8MP > 8HK (air)
Startup Active Recovery Hit
6+5 5 - -
Damage Stun Attack Block
60*63 (123) 100*90 (190) M -
FATonline.png

Throws

LPLK
Chisenkyaku
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 120 T -
  • Knockdown: 60 KD Adv, 11 Quick Rise Adv, 11 Back Rise Adv.
FATonline.png
4LPLK
Kaeikyakyu
Back Throw
4LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T -
  • Knockdown: 28 KD Adv, 9 Quick Rise Adv, 9 Back Rise Adv.
FATonline.png
LPLK (air)
Zankasen (air)
LPLK (air)
Startup Active Recovery Hit
5 2 8 KD
Damage Stun Attack Block
140 200 T -
  • Knockdown: 67(69) KD Adv, 8(11) Quick Rise Adv, 8(11) Back Rise Adv.
KDA varies depending on height of opponent when thrown (the higher up the throw is performed, the higher the KDA is
Denies backroll
8F landing recovery frames if air throw whiffs
FATonline.png

Special Moves

236LK
LK Fuharenkyaku Store
236LK
Startup Active Recovery Hit
10 3 18 KD
Damage Stun Attack Block
30 30 H -2
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
  • Cancel options: vs2 vt1 vt2
Projectile hitbox
Projectile invincible on extended limbs during animation
Increased horizontal range when canceled into from stand LP / crouch LP
FATonline.png
236MK
MK Fuharenkyaku Store
236MK
Startup Active Recovery Hit
10 3 18 KD
Damage Stun Attack Block
30 30 H -2
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
  • Cancel options: vs2 vt1 vt2
Projectile hitbox
Projectile invincible on extended limbs during animation
Increased horizontal range when canceled into from stand LP / crouch LP
FATonline.png
236HK
HK Fuharenkyaku Store
236HK
Startup Active Recovery Hit
10 3 18 KD
Damage Stun Attack Block
30 30 H -2
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
  • Cancel options: vs2 vt1 vt2
Projectile hitbox
Projectile invincible on extended limbs during animation
Increased horizontal range when canceled into from stand LP / crouch LP
FATonline.png
236LK
LK Fuharenkyaku Release
236LK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
14 90 23 2
Damage Stun Attack Block
50 80 H -2
  • Cancel options: su vs1 vs2 vt1 vt2
Can be chained into any other QCF+K release
Projectile invincible on extended limbs on frames 13-16
Changes properties while in V-Trigger 1 (see V-Trigger 1 version for that info)
FATonline.png
VT1 Startup Active Recovery Hit
14 90 25 KD
Damage Stun Attack Block
30*30 (60) 50*50 (100) H -1
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
  • Cancel options: su vs1 vs2
Launches opponent into a limited juggle state (but only further Fuharenkyaku cancels juggle in time afterwards)
Can be chained into any other QCF+K release
Spends 800 V-Timer (~30% V-Timer)
236MK
MK Fuharenkyaku Release
236MK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
23 2 19 6
Damage Stun Attack Block
70 80 H -4
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: vs1 vs2 vt1 vt2
Airborne on frames 10-24
Projectile invincible on extended limbs on frames 22-24
Can be chained into any other QCF+K release
FATonline.png
VT1 Startup Active Recovery Hit
23 2 19 6
Damage Stun Attack Block
70 100 H -4
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: vs1 vs2
Airborne on frames 8-22
Can be chained into any other QCF+K release
KDA data refers to when used after QCF+HK
Spends 600 V-Timer (~22% V-Timer)
236HK
HK Fuharenkyaku Release
236HK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
10 2(14)2 21 KD
Damage Stun Attack Block
40*50 (90) 70*80 (150) H -6
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Cancel options: su vs1 vs2 vt1 vt2
Projectile invincible on extended limbs during active frames
Can be chained into any other QCF+K release
Forces stand on hit
FATonline.png
VT1 Startup Active Recovery Hit
10 2(14)2 21 KD
Damage Stun Attack Block
40*50 (90) 70*100 (170) H -6
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Cancel options: vs1 vs2
Can be chained into any other QCF+K release
Spends 600 V-Timer (~22% V-Timer)
Forces stand on hit
236KK
EX Fuharenkyaku
236KK
Startup Active Recovery Hit
7 2(17)2(12)2(20)2 15 KD
Damage Stun Attack Block
35x4 (140) 40x3*30 (150) H -2
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
  • Cancel options: vt1 vt2
Throw invincible on frames 54-63
Projectile invincible on extended limbs during active frames
FATonline.png
623LP
LP Tensenrin
623LP
Startup Active Recovery Hit
7 3(2)2 22 2
Damage Stun Attack Block
40*40 (80) 75*75 (150) H -3(-8)
  • Cancel options: su
Throw invincible on frames 1-8
Second hit cannot hit crouch
Frame data in parentheses refers to crouching opponents
FATonline.png
623MP
MP Tensenrin
623MP
Startup Active Recovery Hit
6 3(2)2(3)2 21+16 KD
Damage Stun Attack Block
40*35*45 (120) 50x3 (150) H -29
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
Invincible to all airborne attacks on frames 1-8
Small hurtbox on frames 1-2
Airborne on frame 8
Can hit cross-up (behind Juri) on frame 7 (2nd active frame)
Juri is in counterhit state during move duration
FATonline.png
623HP
HP Tensenrin
623HP
Startup Active Recovery Hit
7 2(2)2(2)2(2)2 21+16 KD
Damage Stun Attack Block
30x4 (120) 30x3*60 (150) H -32
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
Strike and Projectile invincible on frames 3-8
Airborne on frame 9
Can only hit crossup attacks on frames 15-16(4th hit)
Juri is in counterhit state during move duration
FATonline.png
623PP
EX Tensenrin
623PP
Startup Active Recovery Hit
7 2(2)2(2)2(2)2 20+18 KD
Damage Stun Attack Block
30*10x3*90 (150) 20x3*30*110 (200) H -31
  • Knockdown: 63 KD Adv, 4 Quick Rise Adv, 9 Back Rise Adv.
Completely invincible on frames 1-12
Airborne on frame 9
Can only hit crossup attacks on frames 15-16(4th hit) where she is extremely high in the air
Juri is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
FATonline.png
214LK
LK Ryodansatsu
214LK
Startup Active Recovery Hit
19 3 24 KD
Damage Stun Attack Block
70 150 H -6
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt1 vt2
Airborne and lower Body Projectile invincible on frames 4-17
FATonline.png
214MK
MK Ryodansatsu
214MK
Startup Active Recovery Hit
20 3 24 KD
Damage Stun Attack Block
80 150 H -6
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt1 vt2
Airborne and lower Body Projectile invincible on frames 5-19
FATonline.png
214HK
HK Ryodansatsu
214HK
Startup Active Recovery Hit
25 3 24 KD
Damage Stun Attack Block
100 200 H -6
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt1 vt2
Airborne and lower Body Projectile invincible on frames 5-23
FATonline.png
214KK
EX Ryodansatsu
214KK
Startup Active Recovery Hit
25 3 20 KD
Damage Stun Attack Block
80 150 H -2
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
  • Cancel options: vt1 vt2
Airborne on frames 5-23
Projectile Invincible on frames 1-27
Launches opponent up into a limited juggle state
FATonline.png

Critical Art

214214K
Sakkai Fuhazan
214214K
Startup Active Recovery Hit
9 20 58(68) KD
Damage Stun Attack Block
30x4*210 (330) 0 H -25
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
Fully invincible on frames 1-8
Projectile invincible on frames 9-28
Breaks armor
5 hit projectile
Projectile speed: 0.18
Travels almost fullscreen
Attack property is fully projectile (no strike attribute)
10 extra frames recovery on whiff and block (68f)
Juggle Limit: 20
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Kasatsushu
MPMK (VS1)
Startup Active Recovery Hit
46 2 25 KD
Damage Stun Attack Block
80 150 H -10
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: vs1
Hits cross-up
Crouching hurtbox on frames 5-16
Builds 80/40 V-Gauge on hit/block
This level 1 version of Juri's V-Skill requires no charging (but Juri doesn't start the attack until after 12 frames of prior crouching animation)
Charging for level 2 V-Skill takes a minimum of 33 frames
Juri's level 1 V-Skill can be canceled during startup by inputting V-Skill again after 12 frames or via a dash after 20 frames of charging
Huge horizontal hitbox during active frames with no extended hurtboxes
FATonline.png
MPMK (VS1) (hold)
Kasatsushu (hold)
MPMK (VS1) (hold)
Startup Active Recovery Hit
80 15(16)2 33 KD
Damage Stun Attack Block
20*80 (100) 50*150 (200) H -18
  • Knockdown: 75 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
  • Cancel options: vs1
Hits in front and then cross-up
True blockstring between the 2 hits
Crouching hurtbox on frames 5-74
Builds 100/50 V-Gauge on hit/block
Projectile invincible during active frames on 1st hit (until Juri reaches the opponent before the 2ndary cross-up hit)
This level 2 version of Juri's V-Skill requires to charge V-Skill for a minimum of 33 frames
After charging for a minimum of 33 frames Juri can cancel the animation with a dash to store the level 2 V-Skill for later use
Holding Juri's V-Skill buttons for the full duration automatically starts up this level 2 version of her V-Skill
Juri's V-Skill can be canceled during startup by inputting V-Skill again after 12 frames or via a dash after 20 frames of charging
FATonline.png
MPMK (VS1) (release)
Kasatsushu (release)
MPMK (VS1) (release)
Startup Active Recovery Hit
10 15(16)2 33 KD
Damage Stun Attack Block
20*80 (100) 50*150 (200) H -18
  • Knockdown: 75 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
  • Cancel options: vs1
Hits in front and then cross-up
True blockstring between the 2 hits
Projectile invincible on frame 6 and throw invincible on frame 10 and until Juri reaches the opponent
Builds 100/50 V-Gauge on hit/block
This level 2 version of Juri's V-Skill requires to charge V-Skill for a minimum of 33 frames
After charging for a minimum of 33 frames Juri can cancel the animation with a dash to store the level 2 V-Skill for later use
Juri's level 2 V-Skill (release) can be canceled during startup by inputting V-Skill again after 4 frames of startup
FATonline.png
MPMK (VS1) (charge)
Kasatsushu (charge)
MPMK (VS1) (charge)
Startup Active Recovery Hit
33 - 16(24) -
Damage Stun Attack Block
- - - -
  • Cancel options: dash vs1
Crouching hurtbox on frame 5 and onward
The startup frames refer to the amount of frames required to charge for in order for Juri to store up a level 2 V-Skill
The recovery frames refers to Juri's dashes that she needs to use to charge and store up level 2 V-Skill for later use
FATonline.png
MPMK (VS1) (cancel)
Kasatsushu (cancel)
MPMK (VS1) (cancel)
Startup Active Recovery Hit
12(4) - 25 -
Damage Stun Attack Block
- - - -
The startup numbers refer to the amount of V-Skill startup frames required to play out before they can be empty-canceled into V-Skill again
The (X) number refers to the amount of level 2 V-Skill startup frames required to play out before Juri can cancel the level 2 version of her V-Skill (level 2 V-Skill can be canceled faster than level 1 V-Skill)
FATonline.png

V-Skill 2

MPMK (VS2)
Fuha Enzan (charge)
MPMK (VS2)
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
Juri charges up for a projectile (projectile comes out by pressing MP+MK again after this charge)
Cancelable into from special cancelable moves
Juri is NOT in a Counter-Hit state during this charge up
FATonline.png
MPMK (VS2) (release)
Fuha Enzan (release)
MPMK (VS2) (release)
Startup Active Recovery Hit
18 74 27 KD
Damage Stun Attack Block
50 80 H -2
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
  • Cancel options: vt1 vt2
1-hit Projectile
Projectiles takes up a large horizontal space and moves slowly forward
Juri steps forward before releasing the projectile
Projectile persists on screen for 74 frames before it dissipates
Builds 60/30 V-Gauge on Hit/Block
Puts opponents into a limited juggle state on hit
Juggle Limit / Increase / Start: 0 / 1 / 1
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V-Trigger 1

HPHK (VT1)
Feng Shui Engine Alpha
HPHK (VT1)
Startup Active Recovery Hit
1 - 5 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 2700 frames (45 seconds)
Allows both grounded and air normals to chain into one another from light > medium > heavy order (cannot chain cancel the other way around) at the cost of 300 V-Timer (~11% V-Timer)
All air normals get increased juggle potential and put airborne opponent into a limited juggle state
Enables derivative Fuharenkyaku (qcf+K) attacks without charge (doing this consumes V-Timer) while also improving their properties
Dash distance increased
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V-Trigger 2

HPHK (VT2)
Feng Shui Engine Beta
HPHK (VT2)
Startup Active Recovery Hit
9(8) 5(3) 31 5(2)
Damage Stun Attack Block
70 150 H 2(-1)
2 bar V-Trigger
Duration of 750 frames (12.5 seconds)
Grants all stocks on activation
The initial strike hitbox upon activation restands airborne opponents (allows for grounded combo extensions even from mid-air juggles)
Juri emits a small radius around her that drains opponents EX gauge while both players are grounded
Drains 60 EX Gauge per second from the opponent (1/5th of an EX bar per second)
Frame advantage can vary depending on spacing (Juri is more + on hit if the initial strike hitbox hits on later active frames due to spacing - up to +9 on Hit / +6 on Block)
Framedata in the parentheses refers to the data on the non-strike hitbox that pulls in the opponent (has different properties than the actual strike hitbox on frame 9)
The actual strike hitbox is on frame 9 but there is a hitbox on frame 8 that pulls in the opponent towards Juri
The initial activation cannot be V-Reversal'd by the opponent
Juri can be counter-hit during startup
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.237 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Kuboshu
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6KKK
Kaisenrenkyaku
6KKK
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
- - H -2
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
Strike and Projectile invincible on frames 1-31 on block (frames 1-32 on whiff)
1F faster overall (41F total) on block instead of whiff
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