Super Street Fighter IV AE/Juri

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Juri

SSFIV-Juri Face.jpg

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


In a nutshell

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

Moves

Unique Attacks

Name
Command
Notes
Sekku
F.png + Mk.png
High.png

Throws

Name
Command
Notes
Karen Kick
F.png or N.png + Lp.png + Lk.png
Throw.png
Assatsu Kick
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Fuhajin
Qcf.png + K.png
Stores a fireball; Continue holding K.png to continue storing fireball; Release K.png to release fireball; Different kick buttons fire in different directions; Ex.png version requires no storing; Different 2 button combinations allow Ex.png version to fire in all three angles; Ex.png
Shikusen
(in air) Qcb.png + K.png
Ex.png Armorbreak.png
   Second Impact
K.png
Perform after Shikusen
      Third Strike
K.png
Perform after Second Impact
Senpusha
Qcb.png + K.png
Ex.png
Kasatushi
Qcb.png + P.png
Counters only against certain attacks; Ex.png

Super Combo

Name
Command
Notes
Fuharenjin
Qcb.png qcb + K.png

Ultra Combos

Name
Command
Notes
Feng Shui Engine [1]
Qcf.png qcf + P.png
Grants ability to perform Chain Combos
Kaisen Dankairaku
Qcf.png qcf + 3k.png
Armorbreak.png


AE ver. 2012 Changes

Close Standing Medium Kick

Expanded 2nd hit’s hitbox forward to end of leg.


Fuhajin

Changed damage from 30 to 50 for all versions when upward kick connects.


Senpusha

Extended hit stun by 3F on first hit of light kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus→Dash. Extended hit stun by 3F on first and second hit of medium or heavy kick. Results in a possible +6F advantage for the attacker after the fastest possible EX Focus→Dash. Extended hit stun by 5F on second hit of EX version. Results in a possible +7F advantage for the attacker after the fastest possible EX Focus→Dash. Extended invincibility of EX version during Feng Shui Engine to cover the period when the first hit’s hitbox is up.


Feng Shui Engine

Enabled Super Meter to build up at 1/3 the normal rate for various attacks.


Focus Attack

Expanded hitbox downward.


EX Shikusen

Enabled change of trajectory with special kick button combinations (light + medium, medium + heavy, or light + heavy), but only during a Feng Shui Engine.


Close Standing Medium Punch

Adjusted startup to 3F. Takes move’s total frame count from 22F to 20F.


Dash

Increased travel during a Feng Shui Engine. Overall frame count is unchanged.

AE Changes

  • Hitbox changes
    • Standing LP
      • Active hitbox increased slightly.
      • Vulnerable hitbox reduced during active frames.
    • Crouching LP
      • Vulnerable hitbox reduced during startup and active frames.
    • Jumping MP
      • Active hitbox has been reduced so that it can no longer cross up or be unblockable.
    • Kasatushi (qcb+P) now has a hard-coded vulnerable hitbox during startup frames. Previously, the hitboxes were derived from the animation.
  • Juggle property changes
    • Fuhajin (store)
      • Knocks opponents higher on hit, making it possible to juggle afterwards.
      • Causes a juggle knockdown on airborne opponents. Previously, this was on counterhit only.
      • Juggle potential increased to 1.
    • Fuhajin (release)
      • Juggle potential increased to 1.
  • Fuhajin (store) damage/stun changed to 30/50 (down from 50/100).
  • Faster walk speed while moving forwards or backwards.

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +7
Close Strong.gif HL 70 100 40 sp/su 3 4 14 -4 -1 [Ultra 1] pursuit property
Close Fierce.gif HL 100 200 60 sp 6 4 26 -12 - 3~22f airborne, 24f~ cancellable, [Ultra 1] pursuit property
Close Short.gif HL 30 50 20 ch/sp/su 3 3 5 +3 +6
Close Forward.gif HL 30*35 40*40 40*20 sp/su 6 3(6)2 19 -7 -4 1~6f airborne
Close Roundhouse.gif HL 40*70 125*75 60*20 sp/su*- 11 2(2)2 20 -4 +1 +0 on hit vs. crouching opponents, [Ultra 1] pursuit property
Far Jab.gif HL 30 50 20 ch/sp/su 4 3 5 +3 +7
Far Strong.gif HL 80 100 40 su 6 4 11 -1 +2 [Ultra 1] pursuit property
Far Fierce.gif HL 120 200 60 - 10 3 20 -5 -1
Far Short.gif HL 40 50 20 ch/sp/su 5 3 7 +1 +4
Far Forward.gif HL 30*70 30*70 20*40 - 5 5 14 -4 -1 [Ultra 1] pursuit property
Far Roundhouse.gif HL 110 200 60 - 15 4 19 -5 -1 6~23 airborne, [Ultra 1] pursuit property
Crouch Jab.gif HL 30 50 20 ch/sp/su 4 2 9 0 +3
Crouch Strong.gif HL 70 100 40 sp/su 6 6 9 -1 +2
Crouch Fierce.gif HL 100 200 60 sp/su 7 4 20 -6 -1 Forces stand
Crouch Short.gif L 20 50 20 ch/sp/su 4 4 5 +2 +5
Crouch Forward.gif L 60 100 40 sp/su 6 2 17 -5 -2
Crouch Roundhouse.gif L 90 100 60 - 8 2 25 -9 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 4 8 - - -
Jump Up Strong.gif H 80 100 40 - 5 7 - - -
Jump Up Fierce.gif H 100 200 60 - 8 4 - - -
Jump Up Short.gif H 40 50 20 - 5 10 - - -
Jump Up Forward.gif H 80 100 40 - 5 5 - - -
Jump Up Roundhouse.gif H 100 200 60 - 8 4 - - -
Jump Forward Jab.gif H 50 50 20 - 4 11 - - -
Jump Forward Strong.gif H 50 50 40 sp 5 6 - - - [Air hit] floats opponent
Jump Forward Fierce.gif H 90 100 60 - 7 4 - - - techable knockdown, pursuit property
Jump Forward Short.gif H 40 50 20 - 5 6 - - -
Jump Forward Forward.gif H 70 100 40 - 5 6 - - -
Jump Forward Roundhouse.gif H 100 200 60 - 6 6 - - -
Sekku Right.gif+Forward.gif H 70 70 40 - 20 2 17 -2 +2 12~16f airborne, +1 on hit vs. crouching opponents, [Ultra 1] pursuit property
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.83 130 140 40 - 3 2 20 - - Hard knockdown
Back Throw 0.83 120 160 40 - 3 2 20 - - Hard knockdown
Fuhajin HL 30*50 50*50 20/20*20 -*su 9 6(24)52 Total 61 +4 - 41~43 cancellable, hold button to store, pursuit property
Fuhajin (store) HL 50 50 20/20 - 9 6 16 -1 - projectile hitbox
Fuhajin (release) HL 50 50 0/20 su 11 52 Total 33 +4 +10 13~15f cancellable, MK and HK versions cannot hit crouching opponents, HK version is +6 on block
Fuhajin EX.gif
Short.gif+Forward.gif
HL 50*50 50*50 -250/0 su 13 49 Total 39 +5 - pursuit property, 16~18f cancellable
Fuhajin EX.gif
Forward.gif+Roundhouse.gif
HL 50*50 50*50 -250/0 su 15 49 Total 39 +7 - 4~16f airborne, pursuit property, 18~20f cancellable, cannot hit crouching opponents
Fuhajin EX.gif
Short.gif+Roundhouse.gif
HL 50*50 50*50 -250/0 su 13 49 total 39 +5 - 4~15f airborne, pursuit property, 17~19f cancellable
Shikusen Short.gif HL 40 50 10/40 - 14 until ground After landing 17 -2 - armor break, block advantage is based on lowest possible jump, (7 jump + 14 startup frames)
Shikusen Forward.gif HL 40 50 10/40 - 14 until ground After landing 18 -3 - armor break, block advantage is based on lowest possible jump, (7 jump + 14 startup frames)
Shikusen Roundhouse.gif HL 40 50 10/40 - 14 until ground After landing 19 -4 - armor break, block advantage is based on lowest possible jump, (7 jump + 14 startup frames)
Shikusen 2nd Impact HL 20*20 20*20 0/20*20 - 9 4(5)2 After landing 28 - - pursuit property
Shikusen 3rd Strike HL 80 90 0/40 - 21 2 After landing 19 - - pursuit property
Shikusen EX.gif HL 50*25*25*60 50*20*20*50 -250/0 - 14 until ground(8)4(5)2(20)2 14or28or18 - - [4th hit] wall bounces, armor break, 2nd-4th hit pursuit property
Senpusha Short.gif HL 60*40 40*40 20/20*20 su*- 7 3(1)4 4 + After landing 17 -4 +1 9f~ airborne, 2nd hit pursuit property, 2nd hit cannot hit crouching opponents
Senpusha Forward.gif HL 45*25x3 40*30x3 20/15x4 su(x2)*-(x2) 9 3(1)4(6)3(1)3 5 + After landing 21 -8 - 11f~ airborne
Senpusha Roundhouse.gif HL 50*30x3 50*35x3 20/15x4 su(x2)*-(x2) 14 3(1)4(6)3(1)3 5 + After landing 24 -11 - 16f~ airborne
Senpusha EX.gif HL 30x8 30x5*35 -250/0 su(x2)*-(x6) 7 3(1)4(3)3*3(1)3(4)3*3(1)3 5 + After landing 27 -14 - 1~6f Invincible, [Ultra 1] 1~8f Invincible/9f legs strike invincible/10~46f legs projectile invincible, 7f~ projectile invincible, 8f~ airborne, 7~8f projectile and throw invincible, [Hit 2,4,5,7,8] pursuit property, [Hit 3,6] hit backwards, [Hit 2,5,8] hit front and back, rear hits do 20 stun
Kasatushi - - - 10/- - 3 29 17 - - 3~31f triggers when hit with strike or projectile,
Kasatushi EX.gif - - - -250/- - 1 31 17 - - 3~31f triggers when hit with strike or projectile, can input forward cancel until 6f, can input backward cancel until 4f, upward version triggers with no input
Kasatushi (Forward) - - - -/5 - - - Total 29 - - 1~20f strike and projectile invincible, 3~18f can pass through opponent, 21f~ cancellable
Kasatushi (Backward) - - - -/5 - - - Total 28 - - 1~17f strike and projectile invincible, 16f~ cancellable
Kasatushi (Upward) - - - -/5 - - - Total 54 - - 1~20f strike and projectile invincible, 8f~ airborne, 9f~ cancellable, 10 grounded recovery frames if not cancelled
Super Combo Short.gif HL 60x5*70 0 -1000/0 - 1+8 65 Total 152 -25 - 1~8f Invincible, 9~30f 56~72f 86~104f airborne, untechable limited juggle knockdown, pursuit property, active frames refer to duration of 1 projectile, projectiles release on frames 8/18/28/40/68/98
Super Combo Forward.gif HL 60x5*70 0 -1000/0 - 1+8 65 Total 152 -25 - 1~6f Invincible, 9~30f 56~72f 86~104f airborne, untechable limited juggle knockdown, pursuit property, active frames refer to duration of 1 projectile, projectiles release on frames 8/18/28/40/68/98
Super Combo Roundhouse.gif HL 60x5*70 0 -1000/0 - 1+11 65 Total 155 -25 - 1~11f Invincible, 9~30f 56~72f 86~104f airborne, untechable limited juggle knockdown, pursuit property, active frames refer to duration of 1 projectile, projectiles release on frames 11/21/31/43/61/101
Ultra Combo 1 - - - - - 0+1 900 Total 6 - - 1~4f Invincible, (gives pursuit properties?), lasts 900f(15s)
Ultra Combo 2 HL 15x8*360 0 0/0 - 0+10 4(10)3(5)3(1)3(1)3(1)3(2)3(1)2 60 + After landing 33 -103 - 1~13f Invincible, 32f~ airborne, hard knockdown, armor break, pursuit property, 1st-8th hit go into animation, guard advantage based on 2nd hit
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes