Ultra Street Fighter IV/Juri/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Juri

SSFIV-Juri Face.jpg


In a nutshell


Omega Juri is one of the most changed characters from USF4. Instead of only storing fireballs with 236K, she now has a large variety of special moves that can be stored by holding a kick button, making for some complex decisions in neutral and in combos -- do you play a fireball-oriented game, or keep her combo tools in your back pocket? The new method of storing with 236K also allows for new combo extensions, giving Juri high damage midscreen punishes instead of relying on corner fireballs for damage. Her Supers and Ultras were also overhauled like most Omega characters. There is a lot to explore with Omega Juri, and likely much that hasn't been uncovered yet.

Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 4f faster (19f > 15f), longer distance
      • Does not apply during U1
    • Throw: slightly shorter range


  • Normal Move Changes: (does not apply to U1 normals unless specified)
    • cl.5MP - 3f better recovery/advantage at +2/-1 (was -1/-4)
    • cl.5HP - 5f worse on block (-12 to -17)
    • cl.5MK - the 2 hits are faster; better for armor break but harder to hitconfirm
    • far.5MP - no longer special cancellable (but EX Special and Super cancellable)
    • far.5MK - 2nd hit is now cancellable into EX Specials and Supers

    • 2LP - 1f better advantage, +4/+1 (was +3/0)
    • 2MP 2f better advantage, +4/+1 (was +2/-1)
    • 2HP - 1f faster startup (6f), now 0/-5 (was -1/-6)
    • j.HP - new j.HP that doesn't knock down, good for left/right mixups with this and j.MK

    • 6MK [U1] - can no longer combo afterwards
    • Tojushu (j.2HP) - command normal, the old knockdown version of j.HP


  • Special Move Changes:
    • Jafutan / Store (236K) - Holding the button stores special moves that are input by releasing the button (much faster than USF4 Fuhajin starter)
      • + Fuhajin / Fireball (release 5K) - fireballs are all worse on hit/block and have more pushback
        • MK whiffs on all crouchers, HK can hit crouching Hugo
      • + Shotenha / Launcher (release 4K) - short range kick that launches opponent, has a projectile hitbox
        • LK version has invincibility, and as a result all versions cannot FADC on block
      • + LK Fusatsusen / Axe Kick (release 6LK) - non-overhead axe kick, unsafe on block but can link into 5LK on hit
      • + MK Fusatsusen / Double Kick (release 6MK) - fast 2-hit combo special that has low/throw invincibility early on, cancels to Super
      • + HK Fusatsusen / Jump Kick (release 6HK) - upward angled uppercut kick, very fast and good in juggles; has a tiny bit of invincibility but not that useful
    • EX Fuhajin / Fireball (236KK) - mid version whiffs on all crouchers, but high version can still hit crouching Hugo
    • Senpusha / Pinwheel (214K) - LK version has no forward movement, but has more juggle potential and launches high enough to combo Super at closer ranges
      • EX version went from -15 to -8 on block, but 1st hit lost juggle potential
    • EX Kasatsushi / Counter (214PP) - Now can input a dash/jump followup afterward, even on whiff; cannot move backwards
      • During Ultra 1, this movement can be done almost immediately, making it much more useful for approaching with invincibility
    • Shikusen / Divekick (Air 214K) - Meterless version can only be done from forward/neutral jump
      • Followup is now input with a single K, no longer has separate 2nd Impact/3rd Strike followup
      • EX version does all followups automatically on hit/block, and now puts opponent into juggle state rather than wall bouncing


  • Super/Ultra Changes:
    • Super (236236+K) - New input, now a long range sliding kick that has a cinematic effect (does not hit low)
      • Safe on block, and even plus at longer ranges; very invincible and great against fireballs
      • Has very high juggle potential making it a good combo ender
    • Ultra 1 (236236+PPP) - Lasts 1 second less at max meter, has 1 less invincibility frame
      • Forward dash has a shorter travel distance
      • No longer allows combos after 6MK overhead
      • U1 2HP now jump cancels on hit, and allows air chains during this jump state
      • Many other changes to frame data, juggle potential etc; see table below for details [U1 data listed in square brackets]
    • Ultra 2 (236236+KKK) - first hit is 3f faster (10f to 7f)
      • Has a lower damage non-cinematic version when opponent is in limited juggle state or when later hits connect


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5HP, 5LK; Far 5LP, 5LK; 2LP, 2MP, 2LK; Focus Attack + Forward Dash
    • Jafutan (236K Store), Fuhajin (5LK/5MK/5HK Release), Shotenha (4LK/4MK/4HK Release), LK Fusatsusen (6LK Release)
    • Low EX Fuhajin (236LK+MK), EX Senpusha (214KK), Kasatsushi (Counter Dash/Jump Followups)

Character Specific Data

Juri

VITALS
Health: 950 Stun: 950
WALKING
Forward Walk Speed: 0.035 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+35+4 Jump Distance: 1.7 Forward, 2.04 Back
DASHING
Forward Dash Frames: 15
(U1: 18)
Forward Dash Distance: 1.54
(U1: 1.69)
Back Dash Frames: 27 Back Dash Distance: 1.20
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 24
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 7-15
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): -9
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): -3




Note: data listed in [square brackets] refers to Ultra 1 versions of the move
Light Normals xx 236K (Jafutan) are -5 oB, -2 oH [U1: no change]
Medium Normals xx 236K are -2 oB [U1: -4], +1 oH [U1: no change], with the following exception:

  • [U1 Close/Far 5MK] xx 236K are both -2 oB

Heavy normals will have their individual 236K cancel data listed in the description, as these are the only useful applications of this technique

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4
[3]
3
[2]
5
[9]
3
[0]
6
[3]
30 50 M Ch Sp Su -
5MP (Close) cl. Mp.png 3
[4]
4
[4]
11
[14]
-1
[-6]
2
[-1]
70 [50] 100 M Sp Su U1: has juggle potential and continues juggle state
5HP (Close) cl. Hp.png 6
[5]
4
[4]
31
[26]
-17
[-12]
KD 100 200 M Sp Su 2-22f airborne; 236K Cancel: -15 oB, +38 KD Adv oH; U1: has juggle potential, but no longer special cancellable on block; KD Adv: +36 [+41]
5LK (Close) cl. Lk.png 3
[3]
3
[3]
5
[7]
3
[1]
6
[4]
30 50 M Ch Sp Su U1: [+3/+6] when chained into
5MK (Close) cl. Mk.png 6
[5]
2(3)2
[2(4)2]
19
[19]
-7
[-7]
-4
[-4]
30*35 40x2 M Sp Su 2 hits, both cancellable; U1: 2nd hit has juggle potential; when chained into from MP, [-10/-7]
5HK (Close) cl. Hk.png 11
[7]
2(2)2
[2(2)2]
20
[20]
-4
[-4]
1
[1]
40*70 125*75 M Sp Su / - 2 hits, only 1st is cancellable; 1st hit xx 236K is +2 oB, +5 oH; U1 2nd hit xx 236K is +7 oH; U1: 1st hit has juggle potential, both hits Sp cancellable on hit, can no longer cancel on block
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4
[3]
3
[2]
5
[9]
3
[0]
6
[3]
30 50 M Ch Sp Su U1: [+3/+6] when chained into
5MP (Far) far. Mp.png 6
[6]
4
[4]
11
[11]
-1
[-3]
2
[2]
80 [50] 100 M Su U1: has juggle potential, becomes special cancellable on hit/block
5HP (Far) far. Hp.png 10
[7]
3
[3]
20
[20]
-5
[-5]
-1
[-1]
120 200 M - U1: has juggle potential, becomes special cancellable on hit; 236K Cancel: [+6 oH during U1]
5LK (Far) far. Lk.png 5
[5]
3
[3]
7
[7]
1
[1]
4
[4]
40 50 M Ch Sp Su -
5MK (Far) far. Mk.png 5
[5]
1*4
[1*4]
14
[14]
-4
[-4]
-1
[-1]
70 70 M - / EX Su 2 hits, only 2nd is cancellable; U1: has juggle potential, becomes special cancellable on hit
5HK (Far) far. Hk.png 15
[14]
4
[4]
19
[18]
-5
[-4]
-1
[0]
110 200 M - 6-23f [5-22f] airborne; U1: has juggle potential, becomes special cancellable on hit; 236K Cancel: [-3 oH during U1]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4
[3]
2
[2]
8
[7]
1
[2]
4
[5]
30 50 M Ch Sp Su U1: [0/+3] when chained into
2MP Down.gifMp.png 6
[4]
3
[6]
10
[11]
1
[-5]
4
[0]
70 [50] 100 M Sp Su Great anti-air; U1: When chained into from MK, [-3/+2]
2HP Down.gifHp.png 6
[5]
4
[3]
19
[28]
-5
[-15]
0
[KD]
100 [75] 200 M Sp Su U1: jump cancels on hit, launches into free juggle state, no longer cancellable on block; 236K Cancel: +1 oB, +6 oH; [U1 KD Adv: +38, +53 after 236K]
2LK Down.gifLk.png 4
[4]
4
[4]
5
[5]
2
[2]
5
5]
20 50 L Ch Sp Su -
2MK Down.gifMk.png 6
[4]
2
[2]
17
[17]
-5
[-7]
-2
[-2]
60 [50] 100 L Sp Su -
2HK Down.gifHk.png 8
[8]
2
[2]
25
[25]
-9
[-9]
KD 100 [80] 200 L - U1: becomes special cancellable on hit; KD Adv: +15 [+15], [+26 after 236K]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Sekku
(Overhead)
Right.gifMk.png 20
[20]
2
[2]
17
[16]
-2
[-1]
2(1)
[2(1)]
70 70 H - (refers to crouching opponent); U1: has juggle potential, no longer starts combos
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 11 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 5 6 - - - 50 50 H Sp Puts airborne opponents into free juggle state; cancels to divekick
j.HP (angled) Upright.gifHp.png 9 4 - - - 100 200 H - New version of j.HP that does not knock down
j.LK (angled) Upright.gifLk.png 5 6 - - - 40 50 H - -
j.MK (angled) Upright.gifMk.png 5 6 - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png 6 6 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 4 8 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 7 - - - 80 100 H - U1: turns into angled j.MP
j.HP (neutral) Up.gifHp.png 8 4 - - - 100 200 H - -
j.LK (neutral) Up.gifLk.png 5 10 - - - 40 50 H - -
j.MK (neutral) Up.gifMk.png 5 5 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 8 4 - - - 100 200 H - Hits on both sides
Tojushu Air Down.gifHp.png 7 4 - - KD 90 100 H - Diagonal jumps only; knocks down like her USF4 j.HP
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 80 150 M Dash KD Adv: +10; +29 after Forward Dash, +22 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 140 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Karen Kick
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +27
Assatsu Kick
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +8
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Jafutan
(Store)
Qcf.pngK.png
236+K
- - 15 - - - - - - After storing, hold K then release to activate special move; special is stored on frame 2
+ LK Fuhajin
(Low Fireball)
+ Release Lk.png 11 [38] 25 1 6 50 50 M Su Lowest angle, travels along the floor; more pushback on block than USF4
+ MK Fuhajin
(Mid Fireball)
+ Release Mk.png 11 [41] 25 1 6 50 50 M Su Medium angle; whiffs on crouching opponents
+ HK Fuhajin
(High Fireball)
+ Release Hk.png 11 [41] 25 3 7 50 50 M Su Highest angle; whiffs on crouchers except close-mid range Hugo
+ LK Shotenha
(Launching Kick)
+ Release Left.gifLk.png 8 2*9 24 -14 KD 80*50 100*50 M Su* 1-5f full invuln; 2nd hit is projectile hitbox; launches opponent into limited juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +39
+ MK Shotenha
(Launching Kick)
+ Release Left.gifMk.png 10 3*8 24 -13 KD 80*50 100*50 M Su* 2nd hit is projectile hitbox; launches opponent into juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +41
+ HK Shotenha
(Launching Kick)
+ Release Left.gifHk.png 12 2*9 24 -14 KD 80*50 100*50 M Su* 2nd hit is projectile hitbox; launches opponent into juggle state (1st hit FADC gives free juggle); cancellable on hit only; KD Adv: +39
+ LK Fusatsusen
(Axe Kick)
+ Release Right.gifLk.png 13 2*4 19 -6 5 50*30 50x2 M Su Both hits cancellable; can link into far.5LK, but followup is character specific
+ MK Fusatsusen
(Double Kick)
+ Release Right.gifMk.png 6 3(5)6 16 -3 KD 50*70 50*80 M Su 2-6f airborne and lower body strike/projectile invuln; 2nd hit cancellable; KD Adv: +22
+ HK Fusatsusen
(Jump Kick)
+ Release Right.gifHk.png 5 2(5)7 20+18
land
-33 KD 100*60 100*50 M - 1-2f full invuln, 4-38f airborne; KD Adv: +17
Ex.png Fuhajin
(Low Fireball)
Qcf.pngLk.pngMk.png
236+LK+MK
13 [49] 26 5 KD 50x2 50x2 M FA Lowest angle, travels along the ground; KD Adv: +47
Ex.png Fuhajin
(Mid Fireball)
Qcf.pngMk.pngHk.png
236+MK+HK
15 [49] 24 7 KD 50x2 50x2 M FA 3-14f airborne; medium angle; whiffs on all crouching opponents; KD Adv: +49
Ex.png Fuhajin
(High Fireball)
Qcf.pngLk.pngHk.png
236+LK+HK
13 [49] 26 5 KD 50x2 50x2 M FA 3-14f airborne; highest angle; whiffs on crouchers except close-mid range Hugo; KD Adv: +47
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Senpusha
(Pinwheel)
Qcb.pngLk.png
214+LK
7 3(1)4 4+17
land
-4(-8) KD 60*40 40x2 M Su 9-18f airborne; 2 hits cancellable; 2nd hit whiffs vs. crouch block (more unsafe); has high juggle potential; KD ADv: +39
MK Senpusha
(Pinwheel)
Qcb.pngMk.png
214+MK
9 3(2)3 11+15
land
-8 KD 70*50 70*60 M Su 11-27f airborne; 2 hits cancellable; KD Adv: +35
HK Senpusha
(Pinwheel)
Qcb.pngHk.png
214+HK
14 3(1)4(6)
3(1)3
5+24
land
-11 KD 50*30x3 50*35x3 M Su 16-39f airborne; first 2 hits cancellable; KD Adv: +32
Ex.png Senpusha
(Pinwheel)
Qcb.png2k.png
214+KK
7 3(1)4(3)
3*3(1)3(4)
3*3(1)3
5+21[27]
land
-8 KD 30x6 30x5*35 M FA 1-9f full invuln [U1: 1-8f], 10-41f projectile invuln [U1: 9-46f], ~46f airborne; has juggle potential (not on first hit); first 2 hits cancellable; in order, active frames hit Front-Both - Front-Back-Both - Front-Back-Both; KD Adv: +37
LK Shikusen
(Divekick)
Air Qcb.pngLk.png
Air 214+LK
14 until land 17 land -12(-2) KD 40 50 M - Forward/Neutral jump only; shortest trajectory; puts opponent into limited juggle state; KD Adv: +36~46
MK Shikusen
(Divekick)
Air Qcb.pngMk.png
Air 214+MK
14 until land 18 land -13(-3) KD 40 50 M - Forward/Neutral jump only; medium trajectory; puts opponent into limited juggle state; KD Adv: +35~45
HK Shikusen
(Divekick)
Air Qcb.pngHk.png
Air 214+HK
14 until land 19 land -14(-4) KD 40 50 M - Forward/Neutral jump only; farthest trajectory; puts opponent into limited juggle state; KD Adv: +34~44
+ Shirensen
(Followup)
+ K.png 5 3(3)1(12)2 12 land -45 KD 20x2*80 20x2*90 M - Non-EX version only; inconsistent on some characters and may drop partway through; KD Adv: +22~31 (as bad as +2 if it drops, like vs. Hugo)
Ex.png Shikusen
(Divekick)
Air Qcb.png2k.png
Air 214+KK
14 until land 14 land - - 50* 50* M - Can be used from any jump; followup automatically comes out on hit/block
+ EX Shirensen
(2nd/3rd Followups)
- 10 4(5)2
[(14)7]
28(0)
land
-39(-54) KD *25x2*60 *20x2*50 M - 2nd Impact automatically occurs on hit/block, 3rd Strike occurs if both hits of 2nd Impact connect; landing recovery is 28 for 2nd Impact, 4 for 3rd Strike; 3rd Strike puts opponent into limited juggle state, no longer wall bounces; KD Adv: +46~54
Kasatushi
(Counter)
Qcb.pngP.png
214+P
s a r - - - - - - Armor absorbs attack, then teleports depending on which P was used; LP forward (can pass through opponent), MP back, HP straight up
+ after LP absorb - - - 20+9 - - - - - - 1-20f strike/projectile invuln; moves forward, can pass through opponent; recovery cancels to normal/special/dash from frame 21~
+ after MP absorb - - - 15+13 - - - - - - 1-17f strike/projectile invuln; moves backwards; recovery cancels to normal/special/dash from frame 16~
+ after HP absorb - - - 44+10
land
- - - - - - 1-20f strike/projectile invuln; (landing recovery if no air attack used); moves straight up; after jump, can input air normal from 9f~, Divekick from 11f~
Ex.png Kasatushi
(Counter)
Qcb.png2p.png
214+PP
1 31 17 - - - - - - 1-31f armor (triggers vs strike/projectile); on whiff, followup will occur from 23-32f if direction is input; if attack is absorbed with no followup direction, the remaining active/recovery frames will play out as usual after hitstop; [U1: followup can be input from 4f~]
+ Dash followup + Right.gif - - 19+9 - - - - - - 1-19f strike/projectile invuln; moves forward, can pass through opponent; recovery cancels to normal/special/dash frame 20~
+ Jump followup
(Up/Diagonal)
+ Up.gif or Upright.gif - - 43+10
land
- - - - - - 1-19f strike/projectile invuln, airborne 7f~; can jump straight up or diagonally forward; (landing recovery if no air attack used); after jump, can input air normal from 8f~, Divekick from 10f~
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Rochumou
(Super)
Qcf.pngQcf.pngK.png
236236+K
6 9 12 0(8) KD 50*360 - M - 1-14f full invuln; travels ~3/4 screen, goes into cinematic animation on hit; KD Adv: +102
Feng Shui Engine
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
0+1 - 6 - - - - - - 1f full invuln (can no longer beat a frame-perfect safe jump); normals become chainable and special cancellable, dash moves farther/slower and low profiles; some normals gain more juggle potential and unique properties; all moves deal 0 stun during U1; max timer 840f (60f less than USF4)
Kaisen Dankairaku
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
0+7 2(5)3(5)
3(1)3(1)3(1)
3(2)3(1)2
60+33
land
-91 KD 480
((75*30x6*75))
- M - 1-16f full invuln; Dmg Distribution (cinematic version): 15x9*195*45*105; ((Non-cinematic juggle, some hits may whiff)); KD Adv: +70 ((+49))
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • 156/253, 0 bar -- 2LK x3, 5LK xx MK Pinwheel
  • 204/290, 0 bar -- 2LK, 5LP, 2MP xx HK Pinwheel
  • 276/428, 0 bar -- cl.5HK (1st hit) xx hold LK Store, cl.5MP xx LK Fireball, 2MK xx HK Pinwheel
  • 294/441, 1 bar -- 2LK, 5LP, 2HP xx Store, far.5MP xx EX Pinwheel
    • far.5MP cancels into EX moves only
  • 256/423, 0 bar -- 2LK, 5LP, 2HP xx Store, 2MK xx HK Pinwheel
    • Character and range-specific, needs testing

Requires a stored special at the start:

  • 245/333, 0 bar -- 2LK, 5LP, 2MP xx 4HK Release, LK Pinwheel
  • 256/345, 0 bar -- 2LP, 5LP, 2MP xx 6LK Release, 5LK xx MK Pinwheel
  • 256/340, 0 bar -- 2MK xx LK Fireball, 2MK xx HK Pinwheel

Focus Crumples:

  • 337/515, 0 bar -- Lv. 2 Focus (Forward Dash), HK Store, 2HP xx LK Store, 2MP xx 6LK Release, 6HK Release
  • 216/366, 0 bar -- Lv. 2 Focus (Back Dash), Forward Dash, cl.5HP xx LK Pinwheel
  • 176/254, 0 bar -- Lv. 2 Focus (Back Dash), MK Store, Forward Dash, 6MK Release


Punishes: (note: character-specific details coming soon)

  • 438/689, 2 bar -- 2HP xx hold LK Store, 2MP xx 6LK Release xx FADC, 2HP xx hold LK Store, 2MP xx 6LK Release, far.5LK xx MK Pinwheel
  • 450/690, 2 bar -- 2HP xx hold LK/HK Store, 2MP xx 6LK Release xx FADC, 2HP xx hold LK Store, 2MP xx 6LK Release, 6HK Release
    • starting with either LK or HK Stored special
  • 282/424, 0 bar -- 2HP xx Store, 2MP xx HK Pinwheel
  • 298/420, 0 bar -- 2HP xx hold HK Store, 2MP xx 6HK Release
    • Use 2MK on Decapre, Poison
  • 334/493, 0 bar -- 2HP xx LK Store, 2MP xx 6LK Release, far.5LK xx MK Pinwheel
    • far.5LK whiffs on some characters
  • 330/476, 0 bar -- 2HP xx hold HK Store, 2MP xx 4HK Release, LK Pinwheel
    • Corner only
  • 346/485, 0 bar -- 2HP xx LK/HK Store, 2MP xx 6LK Release, 6HK Release
    • starting with either LK or HK Stored special
    • need to use 2MK on some characters
  • 386/525, 0 bar -- 2HP xx MK/HK Store, 2MP xx 4MK Release, 6HK Release
    • starting with either MK or HK Stored special
  • 358/511, 0 bar -- 2HP xx MK/HK Store, 2MP xx 4HK Release, 6MK Release
    • starting with either MK or HK Stored special

---

  • 200/255, 0 bar -- 2MK xx HK Pinwheel
    • Ranged punish, Juri has few combo options at longer distances
  • 363/538, 0 bar -- 2HP xx HP Fireball, 2MP xx MK Fireball, 2MK xx LK Fireball, 2MK xx HK Pinwheel
    • Corner only, may be inconsistent on some characters
  • 363/503, 0 bar -- 2HP xx hold LK Store, 2MP xx LK Fireball, 2MK xx HK Pinwheel
    • Corner only


Counterhit Confirms:

  • CH cl.5MP: cl.5MP
  • CH 2MP: 2MP / 2MK / 2HP
  • CH 6MK: cl.5MP / 2LP / 2LK


Cineamatic U2 Setups:

  • LK Axe Kick 1st hit (6LK Fuha Release) xx FADC, link U2
    • can also combo into Lv.2 Focus crumple
  • Fireball xx FADC, link U2
    • can also combo into Lv.2 Focus crumple, but harder than Axe Kick route
  • HK Pinwheel xx FADC, link U2
    • tight link, other pinwheels work but the slower HK animation makes the input easier
  • j.MP air-to-air, U2
  • CH 2HP/cl.5HK xx Store, link U2
  • Normal xx HK Fireball, link U2
    • corner only, fireball whiffs on crouchers unless using 2HP to force stand
    • even when forcing stand, reeling animation can make HK Fireball whiff on some characters
  • Shotenha 1st hit (4K Fuha Release) xx FADC, juggle U2
    • Corner juggle; extremely difficult to input midscreen as Juri crosses under halfway through dash


Non-Cineamatic U2 Setups:

  • Shotenha (4K Fuha Release) - close range juggle into U2
  • EX Fireball xx FADC, juggle U2
  • EX Divekick, juggle U2
  • Low-connect Divekick, juggle U2 (can be difficult to determine if spacing will work)

Useful Info

Reversals:

  • EX Pinwheel (Qcb.png2k.png / 214KK) - fully invincible, a little safer than USF4 but also sucks the opponent in on block
    • Can FADC the first 2 hits only
  • LK Shotenha (4LK Fuha Release) - has 5f full invincibility, will go through most meaty attacks; cannot FADC on block
  • Super (Qcf.pngQcf.pngK.png / 236236+K) - extremely invincible, fast, and safe; difficult to bait even with a prediction
  • EX Counter (Qcb.png2p.png / 214PP) - 1f armor, but delayed followup timing and no backwards movement makes it fairly weak
    • During U1, can teleport almost immediately after activation to make use of its strike/projectile invincibility


Anti-Airs:

  • 2MP - solid mid-range button, leads to juggles in U1
  • 2HP - closer range, jump cancels and leads to juggles in U1
  • far.5MK - far range
  • far.5HP - farthest range, less reliable than far.5MK
  • EX Pinwheel (Qcb.png2k.png / 214KK) - has invincibility but can juggle awkwardly
  • LK Shotenha (4LK Fuha Release) - has 5f of full invincibility, but doesn't cover its entire startup
    • If timed late, you can use the invuln to make a jumpin whiff, then punish their landing recovery
  • Ultra 2 (Qcf.pngQcf.png3k.png / 236236+KKK) - if done too early, usually gets non-cinematic version
  • Super (Qcf.pngQcf.pngK.png / 236236+K) - farther ranges, otherwise it can whiff under opponent


Anti-Focus:

  • cl.5MK/far.5MK - 2 hits
  • EX Pinwheel (Qcb.png2k.png / 214KK) - invincible, multi-hit
  • Divekick (Air Qcb.pngK.png / Air 214K) - armor break
  • Several of Juri's specials are multi-hit, but some don't work consistently outside point blank range


Anti-Projectile:

  • Divekick (Air Qcb.pngK.png / Air 214K) - great option from neutral jump as a prediction
  • Fuhajin (5K Fuha Release) - Juri can clash with her own fireball to win projectile wars
  • Super (Qcf.pngQcf.pngK.png / 236236+K) - fast, invincible, very long range, and safe even if it's blocked
  • Shotenha (4K Fuha Release) - 2nd hit destroys projectiles
  • EX Pinwheel (Qcb.png2k.png / 214KK) - has a lot of projectile invuln, vacuum effect if close enough to the opponent (useful vs. slow fireballs)
  • U1 Forward Dash - low profile frames almost immediately, can dash under and punish if close enough


Juggles:

  • cl.5HP...
    • xx MK/HK Store ~ 6K Release
  • EX Fireball...
    • LK Pinwheel (more consistent in corner)
  • EX Divekick...
    • 4K Fuha Release, LK Pinwheel, U2 non-cinematic
  • Divekick...
    • 6MK or 6HK Fuha Release
  • 4K Fuha Release (launcher)...
    • 6MK or 6HK Fuha Release, Super, U2 non-cinematic
  • j.MP air-to-air...
    • LK Pinwheel, 6MK or 6HK Fuha Release (low connect)
    • HK Store ~ 6HK Release (high connect, has enough time to charge)


Miscellaneous:

  • N/A


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