Street Fighter V/Juri

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Juri

SFV-Juri Portrait.jpg
VITALS
Health: 950 Stun: 950
WALKING THROWS
Forward Walk Speed: 5 Throw Range: 0.8
Back Walk Speed: 3.3 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 144.3 Forward Jump Distance: 209
Back Dash Distance: 125 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: f+MK Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Bio


Why Pick Juri?

Why Play

Players To Watch
Infiltration, Aiai

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw damage increased from 110 to 120, added 2f of recovery after throw connects
  • Stand LP vertical hitbox reduced
  • Stand HK downward hurtbox reduced
  • Kaisenrenkyaku (f+KKK) startup increased from 15f to 17f, increased pushback on block
  • Fuharenkyaku damage decreased from 100 to 90
  • VT1
    • Increased EX Meter gain when done as part of chain combo in VT1 from 30 to 50
    • Stand MP forward hitbox increased


Season 3 (Arcade Edition)

  • Stand MK cancel window extended
  • Crouch LP hurtbox extended
  • Crouch MP hurtbox extended
  • Crouch MK hurtbox at feet reduced, upper body hurtbox expanded
  • Crouch HP hitbox expanded vertically, reduced horizontally, hurtbox reduced
  • Jump MP hitbox expanded, hurtbox reduced
  • Jump HP startup increased from 8f to 9f, reduced hurtbox
  • Jump HK hurtbox reduced hitbox expanded
  • Kyoretsushu (MP > b/f+HP) can hit crouching opponents, cannot be special canceled on block
  • Kasatushu (MP+MK) V-Gague gain on hit decreased
  • EX Tensenrin (f,d,df+PP) invincibility extended to 12th frame
  • Sakkai Fuhazan (qcf, qcf+K) now armor breaks
  • Fuharenkyaku
    • LK version active time increased
    • MK version damage increased from 60 to 70
    • HK version damage increased from 80 to 100
  • V-Trigger
    • Feng Shi Engine Alpha (HP+HK) changed from 3 blocks to 2 blocks, extended timer, each Fuharenkyaku now takes more gauge per use
    • Fuharenkyaku MK stun increased from 80 to 100


Move List

Unique Attacks

SFV-Juri-Unique.jpg

Special Moves

SFV-Juri-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Juri-Vsystem.jpg

Critical Art

SFV-Juri-Critical.jpg

Juri Discussions

Discussions regarding Juri

Juri Shoryuken Forum

Juri Discord Link

Juri Discord

Video Guides

Capcom Fighers' Official Introduction Series

Shoryuken's Rising Up Series

Other Useful Guides

Reithan's Juri Comprehensive Guide

@rXpSwiss's Juri Compendium

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 3 2 7 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 5 3 11 2/-1 5 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 8 3 17 -3/-6 4/KD FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vs/vt1/vt2 99 40 45 CHIP CH_DAMAGE CH_STUN
stand LK LK 4 4 8 1 4 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 5 1(1)3 15 -4/-7 1 FILL_ME_IN_COUNTER_HIT 40*30 100 H*H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 14 3 5+15 -4/-7 1 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 13 13 13 CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 3 6 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H ch/sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 3 16 0/-1 2/4 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 10 2 21 -5/-8 3 FILL_ME_IN_COUNTER_HIT 90 150 H sp/su/vs/vt1/vt2 96 37 42 CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 3 2 10 0 2 FILL_ME_IN_COUNTER_HIT 20 70 L ch/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 6 2 14 -2/-5 2 FILL_ME_IN_COUNTER_HIT 50 100 L sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 8 2 23 -12/-15 KD FILL_ME_IN_COUNTER_HIT 100 150 L vt1/vt2 68 19 24 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 6 4 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 9 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 4 7 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 5 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 8 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Senkaikyaku f+MK 22 2 19 -6 0 FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
Koenzan b+HK 7 2(7)3 15 -2 4 FILL_ME_IN_COUNTER_HIT 40*40 75*75 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Kyoretsushu s.MP > b or f.HP 5+8 3 25 -12 KD FILL_ME_IN_COUNTER_HIT 60*54 100*90 H sp/su/vs/vt1/vt2 102 43 48 CHIP CH_DAMAGE CH_STUN
Enkushu (air) j.MP > j.HK (air) 6+5 5 - - - FILL_ME_IN_COUNTER_HIT 60*63 100*90 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Chisenkyaku LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 120 120 T - 60 11 11 CHIP CH_DAMAGE CH_STUN
Kaeikyakyu b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 140 200 T - 28 9 9 CHIP CH_DAMAGE CH_STUN
Zankasen (air) LP+LK (air) 5 2 8 - KD FILL_ME_IN_COUNTER_HIT 140 200 T - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Feng Shui Engine alpha HP+HK (VT1) 1 - 5 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Feng Shui Engine beta HP+HK (VT2) 9(8) 2(3) 34 1(-1) 5(2) FILL_ME_IN_COUNTER_HIT 70 150 H - - - - CHIP CH_DAMAGE CH_STUN
Kasatsushu MP+MK 46 2 25 -10 KD FILL_ME_IN_COUNTER_HIT 80 150 H vs 83 24 29 CHIP CH_DAMAGE CH_STUN
Kasatsushu (hold) MP+MK (hold) 80 15(16)2 33 -18 KD FILL_ME_IN_COUNTER_HIT 20*80 50*150 H vs 75 16 21 CHIP CH_DAMAGE CH_STUN
Kasatsushu (release) MP+MK (hold) (release) 10 15(16)2 33 -18 KD FILL_ME_IN_COUNTER_HIT 20*80 50*150 H vs 75 16 21 CHIP CH_DAMAGE CH_STUN
Kasatsushu (charge) MP+MK (charge) 33 - 16(24) - - FILL_ME_IN_COUNTER_HIT - - - dash/vs - - - CHIP CH_DAMAGE CH_STUN
Kasatsushu (cancel) MP+MK (cancel) 12(4) - 25 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Kaisenrenkyaku f+KKK 17 1 28 -2 KD FILL_ME_IN_COUNTER_HIT - - H - 72 13 18 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Fuharenkyaku LK Store qcf+LK 10 3 18 -2 KD FILL_ME_IN_COUNTER_HIT 30 30 H vt1 99 40 45 CHIP CH_DAMAGE CH_STUN
Fuharenkyaku MK Store qcf+MK 10 3 18 -2 KD FILL_ME_IN_COUNTER_HIT 30 30 H vt1 99 40 45 CHIP CH_DAMAGE CH_STUN
Fuharenkyaku HK Store qcf+HK 10 3 18 -2 KD FILL_ME_IN_COUNTER_HIT 30 30 H vt1 99 40 45 CHIP CH_DAMAGE CH_STUN
Fuharenkyaku LK Release qcf+LK 14 80 23 -2 2 FILL_ME_IN_COUNTER_HIT 50 80 H su/vs/vt1 - - - CHIP CH_DAMAGE CH_STUN
Fuharenkyaku MK Release qcf+MK 23 2 19 -4 6 FILL_ME_IN_COUNTER_HIT 70 80 H vs/vt1 83 24 29 CHIP CH_DAMAGE CH_STUN
Fuharenkyaku HK Release qcf+HK 10 2(14)2 21 -6 KD FILL_ME_IN_COUNTER_HIT 40*50 70*80 H vs/vt1 96 37 42 CHIP CH_DAMAGE CH_STUN
Fuharenkyaku EX qcf+KK 7 2(17)2(12)2(20)2 15 -2 KD FILL_ME_IN_COUNTER_HIT 35x4 (120) 40x3*30 (150) H vt1 80 21 26 CHIP CH_DAMAGE CH_STUN
Tensenrin LP f,d,df+LP 7 3(2)2 22 -3 2 FILL_ME_IN_COUNTER_HIT 40*40 75*75 H su - - - CHIP CH_DAMAGE CH_STUN
Tensenrin MP f,d,df+MP 6 2(3)2(3)2 21+16 -29 KD FILL_ME_IN_COUNTER_HIT 40*35*45 (120) 50x3 (150) H - 87 28 33 CHIP CH_DAMAGE CH_STUN
Tensenrin HP f,d,df+HP 7 2(2)2(2)2(2)2 21+16 -32 KD FILL_ME_IN_COUNTER_HIT 30x4 (120) 30x3*60 (150) H - 87 28 33 CHIP CH_DAMAGE CH_STUN
Tensenrin EX f,d,df+PP 7 2(2)2(2)2(2)2 20+18 -31 KD FILL_ME_IN_COUNTER_HIT 30*10x3*90 (150) 20x3*30*110 (200) H `- 63 4 9 CHIP CH_DAMAGE CH_STUN
Ryodansatsu LK qcb+LK 19 3 24 -6 KD FILL_ME_IN_COUNTER_HIT 70 150 H su/vt1 83 24 29 CHIP CH_DAMAGE CH_STUN
Ryodansatsu MK qcb+MK 20 3 24 -6 KD FILL_ME_IN_COUNTER_HIT 80 150 H su/vt1 83 24 29 CHIP CH_DAMAGE CH_STUN
Ryodansatsu HK qcb+HK 25 3 24 -6 KD FILL_ME_IN_COUNTER_HIT 100 200 H su/vt1 83 24 29 CHIP CH_DAMAGE CH_STUN
Ryodansatsu EX qcb+KK 25 3 20 -2 KD FILL_ME_IN_COUNTER_HIT 80 150 H vt1 101 42 47 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Sakkai Fuhazan qcb,qcb+K 9 20 58 -15 KD FILL_ME_IN_COUNTER_HIT 330 0 H - 82 23 28 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Fuharenkyaku LK Release qcf+LK 14 80 25 -1 2 FILL_ME_IN_COUNTER_HIT 30*30 50*50 H su/vs 95 36 41 CHIP CH_DAMAGE CH_STUN
Fuharenkyaku MK Release qcf+MK 23 2 19 -4 6 FILL_ME_IN_COUNTER_HIT 70 100 H vs 83 24 29 CHIP CH_DAMAGE CH_STUN
Fuharenkyaku HK Release qcf+HK 10 2(14)2 21 -6 KD FILL_ME_IN_COUNTER_HIT 40*50 70*100 H vs 96 37 42 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

Unique Mechanic

Before Juri can access her Fuharenkyaku Release (qcf+K) 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

V System

V Reversal

A standard 17f strike V-Reversal. Juri kicks the opponent knocking them away.

V Skill

Kasatsushu causes Juri to quickly teleport through the opponent and kick them on the other side, knocking them down. By holding Kasatsushu she will go into a stance where she'll begin charging it, which can then be canceled by a forward or back dash. After holding long enough or having charged it enough, the next time Kasatsushu is used it will be much faster, hit the opponent when it crosses through them, and can be canceled into for combos.

V Trigger 1

Feng Shui Engine alpha is a 2 bar V-Trigger allows Juri to chain her normals into each other in order of Light > Medium > Heavy, Punch > Kicks meaning LPMPHP will work, but HPMPLP will not. It also gives her access to improved versions all of her Fuharenkyaku specials without needing to charge up first. When hitting an opponent in the air they go into a juggle state, allowing more combo possibilities as the same rules apply to her air normals. Each cancel takes about 1/10 of her V-Gauge, while using any Fuharenkyaku special takes about 1/5 of the gauge. It also increases the distance of her dash

V Trigger 2

Feng Shui Engine beta is a two bar V-Trigger that has Juri drain the opponent's EX meter when close to them. On activation she performs an initial hit which pulls the opponent in, letting it be used for more combos. The meter drain is quite quick and works while Juri is combing the opponent or being combos; however it does not work if the opponent is knocked down, airborne, or if Juri is airborne. In total it lasts about 12 seconds from activation.

Strategy

Playing as Juri

Fighting Against Juri