Ultra Street Fighter IV/Juri

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Ultra Street Fighter IVUSFIV-Header.png
Ultra Street Fighter IV#CharactersUltra Street Fighter IV/Controls and TerminologyUltra Street Fighter IV/Basic ElementsUltra Street Fighter IV/Universal AbilitiesUltra Street Fighter IV/Game SystemsUSFIVHeaderButtons.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 stamina. Her strengths must be played very carefully if she is to land the victory blow.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Close LP: Hitbox expanded downward
  • Close MP: Startup speed during Feng Shui Engine now the same as normal version
  • Close MK: Startup speed during Feng Shui Engine now the same as normal version
  • Stand MP: Can now be canceled into Special Moves, Super, or EX Focus Attack
  • Stand LK: Startup reduced to 4 frames from 5 frames
  • Stand HK: Hitbox size during Feng Shui Engine now the same as normal version
  • EX Fuhajin: M + H version no longer cannot hit crouchers
  • EX Fuhajin: L + H damage increased to 120 (60 + 60) from 100 (50 + 50)
  • EX Senpusha: Startup invincibility increased to frames 1-7 from frames 1-6; on block now -15 from -14;
  • Shikusen: Light, Medium, and Hard versions can no longer be performed from back jump
  • Second Impact: Hitbox expanded, less likely to miss hits during the move
  • Third Strike: Hitbox expanded, less likely to miss hits during the move
  • EX Shikusen: No longer performs Second Impact/Third Strike followups automatically, requires followup K button presses like the normal version
  • EX Shikusen: Angle can now be controlled outside of the Feng Shui Engine in the exact same way
  • Kasatushi: now takes White Damage when absorbing attacks
  • Feng Shui Engine (UC1): Startup invincibility reduced to frames 1-2 from frames 1-4
  • Kaisen Dankairaku (UC2): Hitbox slightly expanded horizontally

(New to Ultra SFIV Console Digital Release)

  • Close MK: Now Throw Invincible on first frame and airborne frames 2-5, previously only airborne from frames 1-6
  • EX Shikusen: Block Stun reduced by 3 frames (exact data unknown)
  • EX Senpusha: All hits except the final hit pull the opponent in on hit and block

(Removed from Ultra SFIV Arcade Japan)

  • Crouch MK: Startup reduced to 5 frames from 6 frames; recovery reduced to 16 frames from 17 frames


Character Specific Data

Juri

VITALS
Health: 950 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.035 Forward Dash Distance: 1.41
Back Walk Speed: 0.03 Forward Dash Total Frames: 19
JUMPING Back Dash Distance: 1.20
Jump Height Apex: 2.24 Back Dash Total Frames: 27
Jump Total Frames: 39 (4+35) Back Dash Invincibility: 8
Forward Jump Distance: 1.70 Back Dash Airborne: 10
Back Jump Distance 2.04 Back Dash Recovery: 9
THROWS WAKE-UP TIMING
Forward Throw Range: 0.83 Face Up Total Frames: 31
Back Throw Range: 0.83 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Sekku Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Shikusen, EX Shikusen, Kaisen Dankairaku
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Fuhajin (Release), Senpusha (1st Hit and 2nd Hit), In Feng Shui Engine: Crouch HP and Close HK (2nd Hit)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -3 L2 FA Forward Dash (On Block): +3
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 3 5 3 7
Close MP Close Strong.gif 70 100 40 HL sp/su 3 4 14 -4 -1
Close HP Close Fierce.gif 100 200 60 HL sp 6 4 26 -12 -
Close LK Close Short.gif 30 50 20 HL ch/sp/su 3 3 5 3 6
Close MK Close Forward.gif 30*35 40*40 40*20 HL sp/su 6 3(6)2 19 -7 -4
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL sp/su*- 11 2(2)2 20 -4 1
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 5 3 7
Far MP Far Strong.gif 80 100 40 HL sp/su 6 4 11 -1 2
Far HP Far Fierce.gif 120 200 60 HL - 10 3 20 -5 -1
Far LK Far Short.gif 40 50 20 HL ch/sp/su 5 3 7 1 4
Far MK Far Forward.gif 30*70 30*70 20*40 HL - 5 1*4 14 -4 -1
Far HK Far Roundhouse.gif 110 200 60 HL - 15 4 19 -5 -1
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 9 0 3
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 6 6 9 -1 2
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 7 4 20 -6 -1
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 4 5 2 5
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 17 -5 -2
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 8 2 25 -9 -
Sekku Overhead 70 70 40 H - 20 2 17 -2 2[1]
Sekku [Ultra 1] Overhead 70 70 40 H - 20 2 16 0 6
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 8 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 7 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 8 4 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 10 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 8 4 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 11 - - -
Angled Jump MP Angled Jump Strong.gif 50 50 40 H sp 5 6 - - -
Angled Jump HP Angled Jump Fierce.gif 90 100 60 H - 7 4 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 6 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 5 6 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 6 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Karen Kick Forward Throw 130 140 40 0.832 - 3 2 20 - -
Assatsu Kick Back Throw 120 160 40 0.832 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Fuhajin Fuhajin 30*50 50*50 10/20*30 HL -*su 9 6(24)52 23 4 -
Fuhajin (Store) Fuhajin (Store) 50 50 10/20 HL - 9 6 16 -1 -
Fuhajin (Release) Fuhajin (Release) Short.gif 50 50 0/30 HL su 11 52 23 4 10
Fuhajin (Release) Forward.gif 50 50 0/30 HL su 11 52 23 4 10
Fuhajin (Release) Roundhouse.gif 50 50 0/30 HL su 11 52 23 4 10
EX Fuhajin Fuhajin EX.gif (Short.gif+Forward.gif) 50*50 50*50 -250/0 HL su 13 49 27 5 -
Fuhajin EX.gif (Forward.gif+Roundhouse.gif) 50*50 50*50 -250/0 HL su 15 49 25 7 -
Fuhajin EX.gif (Short.gif+Roundhouse.gif) 60*60 50*50 -250/0 HL su 13 49 27 5 -
Shikusen Dive Kick Short.gif 40 50 10/40 HL - 14 until ground After landing 17 -2 -
Dive Kick Forward.gif 40 50 10/40 HL - 14 until ground After landing 18 -3 -
Dive Kick Roundhouse.gif 40 50 10/40 HL - 14 until ground After landing 19 -4 -
Second Impact Second Impact 20*20 20*20 0/20*20 HL - 9 4(5)2 After landing 28 - -
Third Strike Third Strike 80 90 0/40 HL - 21 2 After landing 19 - -
EX Shikusen Dive Kick EX.gif 50 50 -250/0 HL - 14 until ground(8) After landing 14 3 -
EX Second Impact EX Second Impact 25*25 20*20 0 HL - 9 4(5)2 After landing 28 - -
EX Third Strike EX Third Strike 60 50 0 HL - 21 2 After landing 18 - -
Senpusha Pinwheel Kick Short.gif 60*40 40*40 20/20*20 HL su*- 7 3(1)4 4 + After landing 17 -4 1
Pinwheel Kick Forward.gif 45*25x3 40*30x3 20/15x4 HL su(x2)*-(x2) 9 3(1)4(6)3(1)3 5 + After landing 21 -8 -
Pinwheel Kick Roundhouse.gif 50*30x3 50*35x3 20/15x4 HL su(x2)*-(x2) 14 3(1)4(6)3(1)3 5 + After landing 24 -11 -
EX Senpusha Pinwheel Kick EX.gif 30x8 30x5*35 -250/0 HL su(x2)*-(x6) 7 3(1)4(3)3*3(1)3(4)3*3(1)3 5 + After landing 27 -15 -
Kasatushi Counter - - 10/- - - 3 29 17 - -
EX Kasatushi Counter EX.gif - - -250/- - - 1 31 17 - -
Kasatushi Followup Counter Followup (Forward) - - -/5 - - - - Total 29 - -
Counter Followup (Backward) - - -/5 - - - - Total 28 - -
Counter Followup (Upward) - - -/5 - - - - Total 54 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Fuharenjin Super Combo Short.gif 60x5*70 0 -1000/0 HL - 1+8 65 53 -25 -
Super Combo Forward.gif 60x5*70 0 -1000/0 HL - 1+8 65 53 -25 -
Super Combo Roundhouse.gif 60x5*70 0 -1000/0 HL - 1+11 65 53 -25 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Feng Shui Engine Ultra Combo 1 - - - - - 0+1 900 Total 6 - -
Kaisen Dankairaku Ultra Combo 2 15x8*360 0 0/0 HL - 0+10 4(10)3(5)3(1)3(1)3(1)3(2)3(1)2 60 + After landing 33 -103 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:Example.png

Sekku

Overhead F.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Karen Kick

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Assatsu Kick

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Fuhajin

Fireball Qcf.png + K.png Ex.png ex version requires no storing; Different 2 button combinations allow Ex.png version to fire in all three angles

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Fuhajin (Store) Fireball (Store) Qcf.png + hold K.png Stores a fireball; Continue holding k to continue storing fireball; Different kick buttons store differnt directional fireballs; 

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Fuhajin (Release) Fireball (Release) release K.png Throws stored fireball

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Shikusen

Dive Kick (in air) Qcb.png + K.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Second Impact

Dive Kick Followup (1) K.png Performed after Shikusen

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Third Strike

Dive Kick Followup (2) K.png Performed after Second Impact

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Senpusha

Pinwheel Kick Qcb.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Kasatushi

Counter Qcb.png + P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Kasatushi Followup

Counter Followup

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:Example.png

Fuharenjin

Super Combo Qcb.png Qcb.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:Example.png

Feng Shui Engine

Ultra Combo I Qcf.png Qcf.png + P.png Changes ther properties of some moves and grants ability to chain together Normal Attacks

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Kaisen Dankairaku

Ultra Combo II Qcf.png Qcf.png + 3k.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri (self)

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 4 3 5 11 3 7 11 15 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 4 14 20 -4 -1 14 17 Reset Reset - - - - - - [Ultra 1] JP: 1
Close HP Close Fierce.gif 100 200 60 HL sp 6 4 26 35 -12 - 18 - 24F~ cancellable Reset Reset - - - - - 3~22F [Ultra 1] JP: 1
Close LK Close Short.gif 30 50 20 HL ch/sp/su 3 3 5 10 3 6 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 30*35 40*40 40*20 HL sp/su 6 3(6)2 19 35 -7 -4 14 17 [Ultra 1]: When chained into from MP startup is 8F [1st hit]: Forces Stand [1st hit]: Forces Stand Reset Reset - - - - 1~7F, [Ultra 1]: 1~8F - [Ultra 1] JP: 0*1
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL sp/su*- 11 2(2)2 20 36 -4 1 18 23 +0 on hit vs. crouching opponents Reset Reset - - - - - - [Ultra 1] JP: 1*0
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 5 11 3 7 11 15 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 6 4 11 20 -1 2 14 17 Reset Reset - - - - - - [Ultra 1] JP: 1
Far HP Far Fierce.gif 120 200 60 HL - 10 3 20 32 -5 -1 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL ch/sp/su 5 3 7 14 1 4 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 30*70 30*70 20*40 HL - 5 1*4 14 23 -4 -1 15 18 [Ultra 1]: Can be counterhit 1~6F Reset Reset - - - - - - [Ultra 1] JP: 0*1
Far HK Far Roundhouse.gif 110 200 60 HL - 15 4 19 37 -5 -1 18 22 Reset Reset - - - - - 6~27F [Ultra 1] JP: 1
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 4 2 9 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 6 6 9 20 -1 2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL sp/su 7 4 20 30 -6 -1 18 23 8~10F cancelable, [Ultra 1]: 6~10F cancelable when chained into from standing HK Forces Stand Forces Stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 4 5 12 2 5 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 6 2 17 24 -5 -2 14 17 [Ultra 1]: Can be counter hit 1~4F Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 8 2 25 34 -9 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Sekku Overhead 70 70 40 H - 20 2 17 38 -2 2[1] 17 21[20] [] refers to vs crouching Reset Reset - - - - - 12~25F
Sekku [Ultra 1] Overhead 70 70 40 H - 20 2 16 37 0 6 18 24 Reset Reset - - - - - 12~25F JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 4 8 - 11 - - Reset Reset - - - Lower body: 1~3F - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 8 4 - 11 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 10 - 14 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 8 4 - 11 - - Reset Reset - - - Lower body: 1~7F - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 11 - 14 - - Reset Reset - - - Lower body: 1~3F - - -
Angled Jump MP Angled Jump Strong.gif 50 50 40 H sp 5 6 - 10 - - Soft Knockdown Soft Knockdown - - - Lower body: 1~4F - - JI: 0
Angled Jump HP Angled Jump Fierce.gif 90 100 60 H - 7 4 - 10 - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 1~6F - - JP: 1
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 6 6 - 11 - - Reset Reset - - - Lower body: 1~5F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.914 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.914 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - - - Range: 1.914, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.914, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.914, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 60 - - 65 2 35 101 - - - - Range: 1.914, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+11 2 35 57 -15 - 22 - Range: 1.914, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Karen Kick Forward Throw 130 140 40 0.832 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Assatsu Kick Back Throw 120 160 40 0.832 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Fuhajin Fuhajin 30*50 50*50 10/20*30 HL -*su 9 6(24)52 23 61 4 - - - 41~43F cancellable, hold button to store X [1st Hit]: Soft Knockdown [1st Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Fuhajin (Store) Fuhajin (Store) 50 50 10/20 HL - 9 6 16 30 -1 - 21 - X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1
Fuhajin (Release) Fuhajin (Release) Short.gif 50 50 0/30 HL su 11 52 23 33 4 10 - - 13~15F cancellable X Soft Knockdown Soft Knockdown - - - - - - 1~2F JP: 1, 3F~ JP: 2
Fuhajin (Release) Forward.gif 50 50 0/30 HL su 11 52 23 33 4 10 - - 13~15F cancellable, cannot hit crouching opponents X Soft Knockdown Soft Knockdown - - - - - 4~16F JP: 2
Fuhajin (Release) Roundhouse.gif 50 50 0/30 HL su 11 52 23 33 4 10 - - 13~15F cancellable, cannot hit crouching X Soft Knockdown Soft Knockdown - - - - - 4~15F JP: 2
EX Fuhajin Fuhajin EX.gif (Short.gif+Forward.gif) 50*50 50*50 -250/0 HL su 13 49 27 39 5 - - - 16~18F cancellable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 1*2
Fuhajin EX.gif (Forward.gif+Roundhouse.gif) 50*50 50*50 -250/0 HL su 15 49 25 39 7 - - - 18~20F cancellable, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 4~16F JP: 1*2
Fuhajin EX.gif (Short.gif+Roundhouse.gif) 60*60 50*50 -250/0 HL su 13 49 27 39 5 - - - 17~19F cancellable, cannot hit crouching, opponent gains 10x2 meter on hit X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 4~15F JP: 1*2
Shikusen Dive Kick Short.gif 40 50 10/40 HL - 14 until ground After landing 17 - -2 - - - Frame advantage is based on lowest possible hit, height restriction: 0.5 X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Dive Kick Forward.gif 40 50 10/40 HL - 14 until ground After landing 18 - -3 - - - Frame advantage is based on lowest possible hit, height restriction: 0.5 X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Dive Kick Roundhouse.gif 40 50 10/40 HL - 14 until ground After landing 19 - -4 - - - Frame advantage is based on lowest possible hit, height restriction: 0.5 X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Second Impact Second Impact 20*20 20*20 0/20*20 HL - 9 4(5)2 After landing 28 - - - - - On standing hit: Soft Knockdown On standing hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2*3
Third Strike Third Strike 80 90 0/40 HL - 21 2 After landing 19 - - - - - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 3
EX Shikusen Dive Kick EX.gif 50 50 -250/0 HL - 14 until ground(8) After landing 14 - 3 - - - Frame advantage based on lowest possible height, Height restriction: 0.4, opponent gains 20 meter on hit X [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce [1st~3rd Hit]: Soft Knockdown, 4th Hit: Wall bounce - - - - - -
EX Second Impact EX Second Impact 25*25 20*20 0 HL - 9 4(5)2 After landing 28 - - - - - Height restriction: 0.4, opponent gains 10x2 meter on hit On standing hit: Soft Knockdown On standing hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 2*3, JI: 0*0
EX Third Strike EX Third Strike 60 50 0 HL - 21 2 After landing 18 - - - - - Height restriction: 0.4, opponent gains 20 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 4, JI: 0*0
Senpusha Pinwheel Kick Short.gif 60*40 40*40 20/20*20 HL su*- 7 3(1)4 4 + After landing 17 35 -4 1 21 26 2nd hit cannot hit crouching Forces Stand Forces Stand Soft Knockdown Soft Knockdown - - - - - 9F~ JP: 0*1
Pinwheel Kick Forward.gif 45*25x3 40*30x3 20/15x4 HL su(x2)*-(x2) 9 3(1)4(6)3(1)3 5 + After landing 21 55 -8 - 21 - [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 11F~ -
Pinwheel Kick Roundhouse.gif 50*30x3 50*35x3 20/15x4 HL su(x2)*-(x2) 14 3(1)4(6)3(1)3 5 + After landing 24 63 -11 - 21 - Back facing hits cannot hit grounded, builds 10x4 meter on block [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown [1st~3rd Hit]: Forces Stand, [4th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 16F~ 4th hit JS: 99
EX Senpusha Pinwheel Kick EX.gif 30x8 30x5*35 -250/0 HL su(x2)*-(x6) 7 3(1)4(3)3*3(1)3(4)3*3(1)3 5 + After landing 27 73 -15 - 20 - 3rd & 6th Hit hit backwards, 2nd, 5th, and 8th Hit hit front and back, rear hits do 20 stun, all hits except final hit pull the opponent in on hit or block, opponent gains 10x8 meter on hit [1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown [1st~7th Hit]: Forces Stand, [8th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~7F, [Ultra 1] All: 1~8F Lower body: 9F~ All: 7~46F 7~8F 8F~ Forward facing hits: JP: 0~5 sequentially, Backwards hits all JP: 1
Kasatushi Counter - - 10/- - - 3 29 17 48 - - - - 3~31F triggers when hit with strike or projectile, loses to natural Armor Breakers - - - - 3~31F - - - - - -
EX Kasatushi Counter EX.gif - - -250/- - - 1 31 17 48 - - - - 1~31F 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, loses to natural Armor Breakers - - - - 3~31F - - - - - -
Kasatushi Followup Counter Followup (Forward) - - -/5 - - - - Total 29 29 - - - - 3~18F can pass through opponent, 21F~ cancellable - - - - - - All: 1~20F All: 1~20F - - -
Counter Followup (Backward) - - -/5 - - - - Total 28 28 - - - - 16F~ cancellable - - - - - - All: 1~17F All: 1~17F - - -
Counter Followup (Upward) - - -/5 - - - - Total 54 54 - - - - 9F~ cancellable, 10 grounded recovery frames if not cancelled - - - - - - All: 1~20F All: 1~20F - 8F~ -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Fuharenjin Super Combo Short.gif 60x5*70 0 -1000/0 HL - 1+8 65 53 152 -25 - - - Active frames refer to duration of 1 projectile, projectiles release on frames 8F, 18F, 28F, 40F, 68F, 98F X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~8F - - - 9~30F, 56~72F, 86~104F JP: 1~6 sequentially
Super Combo Forward.gif 60x5*70 0 -1000/0 HL - 1+8 65 53 152 -25 - - - Active frames refer to duration of 1 projectile, projectiles release on frames 8F, 18F, 28F, 40F, 68F, 98F Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~6F - - - 9~30F, 56~72F, 86~104F JP: 1~6 sequentially
Super Combo Roundhouse.gif 60x5*70 0 -1000/0 HL - 1+11 65 53 155 -25 - - - Active frames refer to duration of 1 projectile, projectiles release on frames 11F, 21F, 31F, 43F, 61F, 101F, opponent gains 10x6 meter on hit Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - - - 9~30F, 56~72F, 86~104F JP: 1~6 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Feng Shui Engine Ultra Combo 1 - - - - - 0+1 900 Total 6 7 - - - - Allows chaining of Normal Moves and changes properties of some moves, Forward dash distance increased, super meter gained reduced to 33% while active, lasts 900F at full Ultra (15s) - - - - - All: 1~2F - - - - -
Kaisen Dankairaku Ultra Combo 2 15x8*360 0 0/0 HL - 0+10 4(10)3(5)3(1)3(1)3(1)3(2)3(1)2 60 + After landing 33 147 -103 - - - 1st Hit triggers animation, guard advantage based on 2nd hit, opponent gains 20x8 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~13F - - - 32F~ JP: 1~8 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: