Okay, I’m not trying to be rude but I’ve been pretty annoyed with the amount of clutter in the Juri forums. We don’t need threads on how bad Juri’s defensive options are and we don’t need threads on how to combo Ultra 2 from a dive kick so I’m trying to create a concise thread to concentrate all of our information we’ve gathered into one specific thread. I will update this as I see fit or unless people point me to relevant information. I will only add information that is relevant and helpful so if I or other Juri players feel that the information you provided is not useful or inaccurate it will not be posted here. Please do not spam this thread as I want to keep this thread as clean as possible so that other Juri players have a go to reference when learning this character. I will be breaking this thread down into parts from beginner to advance. Please refrain from posting until I reserved the amount of posts to do so.
Juri is a fairly easy character to grasp at first but has a lot of complexity to her that makes her more advanced to use then a lot of the cast in SSF4. She is one of the most versatile characters in the game with many play styles to adapt to her matches and play styles of the cast. She can do well at any range of the screen but requires precision and ingeniouty to do so. She can zone with her fireballs with clever use and timing. She can out poke a lot of characters with her normal attacks and she can be aggressive, lock people down, and mix people up. That being said she’s not a rush down oriented character but rather a jack of all trades and a master of none.
-Versatility to adapt to the match up and play styles of other characters
-Misleading jumping normals
-Really good normal attacks
-Fast dash speed that covers a lot of distance
-Really good ability to control space with her normals and fireballs
-Great corner game
-Below average defensive options. Lack of a really strong get off of me move.
-Below average vitality
-Poor walking speed
-Requires awkward finger positioning for advance play
-Doesn’t excel in any particular area. Jack of all trades but a master of none.
Juri’s Normal Attacks:
Credit Atrain for the videos
To understand hitboxes refer to the following article from event hubs.
To understand the hitbox information speicific to SSF4 refer to the below image.
Standing Jab (damage=30, stun=50) - Juri performs a quick punch just slightly in front of her. The range on this move is very limited and is not meant as a poking tool. It can be used in advanced footsie techniques/tricks but is mostly used in combos. It whiffs on crouching characters so in general you want to hit confirm with a different normal attack before comboing into standing Jab.
Close Standing Strong (damage=70, stun=100) - Juri plants her feet and elbows her opponent from the side. This normal attack has limited use and is primarily used in frame traps, block strings, and combos. It can be cancelled into a Special and Super. There are a few tricks and combo opportunities in Ultra 1 - Feng Shui Engine but I will go over the mechanics of Feng Shui Engine later on.
Far Standing Strong (damage=80, stun=100) - Juri performs a spinning chop. Really good range on this attack but whiffs on crouching characters. It’s good as a poke and one of her good moves in her footsie game. You want to use this move when you are closer to your opponent and your longer reaching attacks aren’t as effective in that range. It can be used as an anti-air from farther distances. This is the only move that can be used for a kara throw (Her kara throw will be explained later on).
Close Standing Fierce (damage=100, stun=200) - Juri performs a back flip. This move lifts Juri off the ground so it does go over low attacks but can whiff against other low attacks that shrink your opponent’s hit boxes. When it connects it places your opponent into a juggle state allowing Short Pinwheel, EX Pinwheel, and Super to combo after wards. It can be used when you have conditioned your opponent to option select tech throw or if they like to mash throws as it will cause the crouching short/throw to whiff and they will get hit by the close standing fierce. It is incredibly unsafe on block so use it sparingly. From closer distances it can be used as an anti-air. It can be a good anti-air against certain attacks if you place the proper reads on your opponent. For example, against Rufus’ Dive Kick pressure you can use Close Standing Fierce to anti-air another Dive Kick because it lifts her off the ground changing her hit boxes and countering the Dive Kick.
Far Standing Fierce (damage=120, stun=200) - Juri extends one of her legs behind her and propels it forward. Can be used as an AA if your opponent is jumping a little bit outside of a character space away. Can be used as a poke but generally not a good idea. I’ve primarily found this move useful in specific combos revolving around Ultra 1 - Feng Shui Engine.
Close Standing Short (damage=30, stun=50)- Juri kicks her opponent’s shins. A very fast move that leaves you in favorable position on block. It is her safest normal to use in block strings due to it being 3 frames of start up and leaving you at 3 frames of advantage on block. A versatile move up close that can be used more for frame traps, pressure strings, footsies, tick throws, and an easy hit confirm for her combos. Needless to say this is one of her best moves to use when in point blank range of your opponent. Some things to note is that two close standing shorts put her out of her throw range so for tick throw purposes you will need to use one standing short, move forward, or kara throw after the 2nd standing short. Also, two standing shorts puts you in optimal range for mix up games with her jumping normals.
Far Standing Short (damage=40, stun=50) - Juri does a quick kick in front of her. This move can be special and super canceled and has uses within combos and block strings. This is actually a really good poke in close ranges as its range is good and it’s fairly fast on start up and recovery. I find it to be one of her better footsie tools when you are in close proximity of your opponent.
Close Standing Forward (damage[1st hit]=30, stun=40, damage[2nd hit]=35, stun=40) - Juri uses her right leg to kick twice - mid then high. It’s two hits and you cancel into a special/super from either hit. The second hit will whiff on crouching opponents though so keep that in mind when doing combos or guard strings. As a move for guard strings it’s okay but a reversal is possible in between the hits so gauge your opponent accordingly. Up close it can be used to stop focus attacks but you really just want to apply it when you place reads on your opponent in abusing focus attacks when up close.
Far Standing Forward (damage=70, stun=70) - Juri puts her weight into a lunging kick that moves her forward slightly. By far one of Juri’s best standing pokes. It has generous range and hit boxes to it and in closer ranges it does two hits. It also moves her forward slightly so you will recover closer to your opponent so keep that in mind when poking and doing footsies. It also can be used as an anti-air from farther distances.
:r:+Forward (damage=70, stun=70) - Juri does a spinning hop kick. This is her unique attack and her only command normal. This is also her overhead attack. It’s slow like most overheads and doesn’t give you a huge advantage on hit but is good when pressuring your opponent and carries the extra ability of going over low attacks such as Ryu’s crouching Forward. It’s best application so far is with Ultra 1 - Feng Shui Engine as you can combo after this move but it’s a link and requires timing.
Close Standing Roundhouse (damage [1st hit]=40, stun [1st hit]=125, damage [2nd hit]=70, stun [2nd hit]=75) - Juri does an Axe Kick. It’s two hits and is special/super canceable on either hit. It looks deceptive because you would think it would be an overhead but unfortunately it’s not. Strcitly a normal attack to be used in situational whiffed/blocked punishment scenarios or within Ultra 1 - Feng Shui Engine for combo purposes.
Far Standing Roundhouse (damage=110, stun=200) - Juri does a small hop for a lounging kick moving her forward. The range on this move is really good and it goes over low attacks but can whiff on smaller characters who are crouching so be careful with it’s use. There are some trick scenarios where you can whiff this move and then kara throw afterwards. Keep in mind your opponent can hit you out of this move so use it sparingly and at its max possible range. It can hit opponents out of the air from longer ranges but the timing has to be done slightly before their descent from the air and the distance has to be far like more then a character space away. It’s better against characters who use some sort of unique attack to alter the landing time of their jump ins ie. Rufus’ Dive Kick. A fairly good poking tool and it has the ability to hit an opponent when they are in their start up frames of their jump. This is a move you want to use sparingly and at the right ranges because it’s a slow move with bad recovery leaving you vulnerable when used poorly.
*Credit to Atrain for the video
Crouching Jab (damage=30, stun=50) - Juri does a quick punch in front of her as she’s crouching. Range is limited but a good move to hit confirm into combos and leaves you in neutral position when blocked.
Crouching Strong (damage=70, stun=100) - Juri shifts forwards and lounges her arm at a 45 degree angle. One of Juri’s best normal moves. It is a very solid poking tool and great in her footsie game. It has a lot of active frames (6 active frames) to it allowing you to stuff many attacks and it has shorter start up frames than some of her other normals so it’s a very good go-to move. This is Juri’s first solid anti-air move and will stuff most frontal jumping attacks but you will need to vary the timing depending on the match up. It can beat some cross ups but it becomes distance and timing specific. You generally need to time it later to stop the cross up. It has a unique property of being able to cancel the recovery into another attack, which will extend the range of the second attack.
Crouching Strong’s 6 active frames means this is her best move to do a meaty during your opponent’s wake up. It will beat multiple wake up reversal attempts and allows you to hit confirm into Pinwheel or Super Cancel. Crouching Strong also has the unique property of being able to cancel the recovery into another normal. Doing this will actually extend the distance of the second attack. This will allow you to confuse your opponent in spacing but cancelling the recovery into another normal will also confuse your opponent if they try to counter poke. Typically, using a second crouching strong is ideal in those situations because it is a 6 frame startup with 6 active frames.
Crouching Fierce (damage=100, stun=200) - Juri uses one arm to launch her body upwards as she kicks up in the air. This is Juri’s next solid anti-air option and is best used when your opponent is jumping closer to you. It has the ability to stop cross ups as well. On hit it causes a crouching opponent to stand allowing Forward Fuhajin release to connect. Very solid damage in a combo if you can hit confirm from a jumping attack prior to it or within Ultra 1. On hit as an anti-air it causes your opponent to flip back allowing you to safely store a fireball for zoning and pressuring. I don’t recommend dashing forward for mix ups or to close the distance as she is at frame disadvantage after the dash due to the recovery of crouching Fierce.
Crouching Short (damage=20, stun=50) - Juri performs a quick kick while crouching. It’s primary use is in combos and guard strings and it does have applications to her footsie game. You can chain these together but keep in mind that in order to combo into a special/super you need to link the last crouching short. Two crouching shorts puts you in optimal range to make your jumping attacks ambiguous as to whether they will cross up or not.
Crouching Forward (damage=60, stun=100) - Juri falls onto both hands and lunges one leg forward. This is one of Juri’s strongest pokes as it has good range on it. It’s her best hit confirm out of her ground normals. The unqiue property to this move is that it lowers Juri’s hit boxes very low to the ground. Due to this it can be used to avoid a lot of air borne special moves like M.Bison’s (Dictator) Head Stomp follow ups or C.Viper’s Burn Kicks when timed correctly. You can use this move to go under fireballs as well; however, you cannot use this to avoid fireballs from mid to full screen as she will get hit during the recovery. It will only avoid fireballs while you are fairly close to your opponent. You can actually counter your opponent’s fireballs at close range allowing an easy hit confirm into a combo.
Crouching Roundhouse (damage=90, stun=100) - Juri spins her body across the ground while extending her legs. It causes an untechable knockdown on hit and sets her up for her mix up game. It can be combo’d off of certain special moves and Ultra 1 - Feng Shui Engine. It has applications in her footsie game that you want to use quite a bit as the untechable knockdown is really important for Juri.
Neutral Jumping Attacks
Credit Atrain for the video
Neutral Jump Jab (damage=50, stun=50) - Juri punches the air in front of her. Like most neutral jump attacks, this has the ability to beat air attacks at the proper range. Overall though this isn’t a move that you will use often.
Neutral Jump Strong (damage=80, stun=100) - Juri pivots forward and elbows at an upward angle with her right arm. Again, another move you will hardly use but it has better capabilities of stuffing other air attacks then neutral jump Jab.
Neutral Jump Fierce (damage=100, stun=200) - Juri kicks in an upward angle with her left leg. This is good air-to-air move in closer distances and only if you do the attack while you are jumping not as you are recovering from the jump. If you read your opponent in attempting a cross up or jumping behind you, you can do a neutral jump rising Fierce to stop that attempt. Stuffs escape options like Ryu’s air Tatsu clean.
Neutral Jump Short (damage=40, stun=50) - Juri kicks in an upward angle with her right leg. Similar uses like her other neutral jumping attacks. Again, not something you will use often.
Neutral Jump Forward (damage=80, stun=100) - Juri bends her right leg behind her and kicks with her left in a straight line. Again, it beats other air attacks but it’s quite good if you want to drop down with an attack and hit confirm into a combo. Though in comparison to neutral jump Roundhouse you really don’t want to use this attack too much unless you wanted a faster attack to respond to your opponent’s action.
Neutral Jump Roundhouse (damage=100, stun=200) - Juri crosses her arms and splits her legs. Very similar to Chun-Li’s neutral jump Roundhouse but less height on the jump and has the longest forward hitting hit boxes of her neutral jumping attacks. The hit boxes are on both sides of her legs so if your opponent ends up behind you as you are falling they are susceptible to getting hit by the other leg. That tactic is useful against characters like Balrog as a means to punish his Rush Punch if he gets predictable or spaces them poorly. It can also be used as an air-to-air attack much like her other neutral jumping attacks but with much better range and more leniency on timing. You can use this move to stop certain runaway scenarios like Viper’s Super Jump or Ryu’s Air Tatsu. Overall, this is a good move in Juri’s arsenal of attacks.
Forward and Backward Jumping Attacks
Credit Atrain for the video
Jumping Jab (damage=50, stun=50) - Juri punches at a downward angle with her right arm. You can combo from hit but overall it’s not a move I would be using that often.
Jumping Strong (damage=50, stun=50) - Juri lifts her body upwards as she performs a chopping attack with her right arm. This is the only aerial normal Juri has that can be special cancelled into Dive Kick. If you find your opponent is focus absorbing your jump ins then use this move and when they focus absorb cancel into Dive Kick. Depending on the height of when jumping Strong connects you will either Armor Break their focus attack or end up behind the opponent. It is arguably Juri’s best air-to-air move and beats a lot of jumping attacks. It raises Juri’s hit boxes as well so it causes people to time their anti-air normals differently. If it connects air-to-air it causes your opponent to be in a juggle state allowing for a lot of combo follow ups such as Ultra 2. Typically, most characters jumping hard attacks will beat this move due to the game design of hard (jumping Fierce/Roundhouse) attacks so don’t get predictable. Keep in mind that you are more susceptible to losing the air-to-air battle if your opponent is higher up in the air then you are due to the hit boxes of jumping Strong so your spacing and timing is important. As an air-to-air you want to time this in 2 different ways to maximize the effectiveness of the attack. First, you want to do this while rising from your jump just as your opponent is starting their jump so that the active frames on jump strong activate before your opponent’s active frames on their attack. Second, you can do this during the peak of your descent so that if your opponent jumps in the air slightly after you do you will beat their attack. In many cases you can fish for the hit but if the opponent catches on he can switch up his attacks to beat your jumping strong. Mix up your jumping attacks so you don’t get predictable.
Another thing to note is that you can use this move to do an instant overhead by creating a “fuzzy guard” scenario. You can jump in with a deep attack usually jumping Roundhouse or jumping Fierce then immediately do jumping Strong as you are rising. Normally, if you were to do a rising jumping Strong on a crouching opponent the attack will whiff. This is where fuzzy guard comes into play. Fuzzy guard is a glitch that is in many fighting games and it’s caused by how the game registers the hit boxes of a character after they block a high attack. The game will still register the character’s standing hit boxes even though they are in a crouching state. You can do trick setups by doing a jumping attack then a rising jump Strong cancelled into a Dive Kick then Ultra 2. Fuzzy guard setups don’t work on every character in the game. In general, characters with a small hit box when crouching tend not to work.
Jumping Fierce (damage=90, stun=100) - Juri juts her left leg straight down. This move has the ability to beat out a lot of reversal options when positioned directly on top of your opponents head. It is a very deceptive move as you can vary the timing to cause the move to cross up or not. It causes an immediate knockdown (techable) and puts you right next to your opponent and you will land just as they are recovering if they do a quick get up. However, if you land this early you will land before they start recovering. This makes for a good scenario to activate Ultra 1 - Feng Shui Engine. It’s also a decent air-to-air attack but you need to perform the attack a bit earlier before your opponent’s attack.
Much like her jump Strong you can do an instant overhead by creating a fuzzy guard scenario. You shouldn’t abuse fuzzy guard scenarios too much as if your opponent anticipates and continues to block high you will be left extremely vulnerable as you will be left in recovery animation until you touch the ground. Fuzzy guard setups don’t work on every character in the game. In general, characters with a small hit box when crouching tend not to work.
Jumping Short (damage=40, stun=50) - Juri aims her right knee downwards as she is jumping. This is one of her better jumping attacks as the hit boxes are pretty much the space all around her knee and leg. It can beat out reversal attempts if positioned correctly and can be made very ambiguous making it difficult for your opponent to determine the correct blocking direction. Unfortunately, the hit stun is very short so you must hit your opponent deep in order to combo from it. If you do this move too early you are susceptible to throws or reversals if you attempt a follow up like standing short.
**Jumping Forward (damage=70, stun=100) ** - Juri does a jump kick like the old posters of the Karate Kid. This is her go-to cross up attack and is a solid air-to-air move. For mix ups you can dash under after winning an air-to-air attack.
Jumping Roundhouse (damage=100, stun=200) - Juri focuses her weight into a lunging kick at a downwards angle. It’s a very solid jumping attack and is extremely good when you’ve conditioned your opponent with cross ups because the same distance as to when a max range jumping forward will cross up, jumping Roundhouse won’t. It does have the ability to cross up but the spacing and timing is really tight. It can cross up in the corner rather easily though. Good air-to-air against people who like to fish for air-to-air attacks like Rufus’ jumping Roundhouse, Juri’s j.Strong, or other good jumping normals like Ryu’s jumping Forward. If you win an air-to-air with jumping Roundhouse you can cause a mix up scenario by dashing underneath your opponent.
For a reference to Juri’s frame data on her moves please refer to the below site:
General rule of thumb for frame data is to not use it to dictate what moves to use and not use. There’s a lot of things that don’t go into consideration in frame data during a match such as hit boxes, ranges and other unique properties. They are just raw numbers that roughly tell you what moves are generally safe and unsafe as well as what things can be combo’d together.
The below video is a general guide to Juri by Option-Select.com. It covers her general go-to normals, anti-air options, BnB’s, tricks, gimmicks, and some information about Ultra 1 and 2. It’s a good video for starting Juri players and has some interesting details for long term Juri players.