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Juri
1 - [SF6] Juri Frame Data with Video
2 - [SF6] Juri Countermeasures Guide [Win Just by Reading]
Basic Info
- Sustained Overhead does not lead to combo
- 6MK
- Defensive Options
- 6F Startup OD invincible move: 623PP
- If you play Luke or Kimberly, avoid using Rush after throws
- 5F Startup anti-air invincible 623HP available
- 236236K has 7F Startup, not Projectile invincible
- 214214P has 7F Startup, self-buff move
- 214214K has 10F Startup
- 6F Startup OD invincible move: 623PP
- Moves that are plus on Block
- MP
Neutral (Awareness Priority)
- Punishing 214P
- Walking back can whiff many of her strings
- Be ready to Fuzzy press buttons anticipating the whiff
- 2MK awareness
- 8F with the longest range among cancellable 2MKs
- Be careful not to walk into it during Neutral
- Forward step awareness
- Her forward step is excellent — from opening distance she’s instantly in throw range
- Raw Rush
- MK has a very strong hitbox — at certain distances it’s impossible to stop
- Keep close range when trying to stop Rush
- If Rush happens from far, consider Impact reading MK as an option
623P
- 623LP
- Used as combo ender
- 623MP
- 5F Startup anti-air special
- 623HP
- 5F Startup anti-air special
- 623PP
- Juri’s OD invincible move
Recommended Counter
- On 623HP Hit
- Very good situation — even on Quick Rise, 2LP emergency stop Shimmy is possible
- After emergency stop, Juri is +3F
- Back Rise makes throw impossible to meaty
- Difficult, but Juri can confirm recovery
- Very good situation — even on Quick Rise, 2LP emergency stop Shimmy is possible
No perfect counter exists and it becomes rock-paper-scissors, but as an option, Quick Rise to bait the emergency stop and mash at fastest speed is worth considering.
- On 623PP Hit
- Juri has +2F to +5F Advantage on Hit
- Throw doesn’t meaty, so trying Just Parry against 2MK is fine
214K
- 214LK
- Juri is -4F on Block
- 214MK
- Juri is -6F on Block
- 214HK
- Juri is -8F on Block
- 214KK
- Juri is -11F on Block
Recommended Counter
At tip range there may be no Punish, so many Juris buffer it. When you Block it up close, properly Punish.
- 2MK > 214MK
- HP > 214HK
236LK
Juri’s fireball that can advance alongside her.
- 236LK
- Costs one Fuha stock to use
- 236LKMK
- Costs two Drive Gauge bars to use
Recommended Counter
When activated, she’ll often close in with Rush or forward step. Walk back to eliminate forward step offense, and if you confirm Rush, counter with a knockdown move like 2HK.
236MK
- 236MK
- Juri is -10F on Block
- Can follow up with various moves
- 236LKHK
- Juri is -10F on Block
- Can follow up with various moves
Recommended Counter
236MK has various follow-ups, but none of them are mash punishes. Always interrupt before the follow-up.
236HK
- 236HK
- Can follow up with various moves
- 236MKHK
- Can follow up with various moves
Recommended Counter
To eliminate Punish, she’ll often follow up 236HK with 236LK. It’s difficult, but try for Just Parry on the 236LK. When aiming for Just Parry, since 236LK has projectile properties, Just Parry flash won’t trigger. Always buffer a move.
(Forward jump) 214K
Juri’s air trajectory change. Juri is -3F to -6F Disadvantage after Block.
- (Forward jump) 214K
- (Forward jump) 214KK
Can follow up into:
- (Forward jump) 214K > K
- (Forward jump) 214KK > K
Recommended Counter
- In Neutral
- Making it -3F on Block is very difficult
- Don’t forget to Punish with a 4F move
- As a reversal
- Sometimes used as jump MP > [jumping] 214K
- If you’re not pressing buttons, it whiffs — so Punish the jump MP
(Jumping) HP
A jump attack with an extremely strong hitbox. When used as a Shimmy reversal, you basically have to accept it — very strong.
If you can anti-air it that’s ideal, but if not, walking under or backdashing to whiff it is also an answer.
Recommended Counter
- Without anti-air Shoryuken, don’t force it — just Block
- If she jumps during Shimmy, walk forward to whiff it
- If you whiff it, punish the landing recovery for a return
- Parry can get whiffed so it’s better not to press it
MP
A normal that is +2F on Block. Various strings follow from here:
MP > 2MP > 214MK
- Mash punish
MP > LK > 214LK
- Mash punish
2MK > 214MK
- Punishes walk back with return
MP > MP
- Uses +2 for Fuzzy punish & D Gauge recovery
MP > Walk throw
- Throws when you stay quiet after seeing the above strings
After Rush MP on Block Main options are:
MP > 214MK
HP > 214HK
Throw
Recommended Counter
- MP > 2MP > 214MK
- Walk back hard and whiff punish the 214MK
MP > 2MK > 214MK
- She often buffers 214MK from Rush, so reading Drive Impact is also an option
After Rush MP on Block
- Back jump
- Escapes throw, and MP is true Block string
- Loses to HP and 2MK, but confirming is difficult and she’s likely buffering Rush so the D Gauge disparity works in your favor
- Back jump
LKLP
+20F after throw. Forward step gives grappling. When forward step or raw Rush is used, walk Shimmy isn’t possible, so fastest throw and OD invincible have a high win rate.
Also, placing 2MK at the timing to Block Juri’s MP can give you return on opponent’s backdash.
Recommended Counter
- Midscreen counter
- Back Rise removes Oki, so take Back Rise
- Quick Rise: Rush > MP is meatied
- Grappling counter
- OD invincible
- Walk Shimmy isn’t possible, so Hit rate is high
- Fuzzy HP
- At the timing to Block Juri’s MP, Fuzzy with 2MK to get return on backdash Shimmy
- OD invincible
The video below has these recorded:
- Forward step > MP
- Forward step > Backdash > HP
- Forward step > Neutral jump > Jumping HK
4LKLP
+20F after throw
Recommended Counter
- Midscreen counter
- Back Rise removes Oki, so take Back Rise