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Juri

ジュリ

Juri — Counter-Guide

Key Info

  • Overhead with no combo on hit
    • 6MK
  • Defense
    • OD invincible available, startup 6F: 623PP
      • If you play Luke or Kimberly, hold back on post-throw rush and similar
    • Anti-air invincible 623HP available, startup 5F
    • 236236K: startup 7F, no projectile invincibility
    • 214214P: startup 7F, self-enhancement move
    • 214214K: startup 10F
  • Moves that are advantageous on block
    • MP

Neutral Play (Mindset)

  • Punishing 214K follow-ups
    • Many sequences can be whiffed by walking back
    • It's also important to fuzzy a button while expecting the whiff
  • Watch out for 2MK
    • 2MK has the longest range among moves that can be canceled at 8F
    • Walking too far forward will get you hit, so stay aware in neutral
  • Watch out for forward step
    • The forward step is excellent and covers round-start distance to throw range in an instant
  • Raw rush
    • MK has a very strong hitbox and cannot be stopped at certain ranges
    • When trying to stop rush, maintain a closer range
    • If rushed from long range, using DI as a read on MK is also an option

Tensenrin

  • 623LP
    • Used as combo ender
  • 623MP
    • Anti-air special, startup 5F
  • 623HP
    • Anti-air special, startup 5F
  • 623PP
    • Juri's OD invincible move

Recommended Counter

  • On 623HP hit
    • The situation is very favorable; even after in-place recovery, 2LP shimmy after Emergency Stop is possible
      • After Emergency Stop: Juri is at +3F
    • Taking back-roll recovery can prevent throw from landing
    • Juri can confirm your recovery, though it's difficult

There's no solid counter — it becomes a guessing game. As an option, you can take in-place recovery to bait Emergency Stop and then mash at max speed.

  • On 623PP hit
    • Juri is +2F to +5F
    • Throw doesn't land, so aiming for perfect parry against 2MK is an option

Fuhajin

  • 214LK
    • Juri -4F on block
  • 214MK
    • Juri -6F on block
  • 214HK
    • Juri -8F on block
  • 214KK
    • Juri -11F on block

Recommended Counter

At tip range the punish may not connect, so many Juri players will still use it recklessly. When you block it up close, get the punish.

  • 2MK → 214MK
  • HP → 214HK

[Boosted]Saihasho

Juri's projectile that lets her attack alongside it.

  • 236LK
    • Requires consuming one Fuhajin stock to activate
  • 236KK
    • Requires consuming 2 Drive Gauge stocks

Recommended Counter

When activated, Juri often follows with rush or forward step. Walk back to eliminate the forward-step offense, then on rush confirm, counter with a knockdown move like 2HK.

[Boosted]Ankensatsu

  • 236MK
    • Juri -10F on block
    • Can branch into various follow-up moves
  • 236KK
    • Juri -10F on block
    • Can branch into various follow-up moves

Recommended Counter

236MK can branch into many moves, but none of the branches are reversal crushers. Always interrupt before the follow-up comes out.

[Boosted]Go Ohsatsu

  • 236HK
    • Can branch into various follow-up moves
  • 236KK
    • Can branch into various follow-up moves

Recommended Counter

To avoid the punish, Juri often branches from 236HK into 236LK. It's difficult, but try to perfect parry the 236LK. Note: when perfect parrying, 236LK has a projectile attribute, so the super-counter flash won't apply. Always buffer your follow-up move.

Shiku-sen / OD Shiku-sen

Juri's aerial movement change. On block: Juri is -3F to -6F disadvantage.

  • (forward jump)214K
  • (forward jump)214KK

Branching options:

  • (forward jump)214K→K (Shiren-sen)
  • (forward jump)214KK→K (OD Shiren-sen)

Recommended Counter

  • Neutral
    • Getting the full -3F disadvantage is very difficult to confirm
    • Don't forget to take punish with a 4F move
  • Reverse option
    • Jump MP → (in air)214K can be used as a reversal
    • If you do nothing, the Shiku-sen whiffs — punish the Jump MP on landing

Jumping Heavy Punch

A jumping attack with an extremely strong hitbox. When used as a reverse option on shimmy, it's nearly impossible to avoid — very strong.

You can try to anti-air it, but if you can't, walking under or backing away to whiff it are also valid answers.

Recommended Counter

  • Without an anti-air Shoryuken, don't force it — just guard
  • If jumped at during a shimmy, walk forward to whiff it
    • After the whiff, punish the landing recovery
  • Parry may get whiffed, so pressing it is not advised

Standing Medium Punch

A normal that is +2F on block. Juri runs many sequences from here:

  • MP → 2MP → 214MK

    • Reversal crusher
  • MP → LK → 214LK

    • Reversal crusher
  • 2MK → 214MK

    • Gets reward on back-step
  • MP → MP

    • Uses the +2 to crush fuzzy and build Drive Gauge
  • MP → walk throw

    • After showing the above strings, she grabs when you go quiet
  • After rush MP on block: Main options are:

  • MP → 214MK

  • HP → 214HK

  • Throw

Recommended Counter

  • MP→2MP→214MK
    • Walk back hard and look for a counter-hit against 214MK's whiff
  • MP→2MK→214MK

    • Juri often rush-cancels into 214MK — DI is a valid read
  • After rush MP on block

    • Back jump
      • Escapes throw; MP is a block string
      • Loses to HP and 2MK, but confirming is difficult; Juri may commit rush and you gain Drive Gauge advantage

Spider Fang Throw — Forward Throw

+20F after throw. Judo available via forward step. With forward step or raw rush, walk shimmy is not possible, so instant throw or OD invincible beats it.

Also, when blocking Juri's MP, placing 2MK can punish her back dash.

Recommended Counter

  • Mid-screen counter
    • Back-roll recovery prevents oki — take back-roll recovery
    • In-place recovery allows rush → MP to land
  • Judo counter
    • OD invincible
      • Walk shimmy is blocked, so hit rate is high
    • Fuzzy HP
      • At the timing you'd block Juri's MP, press 2MK in a fuzzy to punish her back-dash shimmy

The video records:

  • Forward step → MP
  • Forward step → back dash → HP
  • Forward step → neutral jump → jump HK

Shadow Kick Throw — Back Throw

+20F after back throw.

Recommended Counter

  • Mid-screen counter
    • Back-roll recovery prevents oki — take back-roll recovery

This article is updated regularly to keep up with SF6 patches.