ジュリ
Juri — 대책
Key Info
- Persistent overhead — no combo on hit
- 6MK
- Defense
- OD reversal startup 6F: 623PP
- If you play Luke or Kimberly, avoid Rush setups after throws
- Anti-air reversal 623HP with 5F startup and invincibility
- 236236K startup 7F, not projectile-invincible
- 214214P startup 7F — self-buff move
- 214214K startup 10F
- OD reversal startup 6F: 623PP
- Moves that are plus on block
- MP
Neutral Game (Focus Points)
- Punishing 214P (Feng Shui Engine stance)
- Many followups can be whiffed by walking backward
- Fuzzy buttons at the expected whiff timing are also important
- Watch for 2MK
- 2MK is Juri's longest-range cancelable normal (cancel window 8F)
- Walking in too far will get you hit — stay alert in neutral
- Watch for forward step
- Her forward step is exceptional — from round-start distance it closes to throw range almost instantly
- Raw Rush
- Her MK out of Rush has extremely strong hitbox priority — at certain distances it is impossible to stop
- To stop Rush, keep yourself at closer range
- At long range, reading MK and using Drive Impact is a valid option
623P
- 623LP
- Used as a combo ender
- 623MP
- Anti-air reversal, 5F startup
- 623HP
- Anti-air reversal, 5F startup
- 623PP
- Juri's OD reversal
Recommended Counter
- After 623HP hits
- Juri gets an excellent situation — even on in-place wakeup, she can shimmy with 2LP quick-stop
- After quick-stop, Juri is +3F
- Back wakeup prevents her from landing a throw
- Note: Juri can confirm wakeup type — this is a read for her
- Juri gets an excellent situation — even on in-place wakeup, she can shimmy with 2LP quick-stop
There is no clean answer here; it becomes a guessing game. One option is to take in-place wakeup to bait the quick-stop shimmy, then mash at fastest speed.
- After 623PP hits
- Juri is +2F to +5F
- Throw does not land in time — consider going for a Just Parry against her 2MK
214K
- 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 there may be no punish, so many Juri players commit to these. When you block at close range, make sure to get your punish.
- 2MK → 214MK
- HP → 214HK
236LK
Juri's projectile that she advances behind.
- 236LK
- Consumes one Fuhajin stock to fire
- 236KK
- Consumes two Drive Gauge stocks to fire
Recommended Counter
When she fires it, she will often follow with Rush or a forward step. Walk backward to neutralize the forward step approach, then react to Rush with a knockdown normal like 2HK.
236MK
- 236MK
- Juri -10F on block
- Can branch into various followups
- 236KK
- Juri -10F on block
- Can branch into various followups
Recommended Counter
236MK can branch into many options, but none of those followup branches beat mashing. Always mash before the followup comes out.
236HK
- 236HK
- Can branch into various followups
- 236KK
- Can branch into various followups
Recommended Counter
To avoid being punished, Juri will often cancel 236HK into 236LK. Try to land a Just Parry on the 236LK. Note that since 236LK is a projectile attribute, the super flash counter does not trigger on Just Parry — always buffer a move instead.
(During Forward Jump) 214K
Juri's aerial mobility change (Tensenrin). Juri is -3F to -6F on block.
- (Jump forward) 214K
- (Jump forward) 214KK
Can follow up with:
- (Jump forward) 214K→K
- (Jump forward) 214KK→K
Recommended Counter
- In neutral
- Getting -3F on block is very difficult in practice
- Do not forget to go for your 4F punish
- Reversal option
- She may use jump MP → (in air) 214K as a mixup option
- If you do not attack, it whiffs — punish the jump MP on landing
(During Jump) HP
Jump HP with an extremely strong hitbox. When used as a reversal to a shimmy, you almost have no choice but to accept it — it is very powerful.
Anti-airing is ideal, but if it is not possible, walking forward to go under it or stepping back to whiff it are also valid answers.
Recommended Counter
- Without an invincible DP, do not force the anti-air — just block
- When she jumps during your shimmy, walk forward to whiff it
- If you whiff it, punish the landing to get your reward
- Parry risks getting whiffed — generally avoid it
MP
Normal that is +2F on block. She launches many sequences from here.
- MP → 2MP → 214MK
- Mash-crushing sequence
- MP → LK → 214LK
- Mash-crushing sequence
- 2MK → 214MK
- Punishes backward walking
- MP → MP
- Fuzzy-crush while building Drive Gauge
- MP → walk throw
- After showing all of the above, she goes for a throw when you freeze
After blocking Rush MP, her main options are:
- MP → 214MK
- HP → 214HK
- Throw
Recommended Counter
- MP → 2MP → 214MK
- Keep walking backward to whiff 214MK, then punish with a poke
MP → 2MK → 214MK
- She often inputs 214MK from Rush, so Drive Impact as a read is also valid
After blocking Rush MP
- Back jump
- Escapes throws, and MP is a block string
- You lose to HP and 2MK, but confirmation is hard when she is buffering Rush — you will come out ahead on Drive Gauge
- Back jump
LKLP (Throw)
+20F after throw. Forward step leads to judo offense. When she uses forward step or Raw Rush, walk shimmy is impossible — fastest throw or OD reversal win cleanly.
Also, placing 2MK at the timing Juri would block her own MP lets you punish her backdash shimmy.
Recommended Counter
- Mid-screen counter
- Take back wakeup — it removes okizeme entirely
- In-place wakeup lets Rush → MP land on you
- Against judo
- OD reversal
- Walk shimmy is unavailable, so hit rate is high
- Fuzzy HP
- At the timing Juri would block her own MP, fuzzy out 2MK to get reward on backdash shimmy
- OD reversal
The following video has the dummy set to:
- Forward step → MP
- Forward step → backdash → HP
- Forward step → neutral jump → jump HK
4LKLP (Back Throw)
+20F after back throw.
Recommended Counter
- Mid-screen counter
- Take back wakeup — it removes okizeme entirely
