メインコンテンツへ 

Juri
Juri — Overview
Usage Rank#11/ 30(372.7%)
Win Rate49.9%
Looking for Juri counter-strategies?
View Juri Counter-Guide →Special Moves
| Move | Command | Description |
|---|---|---|
| Ankensatsu | Leap forward in a low arc and come down with an axe kick. Useful as a way to approach while avoiding attacks targeted at your feet, and can also be used in combos. | |
| Fuhajin | Perform an upwards kick while capturing ki from your immediate surroundings. Increases your Fuha stock by 1 upon completion. | |
| Go Ohsatsu | Lunge forward and let fly a swift overhead roundhouse. Its long reach makes it effective when used for surprise attacks from a distance, and it can also be canceled into from normal moves to make combos. | |
| H Fuhajin | Perform an upwards kick while capturing ki from your immediate surroundings. Increases your Fuha stock by 1 upon completion. | |
| H Tensenrin | Rotate like a windmill while unleashing a series of kicks. Can be used in a variety of situations to deal big damage. | |
| L Fuhajin | Perform an upwards kick while capturing ki from your immediate surroundings. Increases your Fuha stock by 1 upon completion. | |
| L Tensenrin | Rotate like a windmill while unleashing a series of kicks. Can be used in a variety of situations to deal big damage. | |
| M Fuhajin | Perform an upwards kick while capturing ki from your immediate surroundings. Increases your Fuha stock by 1 upon completion. | |
| M Tensenrin | Rotate like a windmill while unleashing a series of kicks. Can be used in a variety of situations to deal big damage. | |
| OD Ankensatsu | Leap forward in a low arc and come down with an axe kick. Useful as a way to approach while avoiding attacks targeted at your feet, and can also be used in combos. | |
| OD Fuhajin | Perform an upwards kick while capturing ki from your immediate surroundings. Increases your Fuha stock by 1 upon completion. | |
| OD Go Ohsatsu | Lunge forward and let fly a swift overhead roundhouse. Its long reach makes it effective when used for surprise attacks from a distance, and it can also be canceled into from normal moves to make combos. | |
| OD Saihasho | A roundhouse kick that fires a projectile low to the ground. Useful for checking your opponents, in combos, or as a way to start offensive pressure. | |
| OD Shiku-sen | (前ジャンプ中に) | A surprise attack performed by kicking while airborne. Useful for surprise attacks or as a way to approach your opponent. |
| OD Shiren-sen | (前ジャンプ中に) | A series of kicks performed from Shiku-sen that tack on additional damage and knock the opponent down. |
| OD Tensenrin | Rotate like a windmill while unleashing a series of kicks. Can be used in a variety of situations to deal big damage. | |
| Saihasho | A roundhouse kick that fires a projectile low to the ground. Useful for checking your opponents, in combos, or as a way to start offensive pressure. | |
| Shiku-sen | (前ジャンプ中に) | A surprise attack performed by kicking while airborne. Useful for surprise attacks or as a way to approach your opponent. |
| Shiren-sen | (前ジャンプ中に) | A series of kicks performed from Shiku-sen that tack on additional damage and knock the opponent down. |
| Tensenrin | Rotate like a windmill while unleashing a series of kicks. Can be used in a variety of situations to deal big damage. | |
| [Boosted]Ankensatsu | ||
| [Boosted]Go Ohsatsu | ||
| [Boosted]Saihasho | ||
| [Aerial]OD Shiku-sen | A surprise attack performed by kicking while airborne. Useful for surprise attacks or as a way to approach your opponent. | |
| [Aerial]OD Shiren-sen | A series of kicks performed from Shiku-sen that tack on additional damage and knock the opponent down. | |
| [Aerial]Shiku-sen | A surprise attack performed by kicking while airborne. Useful for surprise attacks or as a way to approach your opponent. | |
| [Aerial]Shiren-sen | A series of kicks performed from Shiku-sen that tack on additional damage and knock the opponent down. |
Super Arts
| Move | Command | Description |
|---|---|---|
| CA Kaisen Dankai Raku | (体力25%以下で) | Unleash the full power of the Feng Shui Engine to perform a powerful sequence of attacks. Useful when trying to tack on big damage during combos or when turning the tables on your opponent. |
| SA1 Sakkai Fuhazan | Fire multiple ki blasts with a kick and follow it up with another giant ki blast to knock an opponent away. Easy to work into aerial combos against opponents who have been launched into the air. | |
| SA2 Feng Shui Engine | Power up your abilities by unleashing the power of the Feng Shui Engine embedded in your eye. Once powered up, you will be able to cancel normal moves into other normal moves or even unique attacks. | |
| SA2 Feng Shui Engine(Rush) | (風水エンジン発動暗転中に) | |
| SA3 Kaisen Dankai Raku | Unleash the full power of the Feng Shui Engine to perform a powerful sequence of attacks. Useful when trying to tack on big damage during combos or when turning the tables on your opponent. |
Unique Attacks
| Move | Command | Description |
|---|---|---|
| Death Crest(2) | A series of attacks, the third of which can be canceled into Super Arts. | |
| Death Crest(3) | A series of attacks, the third of which can be canceled into Super Arts. | |
| Korenzan | A multi-hit kick that can be canceled into special moves. | |
| Kyosesho | A forward-moving attack that can be canceled into special moves. | |
| Renko Kicks | A two-hit sequence of kicks that can be canceled into special moves. | |
| Senkai Kick | An overhead attack that cannot be blocked while crouching. | |
| [Chain combo]Korenzan | ||
| [Chain combo]Kyosesho | ||
| [Chain combo]Renko Kicks | ||
| [Chain combo]Senkai Kick |
Normal Moves
| Move | Command | Description |
|---|---|---|
| Crouching Heavy Punch | ||
| Crouching Light Kick | ||
| Crouching Light Punch | ||
| Crouching Medium Kick | ||
| Crouching Medium Punch | ||
| Jumping Heavy Kick | (ジャンプ中に) | |
| Jumping Heavy Punch | (ジャンプ中に) | |
| Jumping Light Kick | (ジャンプ中に) | |
| Jumping Light Punch | (ジャンプ中に) | |
| Jumping Medium Kick | (ジャンプ中に) | |
| Jumping Medium Punch | (ジャンプ中に) | |
| Neutral Jumping Heavy Kick | (垂直ジャンプ中に) | |
| Slash Kick | A low attack that can't be blocked while standing, which will knock your opponent down if it hits. | |
| Standing Heavy Kick | ||
| Standing Heavy Punch | ||
| Standing Light Kick | ||
| Standing Light Punch | ||
| Standing Medium Kick | ||
| Standing Medium Kick | ||
| Standing Medium Punch | ||
| [Chain combo]Standing Light Kick |
Normal Throws
| Move | Command | Description |
|---|---|---|
| Shadow Kick Throw | Use one foot to knock your opponent down, and follow up by stepping on their back. Throws your opponent while switching places with them. | |
| Spider Fang Throw | Grab your opponent's head with your foot to make them hunch over, and send them flying with two kicks. Throws your opponent without switching places with them. | |
| Zanka-sen | (ジャンプ中に)(近距離で) | Latch onto an airborne opponent's back and kick them to the ground behind you. Throws your opponent while switching places with them. |
System
| Move | Command | Description |
|---|---|---|
| Backward Dash | ||
| Cancel Drive Rush | Immediately move forward out of an attack. Can be performed during any special-cancelable move. | |
| Drive Impact: Sekkan Kick | Lunge forward with a powerful attack. Can be used to absorb an opponent's attack while launching your own offensive. | |
| Drive Parry | Adopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it. | |
| Drive Reversal (while blocking): Kaita Raid | ||
| Drive Reversal (while recovering): Kaita Raid | ||
| Forward Dash | ||
| Parry Drive Rush | Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed. | |
| Perfect Parry (projectile) | ||
| Perfect Parry (strike) | ||
| Drive Reversal (while recovering): Kaita Raid | (起き上がり時に) |