ジュリ
Juri — 角色使用
[ガード時]ドライブリバーサル(廻躱襲)
Use Drive Reversal during block stun to escape pressure sequences. It costs 2 Drive gauge stocks and deals only recoverable damage, but the full invincibility makes it a reliable option to get out of corner pressure. Best reserved for situations where other defensive options are unavailable.
[起き上がり時]ドライブリバーサル
Use Drive Reversal on wake-up to escape meaty pressure. The 20F of full invincibility covers nearly all meaty attack timings. Costs 2 Drive gauge stocks and deals only recoverable damage, so use it sparingly — save it for situations where the opponent's wake-up pressure is particularly threatening.
[起き上がり時]ドライブリバーサル(廻躱襲)
The 廻躱襲 variant of Drive Reversal on wakeup. Use it to escape meaty pressure by spending 2 Drive gauge stocks. The 20F invincibility window covers most meaty setups. Since damage dealt is recoverable, reserve it for situations where you need to escape a particularly dangerous oki sequence.
ジャストパリィ(打撃)
Perfect Parry is a high-risk, high-reward defensive option. On success, use the 5F invincible window and the opponent's forced Punish Counter state to land Juri's biggest punish combo. Particularly strong against Juri's own 236HK (Go Ohsatsu) follow-up — Perfect Parry the 236LK projectile follow-up (note: projectile attribute means the flash does not auto-fire; input the punish manually).
ジャストパリィ(飛び道具)
Projectile Perfect Parry does not trigger the automatic flash, so you must manually input your punish immediately after absorbing the projectile. Use it against predictable projectile patterns to punish the opponent's recovery with a full combo.
前方ステップ
Juri's forward step covers ground very quickly — from opening-round distance it closes to throw range almost instantly. Use it to close in on the opponent, bait back-dashes, or set up throw/strike mix-ups. Be aware that raw Drive Rush or forward step removes the walking shimmy option, making fastest-throw and OD-invincible reversals more effective against you.
後方ステップ
Use the back step's throw-invincible frames to escape meaty throw setups. The invincibility window makes it a useful defensive option against opponents who rely heavily on tick-throw pressure. However, it can be beaten by meaty strikes, so mix it with other defensive options such as Drive Reversal or OD Tensenrin.
Jumping Heavy Punch
Use j.HP as a jump-in when you condition the opponent to tech throws — jumping after a shimmy bait puts them in a situation where they can barely react. At the corner, it is also an excellent cross-up threat. It is a primary tool for establishing Juri's aerial dominance.
Jumping Light Punch
Use j.LP in air-to-air situations where speed matters more than hitbox size. It can also serve as a safe jump-in at certain spacings due to its shorter active window limiting counter-hit risk.
Jumping Medium Punch
Use j.MP as a standard jump-in to start ground combos on hit. The key application is j.MP → (in air) 214K to create an ambiguous trajectory change — if the opponent commits to an anti-air, the Shiku-sen will whiff over them. On hit, land and continue into a ground combo.
Zanka-sen
Use j.LP+LK as an air-to-air throw to punish opponents who jump predictably. Time the input to meet the opponent in the air. It is particularly effective against characters who rely on air normals with long active frames.
Jumping Heavy Kick
Use j.HK as a jump-in starter when you have a clear read on the opponent jumping or being unable to anti-air. On hit, continue into a ground combo (e.g. j.HK → MP → 2HP → 236HK). Also useful as a cross-up from certain neutral jumps in shimmy bait situations.
Jumping Light Kick
Use j.LK for safe jump setups after a knockdown where heavier air normals would be too slow. Its fast startup and recovery allow it to serve as a relatively low-risk jump-in option, and it can be used in air-to-air situations to trade or win cleanly.
Jumping Medium Kick
Use j.MK for air-to-air exchanges from a back-jump, where its hitbox tends to beat many opponents' air normals. It also works as a jump-in when j.HP's slower startup is a liability. On hit, continue into a grounded combo.
CA Kaisen Dankai Raku
Use CA Kaisen Dankai Raku as a combo finisher when below 25% health. Its increased damage makes it the highest-damage combo ender available to Juri in the comeback situation. Treat it the same as SA3 for routing purposes — the input and activation conditions are the same, only the damage output is higher.
Shiku-sen
Use Shiku-sen (forward jump → 214K) to alter your aerial trajectory and approach the opponent from an unexpected angle. The light version (214LK) is -4F on block, medium (214MK) is -6F, and heavy (214HK) is -8F. Mixing in the K follow-up (Shiren-sen) adds hits and a knockdown. Chain from j.MP to bait anti-air attempts before inputting 214K to shift the landing spot.
Shiren-sen
Input K after 214K lands to extend the air sequence with Shiren-sen. The follow-up adds damage and secures a hard knockdown, giving Juri strong wake-up pressure afterwards. Mix up using and omitting the follow-up to vary landing timing and create ambiguity.
(垂直ジャンプ中に)MK
Use neutral j.MK when the opponent jumps to counter Juri's ground pressure. Its hitbox covers the area above Juri well, making it an effective preemptive anti-air option when committing to a full anti-air is too risky.
SA2 Feng Shui Engine(Rush)
Input P during the SA2 activation flash to rush forward and immediately enter Feng Shui Engine in the opponent's face. This gives Juri maximum time on the Engine clock at close range, enabling LP → 2MP → MK → throw/strike mix-ups right from activation. Use this when you need to close distance on activation rather than activating in place.
SA3 Kaisen Dankai Raku
Use SA3 as a high-damage combo finisher. Corner combos such as 4HK → 2HP → OD 236HK → SA3 yield Juri's highest single-combo damage. Its startup is fast enough to punish many unsafe moves on block. Reserve SA3 for situations where the damage will secure a knockdown that wins the round.
SA2 Feng Shui Engine
Activate SA2 when you have a confirmed hit or a safe opportunity mid-combo. During Feng Shui Engine, chain normals freely (e.g. LP → 2MP → MK → 2HP → 236HK) to apply relentless mix-up pressure. The engine enables LP → 2MP → MK → throw or strike for a very strong left-right/high-low/throw mix-up that is extremely difficult to defend. Costing only 2 bars, its cost-to-threat ratio is excellent.
Fuhajin
Notes on how Juri uses Fuhajin — combo routes, pressure, pokes — to be added.
[ジャンプ中] OD Shiku-sen
Use 214KK in combo routes where you need a hard knockdown or a specific spacing for oki. On block it leaves Juri at -11F, making it significantly punishable — use it primarily in confirmed combos rather than as a raw pressure tool.
[ジャンプ中] OD Shiren-sen
Input the follow-up K after 214KK to extend the air sequence with additional damage and a hard knockdown, enabling strong oki afterwards.
[ジャンプ中] Shiren-sen
Input the follow-up K after 214K to tack on the additional kick hit. This extends Juri's air sequence for better oki positioning after landing. Vary between using and omitting the follow-up to alter landing timing and bait anti-air attempts.
SA1 Sakkai Fuhazan
Use SA1 as a combo ender after a hit-confirm: MP → 2HP → 236236K is a basic and damaging route. It also functions as a reversal option in neutral since its fast startup (7F, no projectile invincibility) can punish many moves on block. Best used to close out a round or cash out a counter-hit situation.
Go Ohsatsu
Notes on how Juri uses Go Ohsatsu — combo routes, pressure, pokes — to be added.
Saihasho
Notes on how Juri uses OD Ankensatsu — combo routes, pressure, pokes — to be added.
Ankensatsu
Notes on how Juri uses Ankensatsu — combo routes, pressure, pokes — to be added.
Slash Kick
Use 2HK as a punish after blocking an unsafe move (e.g. after blocking a Drive Rush to punish the opponent's follow-up option). It is also effective as a low-profile tool against approaches and can be used to end pressure sequences with a knockdown.
Crouching Heavy Punch
Use 2HP as a combo extender after a hit-confirm: 2MK → 2HP → MP → 2MP → 214MK is a staple route. Its wide hitbox also makes it effective as an anti-air in certain situations. Cancel into 236HK (Go Ohsatsu) or Overdrive specials for maximum damage.
Crouching Light Kick
Use 2LK in close-range light-confirm chains and as a low-hitting meaty on wake-up. Chains naturally into 2LP or 214LK for a basic low-confirm route.
Crouching Light Punch
Chain 2LP × 2–3 into 214MK (Fuhajin) or 623HP (Tensenrin) for a basic light-confirm combo. It is also effective as a meaty on wake-up due to its fast recovery.
Crouching Medium Kick
Use 2MK as the primary mid-range poke. On hit, cancel into Drive Rush or a special (e.g. 2MK → 2HP → MP → 2MP → 214MK) for a full combo. On block, the frame data is manageable. Controlling the mid-range with 2MK prevents the opponent from walking in freely and creates a consistent source of combo opportunities.
Crouching Medium Punch
Use 2MP as a mid-combo link: MP → 2MP → 214MK is Juri's core hit-confirm combo from standing position. It also features in the reversal-attempt stuffing frame trap (MP → 2MP → 214MK) where the Fuhajin whiffs against a back-stepping opponent, leaving Juri to punish the step on recovery.
Korenzan
Use 4HK as a launcher in corner combos: 4HK → 2HP → OD Go Ohsatsu → SA3 for maximum damage. Its launch property makes it a unique combo tool not available from standard normals.
Shadow Kick Throw
After landing Shadow Kick Throw, apply midscreen wake-up pressure. Note that the opponent can remove all meaty options simply by taking back-rise, so forward throw (Spider Fang Throw) is usually the preferred throw when oki is the goal.
Tensenrin
Notes on how Juri uses Tensenrin — combo routes, pressure, whiff punishes — to be added.
Renko Kicks
Use 6HP as a whiff punish from mid-range when the opponent over-extends. It has enough reach to catch moves that Juri's other normals cannot reach, and can cancel into specials for extended damage on hit.
Senkai Kick
Use 6MK to open up an opponent who is crouching and blocking low. It deals no combo follow-up on hit (overhead only, no cancel option into a full combo under normal conditions), so its value is purely as a mix-up tool. Condition the opponent with lows and throws, then land 6MK to break their guard.
Kyosesho
Use 6MP as part of chain-combo routes. It connects from light normals and feeds into heavier normals or specials for extended combos.
Standing Heavy Kick
Use 5HK to control space from long range. On hit, cancel into a special move for additional damage. It works well as a whiff punish when the opponent over-extends, and its range makes it a reliable tool for keeping the opponent out.
Standing Heavy Punch
Use 5HP as a whiff punish from mid-range or as part of the Death Crest target combo (MP → HP → HP → special). On Counter Hit it often becomes a full combo starter. Cancel into 236HK (Go Ohsatsu) or 214HK (Fuhajin) for large damage.
[チェーンコンボ]立ち弱K
Chain 5LK within light-confirm strings (e.g. MP → LK → 214LK) to maintain pressure and stuff reversal attempts. Its quick recovery also makes it useful as a meaty strike on wake-up.
Spider Fang Throw
After landing Spider Fang Throw, use the +20F advantage to apply wake-up pressure. When using a forward step or raw Drive Rush, walk shimmy is unavailable, so the fastest throw or OD invincible moves beat the opponent's options more easily.
Place 2MK at the moment the opponent guards Juri's MP to catch back-dash shimmy attempts.
Standing Light Punch
Use 5LP as the start of light-confirm chains (LP → LP → 2LK → 214MK, for example) or as a meaty attack on wake-up. Its limited range means it is most effective at very close range; avoid using it to poke from mid-range.
Standing Medium Kick
Use 5MK as a mid-range space control tool. On hit, cancel into Drive Rush or a special move to extend into a full combo. On block, the recovery is manageable enough to continue pressure. During Drive Rush, 5MK's range and speed make it extremely difficult for the opponent to stop, making it a cornerstone of Juri's offensive gameplan.
Standing Medium Punch
Use 5MP as the core of Juri's block-string pressure. Key follow-ups after a blocked 5MP include:
- MP → 2MP → 214MK — reversal-attempt stuffing frame trap
- MP → LK → 214LK — alternative reversal-attempt stuffing frame trap
- MP → MP — leverages the +2 advantage for fuzzy-stuffing and Drive gauge accumulation
- MP → walk throw — threaten after conditioning the opponent with the above strings
After a Drive Rush MP on block, the main options are:
- MP → 214MK
- HP → 214HK
- Throw
死紋蹴
Use MP→4HP→HP as the full target combo finisher. Cancel the third hit into 236HK (Go Ohsatsu) or SA1/SA3 for maximum damage. The forward momentum during the combo makes it effective even from slightly outside normal range, extending Juri's hit-confirm reach.
