ジュリ
Juri — 对策
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
Jumping Heavy Punch(跳跃中)

Jumping HP has an exceptionally strong hitbox. When used as a shimmy bait, there is almost no clean answer.
Recommended counters
- If you lack an invincible anti-air, block rather than pressing buttons
- If you jump and Juri lands past you, walk forward to let it whiff, then punish the landing recovery with a medium button (time the medium to land fuzzy on her landing frame)
- Parry is not recommended — it can be spaced to whiff the parry hitbox or trades poorly
- Air-to-air: j.HP's upward hitbox is not its strong point — back-jump air-to-air tends to win the exchange
Shiku-sen(前跳中)




Shiku-sen (forward jump → 214K) is Juri's air trajectory shift. On block she's -3F to -6F. Take the punish when you can, and watch for the bait variant.
Recommended counters
Punish on block
- Some setups land at only -3, but most are deeper than that — a 4F normal punishes cleanly
- Drill the punish so it's automatic
The j.MP delay-bait
Juri can chain j.MP → (in-air) 214K to bait a counter-poke.
- If you don't press anything, the 214K whiffs over you — punish the empty j.MP landing instead
Shiren-sen(前跳中)






On block, the Shiren-sen follow-up leaves Juri at a disadvantage. Confirm the block and punish with a fast normal. Be aware that mixing the follow-up in and out changes landing timing — stay ready to block either way and confirm punish on the minus landing.
Normal versions
- 214LK (Light Fuhajin)
- Juri is -4F on block — slightly disadvantaged; difficult to punish
- 214MK (Medium Fuhajin)
- Juri is -6F on block — disadvantaged; hold block
- 214HK (Heavy Fuhajin)
- Juri is -8F on block — punishable with a 5–6F confirm
OD version
- 214KK (OD Fuhajin)
- Juri is -11F on block — heavily punishable
Recommended counters
At tip range a punish may not connect even on the minus frames, so Juri players often press buttons freely — punish her firmly whenever you block it up close.
- 214LK: -4F — hard to punish; hold block and be patient
- 214MK: -6F — hold block; punish with a fast normal if spacing allows
- 214HK: -8F — punish with a 5–6F confirm (e.g. 2MK → 214MK)
- 214KK: -11F — punish with a heavy confirm (e.g. HP → 214HK)
- 236HK ([Enhanced] Go Ohsatsu)
- Juri is -10F on block — punishable with a 5–6F confirm
Recommended counters
Go Ohsatsu is -10F, but Juri can cancel into 236LK (a projectile) to remove the punish window — so just-parrying the follow-up 236LK is the high-value answer. Note that 236LK is a projectile attribute, so just-parry flash will not fire automatically — you must input the attack manually on parry.
- 236LK (OD Ankensatsu)
- Juri is -8F on block — punishable with a 5–6F confirm
Recommended counters
236LK is -8F on block. After it fires Juri often drives-rushes or forward-steps to press pressure, so stay mobile with a back-walk to eliminate her step range, then punish the rush on reaction with a knockdown normal like 2HK.
- 236MK (OD Go Ohsatsu)
- Juri is -16F on block — heavily punishable
Recommended counters
236MK is -16F on block. Despite having multiple follow-ups, none of them create a frame trap, so interrupt before any derivative lands — mash as soon as you see the move to stuff the follow-up options.
After Shadow Kick Throw: +20F.
- Midscreen: take back-rise to remove all of Juri's meaty oki options
Recommended counters
- Midscreen: always take back-rise — Juri's meaty attack cannot connect after back-rise
Normal versions
- 623LP (Light Tensenrin)
- Juri is -8F on block — punishable with a 5–6F confirm
- 623MP (Medium Tensenrin)
- Juri is -37F on block — full-combo punish available
- 623HP (Heavy Tensenrin)
- Juri is -37F on block — full-combo punish available
OD version
- 623PP (OD Tensenrin)
- Juri is -48F on block — maximum punish opportunity
Recommended counters
- Light Tensenrin (623LP): -8F — punish with a 5–6F confirm
- Medium / Heavy Tensenrin (623MP / HP): -37F — punish with a full heavy combo
- OD Tensenrin (623PP): -48F — maximum punish; go for your biggest combo
After 623HP hits you
- Even on quick-rise, Juri can run a 2LP stutter-shimmy (Juri ends +3F after the stutter)
- Back-rise prevents her from landing a meaty throw
- Juri can confirm your wake-up choice, so there is no clean answer — but quick-rise → bait the stutter → mash fastest button is a reasonable EV pick
After 623PP (OD Tensenrin) hits you
- Juri ends only +2F to +5F
- Throws don't connect as meaty, so just-parry her 2MK is the high-value defensive pick
After Spider Fang Throw: +20F, with forward-step judo pressure available.
- Midscreen: take back-rise to remove Juri's meaty oki entirely
- Quick-rise allows Drive Rush → MP to be meaty
- Against judo (forward step pressure):
- OD invincible move — since walk shimmy is not available, hit rate is high
- Fuzzy HP — time 2MK at the moment you guard Juri's MP to catch back-dash shimmy for reward
The video below shows Juri's recorded judo options:
- Forward step → MP
- Forward step → back dash → HP
- Forward step → neutral jump → j.HK
5MP is +2F on block, opening Juri up to a wide variety of mix-ups.
- MP → 2MP → 214MK — walk back to bait the whiff of 214MK, then punish on recovery
- MP → 2MK → 214MK — Juri often Drive Rushes into this string; consider Drive Impact as a read
- After blocking a Drive Rush MP: back jump — escapes throw, and MP is still a continuous block; loses to HP and 2MK, but those are difficult to confirm on rush, so the Drive gauge trade is favorable
Recommended counters
- vs. MP → 2MP → 214MK: walk straight back so 214MK whiffs, then whiff-punish on recovery
- vs. MP → 2MK → 214MK: Juri often embeds 214MK into a Drive Rush string — Drive Impact as a read is a valid option
- After blocking Drive Rush MP: back jump — escapes throw, MP is continuous block; HP/2MK beat it, but the Drive gauge swing is in your favour since Juri must commit on rush






