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Juri Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:12 p.m. PDT

Juri Ultra Street Fighter 4 Character Guide

Character Overview
Guide by Nyoro

Juri is a character with the ability to land killer damage in a flash or zone the opponent out for long periods at a time. She also has a great toolset with two solid normal anti-airs, great range on her cancelable normals, multiple juggle options, and a dive kick that can be used in three jump directions without EX.

Her weaknesses include her slow ground speed, which weakens her throw game. She also has a very slow overhead without much range, and her close poking combos do low damage. She desperately needs to store fireballs to be a threat with damage or spacing and it can be very difficult to hold onto fireball charges while fighting.

+ With fireball charges, can land some very damaging combos.
+ Great anti-air and air-to-air normal game.
+ Long-range low game.
+ Can chip and zone effectively while building meter quickly.
+ Quick forward dash.
+ Powerful juggle combos.
+ Kara throw range is top 5 material.

- Lower than average health and stun.
- A weak reversal game.
- Overhead is very slow.
- Backdash is laggy.
- Relies on fireball charges to get significant damage.
- No quick long-range punish move.
- Have to be on-point with execution to keep defense solid.

Notable Normal Moves and Unique Attacks

Crouching Medium Kick
This kick does a lot of hitstun and has great range. If you're unsure if you're in range to punish something, test the distance with this move.

Close Standing Medium Kick
This kick hits twice, which is good for hit confirms. Also the first hit of the move is unthrowable for a brief period of time, making it a powerful move against certain characters on their wakeup.

Crouching Medium Punch
Juri's most reliable anti-air move. Really great at stopping jump-ins but keep in mind that the opponent falls in front of you after they are countered.

If this move hits the opponent you can cancel it into a Fuhajin storage for an easy meter build.

Far Standing Medium Punch
Juri's normal to use when kara throwing. Press the Medium Punch button in almost-tandem with the throw buttons to extend your throw range.
Crouching Hard Punch or Far Standing Medium Kick
Two more Juri anti-airs.

The crouching Hard Punch tends to be the most reliable as a ground to air counter. Also, you can special cancel it into Fuhajin storage to build some meter after it anti-airs.

Far Standing Medium Kick is the fastest anti-air normal, but it doesn't have the best anti-air priority. This move also has a fantastic hitbox for interrupting horizontal moves that are high up such as Blanka Balls or Jaguar Kicks.

Hop Kick
This attack becomes airborne and invincible to lows after a brief period of startup. A really fantastic poke with incredible range.

The only downside is that it takes a while to start up, meaning you'll have to apply it sparingly to not get countered out of it.

Close Standing Hard Punch (Launcher)
A launching attack that knocks the opponent into the air. It works well as an air to ground juggle option or a tech trap if you're willing to take the risk.

This move becomes airborne and low invincible very quickly. It's really unsafe on block though, so weigh your options.

Sekku (Overhead)
Juri's overhead has very slow startup, but once Juri is airborne she can't be thrown or interrupted with low attacks. It's also safe on block. You can't combo from this move without the help of Feng Shui Engine.

Neutral Jump Hard Kick
One of Juri's best air normals since it covers both sides. Best to use after Juri's Counter has landed or as a general air-to-ground attack.

Jumping Hard Punch
Juri aims her foot downward for this attack, and if she makes contact with the opponent at any time with this move then it knocks them down.

This move is very interesting because it actually forces Juri to drop faster than normal. This means it makes certain safe jump setups easier to do. It also has a continuous active window, meaning that it stays out for as long as Juri is in the air.

Jumping Medium Punch
If this move makes contact with an opponent in the air, it will juggle them where you can follow up with one of these options.
  • Reset them with another jumping normal.
  • Another jumping Medium Punch to rejuggle.
  • Jumping Hard Punch to knock them down.
  • Ultra 2
  • A ground normal to reset the opponent.
  • A standing Hard Punch to rejuggle.
A really great air-to-air attack. You can also cancel it into your dive kick in the air, though it's really hard to connect with opponents in this manner. It's much easier to do if you rejuggle the opponent with another jumping Medium Punch and then cancel that into a dive kick, since Juri is higher up.

Because you can cancel this into a dive kick while Juri is still in the air, that means you can jump in with this attack on a grounded opponent and cancel it into a dive kick for an aerial combo. This is especially potent with the EX Dive Kick since it leads to Ultra 2.

Unfortunately, that sort of strategy doesn't have much weight unless you are absolutely sure your jumping Medium Punch is going to land.
Jumping Light or Medium Kick
Juri's crossup attacks. Very reliable and can be activated late. Jumping Light Kick in particular is very difficult to block correctly, but it deals less hitstun than jumping Medium Kick.
Special Moves
Kasatushi (Counter)

Juri's counter comes out incredibly fast. It's a potential wakeup option because of the speed it comes out at, making it extremely hard to safe-jump. However, since it takes a tiny bit of startup for the counter to become active, you'll want to be careful about opponents attacking you on the ground with well-timed strikes as you are standing.

The Light version has Juri quickly speed behind the opponent, which is good if you want to perform a fast side-to-side mixup. Medium has you run away from the opponent to create space, and Hard initiates a neutral jump meant to catch fighters off guard. Ultimately it's best to try to create space or attack from the other side of the opponent.

Juri's counter loses to all armor-breaking attacks, which includes reversals that normally do not break armor by themselves. That being said, don't activate the counter on an opponent's wakeup. Also, Kasatushi obviously does not work against throws.

One of the best properties of this move is its ability to counter projectiles. This can prevent chip KOs against you while you are standing up or can allow you to get closer against opponents who have slow recovery on their projectiles.

EX Version: EX Kasatushi starts up even faster than the regular Counter, and you can steer where Juri travels with the joystick! It's also a much more viable wakeup option due to its speed of activation.

Most players hold up-forward to cross the opponent up and make it difficult for them to react with a reversal.

or (Hold and/or Release)
Fuhajin (Fireball Kick)
R. Light
R. Medium
R. Hard


Juri's fireball kick is the core of her chip and meter building game. After you perform the motion, you can hold down the button to charge a fireball, but if you decide not to you'll just get a regular knockdown combo. The initial stage of this attack can absorb fireballs though it requires strict timing.

This is a potential combo ender for Juri because the soft knockdown allows you to get right into the opponent's close range zone. If you choose to store the fireball after the knockdown, it'll give you even more offensive pressure options. It's also a safe blockstring ender allowing you to perform unpunishable strings.

Constantly storing fireballs at mid range allows you to build meter and force opponents to respect your zoning option since it's impossible to tell which fireball has been stored. Also, if you release a fireball charge while charging another, a fireball will not come out, meaning that you can perpetually charge and build large amounts of meter quickly.

The Light Fuhajin release is meant to stop opponents on the ground and push them back. Medium is the same purpose. Hard Fuhajin release is an anti-air that has to be done pre-emptively to be effective.

It bears repeating how good this move is close up to the opponent. It can be used as a frame trap and it's always safe on block. Releasing the fireball at close range actually results in Juri having frame advantage as long as it is blocked. On hit, a fireball release opens up big damage portals for Juri.

EX Version: You cannot charge EX Fuhajins, but the buttons you press determine which way the EX two-hit fireball travels. All EX Fuhajins knock down. Light+Medium summons a low striking attack, Medium+Hard is a mid-level strike and the Light+Hard version is an anti-air that can juggle the opponent into specific moves.

You're going to want to use this if opponents are harassing you with Focus Attacks or obvious jump-ins. Juri has less risky anti-airs than her EX Fuhajin though.

Senpusha (Pinwheel Kick)


Juri's pinwheel kick is her most damaging combo ender. Whether or not you want to end your combos with Fuhajin or Senpusha is entirely up to whether you want more damage or more knockdown time at the end of your combos.

The Light Senpusha leaves the opponent standing on hit. It's also very difficult to punish on block if spaced correctly, which makes it a real pain for characters without fast moves to deal with. The Medium and Hard versions knock down with Hard Senpusha starting up the slowest. These versions are really unsafe on block.

Each pinwheel kick is low-invincible and unthrowable once it starts spinning. Senpusha can only really be applied in combos though, so this feature isn't too useful.

EX Version: Juri's best reversal. Although it has a nice amount of startup invincibility, it doesn't overlap the attacking portion of the move. It's still very good as a wakeup counter though.

EX Senpusha is also completely invulnerable to projectiles until Juri stops spinning. You can also slightly control the distance that Juri travels with the joystick.

EX Senpusha is incredibly unsafe on block, making it easy to punish. Also, you can FADC the startup of this move to make it safe, though this requires you to pre-emptively sacrifice three bars since only the very beginning of the move can be canceled.

or (Press after non-EX for more hits)
Shikusen (Dive Kick)


Juri's dive kick is a great move because it can be used in any jump direction and as long as you angle the attack into the opponent's feet, it's safe from counter-attacks. The Light version has the steepest angle, Hard the shallowest and you'll want to be very careful that this attack is not blocked above the opponent's legs.

This attack is mostly used to counter certain moves while you are jumping. Examples include an opponent recklessly dashing towards you or throwing projectiles to try to catch your jump recovery. Countering projectile throwers is by far its most popular use since it's easy to dive kick over most fireballs.

Once you make contact with the opponent, just mash on any of the kick buttons to get the rest of the series out.

EX Version: EX Shikusen can only travel at the Medium version's angle, and it starts up at the same speed as all the other Shikusens. The big advantage of this move is that it wallbounces the opponent allowing you damaging followups such EX Senpusha or Ultra 2.

If you don't have Ultra 2 chosen or if you want to conserve meter, you can try juggling with Light Senpusha or the Fuhajin storing attack.

Super and Ultra Moves

Super — Fuharenjin

Juri's Super is a fairly standard damage addition to combos since its total damage is higher than the average Super combo's damage level. Canceling into it from a normal or a Senpusha is the best way to go about landing this Super.

The Light version of this Super has Juri stand in place and throw out fireballs. The Medium version has Juri move a little bit forward during the cinematic and the Hard version has her take a big step backwards.

The reason for this button-based movement is because Juri's Super has trouble landing against cornered opponents, so you'll want to use the Hard Fuharenjin if the opponent has their back to the wall.

If the opponent is standing anywhere else on screen, the Medium version tends to be the most reliable for juggles.

If you're just rolling over your opponent and you need to finish them off, go ahead and land this Super. Be wary that it means sacrificing your only really good reversal, EX Senpusha.

Ultra 1 — Feng Shui Engine
Ultra 1

Juri's Feng Shui Engine (FSE) uses her Ultra meter as an energy gauge during her power-up period. During the time FSE is activated Juri's normal moves can be used as the "Magic Series", a common combo system in Versus and Darkstalkers games (and recently Street Fighter X Tekken).

To break it down simply, it means that you can cancel any normal attack with a normal of equal or greater strength (though you can't chain the same move into itself). Quick example: a crouching Light Punch will now chain cancel into a standing Light Punch or Kick, then you can chain cancel that into a standing or crouching Medium Punch or Kick. This means you must press the buttons in quick succession.

The ability to chain cancel Juri's moves is not the only property of this. Juri also gets more frame advantage on hit with her overhead (Sekku) and can chain cancel its recovery. Adding to that, a bunch of moves (most noticeably her close Standing Hard Kick) are now special cancelable when they weren't before. The Sekku buff is the most significant and is a prominent way to open up opponents.

Combining the chain cancels with the stored fireballs can net some incredibly damaging combos with this Ultra. Also, the fact that you can cancel the recovery of normals with other normals means that you can create tight blockstrings that can't be beaten by reversals.

When fully charged, this Ultra lasts for about 15 seconds. You cannot deal Stun during this Ultra and you also cannot build any meter. Ultra meter can still be built, but you won't get it back until FSE has run out of time.

Ultra 2 — Kaisen Dankairaku
Ultra 2


Juri's main comboable Ultra. It's too slow to be reliably used as an anti-air, but there are a lot of simple juggles and combos that allow you to land it for good damage. Check the list below.
  • Jumping Towards Medium Punch
  • Jumping Towards Medium Punch canceled into Light/EX Dive Kick (ground or air, air requires second jumping Medium Punch juggle)
  • EX Dive Kick
  • Air to air dive kick juggle (Light or Medium is easiest)
  • Light Fuhajin release FADC dash forward (fast)
  • Light Fuhajin release, cancel into Focus Attack Level 2 (easier but less damage)
  • Standing Hard Punch (corner only, very quickly)
Whichever Ultra you pick depends on what kind of matchup you're up against. Against characters with bad reversals you'll definitely want to use Ultra 1 to pin them down with damaging combos and deadly blockstrings. Ultra 2 is a bit more in the "guaranteed damage" department.

Important Note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

cr.LK, cr.LK, Link cr.LK xx M Senpusha
7 Hits
142 damage
If you're crouch teching with Juri, use this combo.

cr.LK, st.LK, Link cr.MP or cr.MK xx H Senpusha
7 Hits
196 Damage
Juri's bread and butter combo. The link is one-frame, though. If the opponent is standing, it's best to try to go from crouching Light Kick to standing Light Punch to make it easier on yourself.

cr.HP xx H Senpusha
5 Hits
240 Damage
Juri's best meterless punish without a fireball charge.

cr.MK xx L Fuhajin release, Link cr.MK xx H Senpusha
7 Hits
256 Damage
Meterless Fuhajin link combo.

cr.MK xx L Fuhajin release, Link cr.HK
3 Hits
182 Damage
Untechable knockdown combo.

cr.MK xx L Fuhajin release xx Focus xx Dash forward, Link Ultra 2
14 Hits
452 Damage
Juri's standard ground combo to Ultra 2. Must be done quickly.

cr.MK xx L Fuhajin release xx FA Level 2 Crumple xx Dash forward, Link Ultra 2
15 Hits
412 Damage
A variation of the above combo, but is a little easier for less damage.

cr.LK xx cr.LP xx cr.MP xx cr.MK xx cr.HK
5 Hits
202 Damage
A crouching combo for crouching opponents during Feng Shui Engine activation. Allows her to chain into an untechable knockdown.

st.LK xx st.MP xx cr.MK xx st.HK xx H Senpusha
9 Hits
309 Damage
A simple Feng Shui Engine combo that shows the power of chain cancels.

j.MP, st.HP xx EX Senpusha
7 Hits
270 Damage
Juri's bread and butter juggle combo from air to ground. The cancel must be done late as the Hard Punch is recovering.
Juri General Strategy
Juri has a very strong control of air space with her anti-air normals, so you only need to really concentrate on your ground game once you shut down the opponent's aerial options. That being said, Juri has a very flexible playstyle. She has strong frame advantage on all of her crouching and standing Light attacks, so it's entirely possible to rush down with her. You can also play a zone style by annoying your opponent with Fuhajins and your long range pokes.

Juri has a really strong corner game due to the fact that her combos naturally shove people into the corner. Her dive kicks and pinwheels tend to chuck the opponent long distances, so it's important to practice locking opponents in the corner for as long as possible and keep them there.

Juri's reversal game is horrendously bad, so it's important that you don't get knocked down. Her laggy backdash and lack of full invincibility on reversals can get you killed quickly if you allow yourself to get mixed up too much. Therefore it's important that you space yourself in such a way that you get knocked down as little as possible.

Other Resources and Credit
You can find more information about playing Juri on the Central Character Discussion Thread on the forums.
Contributions to this guide by Nyoro and Lionwrath.


MiKeIzKeRaZe said on April 19, 2010 at 6:23 a.m.

Juri's health along with all the new characters health were posted awhile back. If this chart is true, apparently she is going to have 950.

Hadoken said on April 23, 2010 at 8:35 a.m.

Whatever you guys say, she's hot. She only doesn't have Chun-Li legs. I guess no one else in the world has her legs. But Juri is hot, anyway.

darkness_prisoner said on April 25, 2010 at 6:59 p.m.

juri so far is one of the good characters and believe me alot of u guys will like to use her, her only problem so far is that u should know how to control her fireball, coz if u r a type of person who likes to hold button just like balrogs move(holding 3 punchs or kicks and release), then u will not have problem with using her fireball at all, add to that she can win without using the holding motion, i played with her today and practiced her, her qcf+any kick has 2 things, she hits first then she throw her fireball, the first hit is projectiles guard, it can eliminate fireballs with the first hit and it will not cost her any life, her far stHK is so good, she jumps and hit just like guile fw+MK, her qcb+K is linkable after crLK and crMK and it's a very strong move and almost safe in recovery, the EX version can go through fireballs and it has a strong priority and does good damage, jumping HP is similar to chunli's jumping down MK, but this one is a knock down hit all the time, jumping MP is similar to bison dectator jumping MP( means u can juggle after it), her dnHP is my favorite anti-air.
the 2nd part of her qcf+k which holding the fireball mostly i used the HK version coz her ground pokings are good and u can confuse some players with it( many opponents got confused while jumping against HK version), the funny thing about it is that the ex version of it u can't hold the fireball, but when u make qcf-LK+MK it will throw the low projectile, qcf-MK+HK is the mid one< qcf-LK+HK is the high one.
her jumping qcb+k is good and safe on guard, the follow up is punishable if blocked so keep doing the move without follow up most of the time, the ex version helped me alot in many games coz the last hit follow up bounce the opponent from the wall and u can juggle it with her 2 ultra if u timed it right( the timing is not that hard but u have to get used to it).
her counter move qcb+p can counter projectiles! each button u press makes her go to different places depends on which button u used, her counter is not a perfect counter, coz any move has a focus crush can hit her!
her ultra 1 is custom combo, the best strategy so far for it is that when u corner ur opponent coz u can start use combo from her overhead atack or even from a crLK( nasty :D), still my problem with her is that im still trying to get used to her coz she is hot and fun to use.

NaokiB4U said on April 27, 2010 at 1:15 p.m.

Hey guys thought i'd chime in here with something i figured out with Juri. When using her Feng Shui engine (Ultra 1) juri can NOT Build any super meter at all regardless if she hits or not. It locks in place and can only go down if you use an EX or FADC. This is important to note if you want to link her super to a normal string of combos using U1.

JohnJohnson said on April 27, 2010 at 6:02 p.m.

I've been messing around with Juri today, I found something weird. Her Ex Fire Ball move goes in at a different angle depending on what buttons you push. LP+Mp for low, Mp+Hp for Mid, and Hp+Lp for high. Thought I would note this.

Triforce said on April 28, 2010 at 10:40 a.m.

I'm surprised people got Juri so downpat already. Any tips for countering her? I mean, game's only been out a day, we'll learn strategies eventually, but let me know.

DarkBurialX said on April 29, 2010 at 12:07 p.m.

I didn't know that you can hold back her fire ball till yesterday. I'm going to main her because she's fun to use.

Dark_Fantom said on April 29, 2010 at 10:15 p.m.

Ya you can hold back all 3 fireballs, but the timing on releasing them is tricky, you can't just release them all at once nor can you release a 2nd or 3rd one until you've recovered completely from the previous one or it simply won't come out. Ya she's pretty fun to use, and her counter is REALLY fun to use because it comes out so fast and the recovery is awesome. A good strategy is to jump close to the opponent and use the counter that puts you behind them and then you can wail on them.

Haven't tested it yet, but I assume you can use the up counter and then use EX dive kick into ultra. I'm not finding her non-EX spin kicks to be that good at anti air because they either do very little damage or trade hits...I prefer to use crouching hard punch and her counters.

Her ultra is pretty sweet as it's not hard to combo into, but I'm really not liking her Super. A lot of the time you'll find that all the fireballs from it won't connect, and her EX attacks are too good to waste it on a super.

JohnJohnson said on April 30, 2010 at 10:32 p.m.

Is anyone finding out what style she is? When I first heard about Juri, a lot of people where making her out to be an offensive juggernaut, but has I practice with her, she feels more like a run away character. I can't find a move that's safe to use for rushdown. The only move I can find that's safe on block is her L.Pinwheel kick from a far, and even then some characters can punish it when they block it crouching (it's really weird, when they block it standing, she safe, but some characters can punish it when they block it crunching).
Think about it, she has fire balls, her c.Hp I find to be a beastly anti-air, in fact she as a lot of move that can be used as anti-airs (EX Pinwheel, s.Hp, c.Mp, etc.) and she has that dodge move.
On the other hand, her juggles and can be canceled into the dive kick, is a really good cross up (her can also cross up). She has some really damaging combos (cross up with, into H.pinwheel does like 280). Her j.hp is really interesting because it knocks down on hit, and her U2 is really good.
Any thoughts anyone?

fnshr said on April 30, 2010 at 10:59 p.m.

my juri videos!
comments or subscriptions will be nice!

kona said on May 1, 2010 at 9:53 a.m.

For EX Fuhajin, if you press LK and MK, the fireball will go low and if you press MK and HK at the, the fireball will go high.

kona said on May 1, 2010 at 11:05 a.m.

Also a small addendum to my previous comment. For EX Fuhajin, MK and HK together will hit like an HK fireball but twice. LK and HK together will go high.

Patrick said on May 3, 2010 at 5:15 a.m.

I HATE JURI. What kind of a demented creep would pick this b*!^ch. She does way too much damage for such a fast offensive character.

BisonShouldHaveHadoukens said on May 4, 2010 at 4:31 a.m.

Juri is a really good character, no doubt. But has anyone else realised that having such a slow walk speed really hinders her throwing ability, perhaps not as bad as a Makoto player, but with damage reduction in this game throwing is essential.

Also she may have damaging combos, but she doesn't benefit from such a healthy mixup game as some of the other characters, say, Ibuki, Dudley, Guy, C. Viper....You see where I am going.

My point is that I have heard too many people complain about how "noob friendly" she is. But no one is actually taking into account that she is pretty easy to counter if you are a good player and the likes of Dudley and Cody are far easier to use and have better options.

DarkBurialX said on May 4, 2010 at 4:20 p.m.

I need characters match up for Juri because I'm having problems with different characters.

blackice said on May 7, 2010 at 3:23 a.m.

Juri's a dumb OP slut.

BisonShouldHaveHadoukens said on May 7, 2010 at 7:22 p.m.

Lol BlackIce.

She isn't overpowered at all. I'd say that half of the female cast are better than her. Chun Li, Cammy, Viper and Ibuki are all better.

Danielq94 said on May 8, 2010 at 5 a.m.

Juri has 2 many flaws and a really annoying voice, i'd prefer any other female character over her well except C.Viper. She's 2 easily punished and a lot of her moves are quite predictable once you've fought her a few times and there are way better rush down characters.

Qorn said on May 17, 2010 at 10:50 a.m.

Juri is an interesting character i hope they keep her for later games.

Meety said on May 18, 2010 at 7:29 a.m.

ultra 1 doesnt seem 2 b dat good bcuz if u dont get ur opponent on time then itz just a waste nd it shud b non blockable 2 make it easier 2 trick da ur opponent

Drippy_Nozzle said on May 20, 2010 at 6:12 a.m.

Just noticed that the top player on xbox live is a Juri player. Has the more battle points than the best ryu player too, not that any1 takes gaming online too seriously but something to think about perhaps when your mucking about with the new characters.

Also #52, do you mean ultra 2 (Kaisen Dankairaku)? As ultra 1 (Feng Shui Engine) is not an attack as such, but improves her ability to combo (which is awsome! you can litterally just bash lp,lk,mp,mk,hp,hk in ultra-quick succession and get a 6 hit combo. stick a special on the end and your laughing).
Ultra 2 (Kaisen Dankairaku) is easiest to place as a juggle off her EX Shikusen (Dive kick). Once you land the kick enter the ultra imput just after they bounce off the wall, and the ultra will combo. It is a little tricky to time but if you work through her 24 challenges one of the ones between 10-20 is the juggle. (You need to use the feng shui engine ultra on the ones that seem impossible when you get to challenges 19-20ish).
But yer, definately the way to trick your opponent with kaisen dankairaku and get it to hit is to combo it onto the EX Shikusen dive kick, which is much harder to punish if u stuff it up than a fluffed ultra. If they spam fireballs you will jump straight over it and punish them with a 15 hit combo.

Drippy_Nozzle said on May 20, 2010 at 6:18 a.m.

oh sorry #52, i misread, yer using ultra 1 try and land something small and quick like a crouching LK or her command f-MK if they r crouching and try and quickly bash punches and kicks onto it and it can really make for a seemingly endless combo, and every1 knows when you get mashed up by a long combo and before you know it half you're gauge has gone, its demoralizing.
I agree with you, maybe not as easy to use as ultra 2, but for the mind game, very beneficial. Looks awsome when used properly.

BisonShouldHaveHadoukens said on June 9, 2010 at 10:24 a.m.

I use Juri as my main on psn and Bison as my main on X box live and I just wanted to make a statement about Juri's abilities.

She has the worst reversal in the game. Why would Capcom allow her ex spinwheel trade with other hits?

I know she has the evade move and can dash and blah blah. But they should've made her reversal a bit better. It can really frustrate me. Also don't think of me as a terrible Juri player, I'd like to think I'm quite adept with her.

Anyone who wants to play my Juri on psn sent me a friend request and a message saying you saw me on Eventhubs.

My psn is: FacebookPaedo

TrulyVU said on June 10, 2010 at 12:54 a.m.

Just to let you guys know, you guys made a mistake with her move set. Senpusha is her pinwheel kick and Fuhajin is her fireball lol. Surprised no one pointed this out yet.

Mrb20028 said on June 17, 2010 at 3:01 a.m.

Yeah I noticed it too as soon as i saw it. lol

Red said on July 18, 2010 at 12:59 p.m.

Juri is pretty interesting, glad she's in.

Meety said on July 24, 2010 at 5:46 p.m.

my psn name iz demetribaccus

TheCreator said on August 17, 2010 at 10:21 a.m.

dude wtf is going on update her costumes lol

joe89 said on August 19, 2010 at 6:50 a.m.

i haven't play with her but i admire her skill so much.....

SF4junkie said on September 7, 2010 at 2:57 a.m.

Juri is too fun to zone with and there are too many shoto noobs that think her counter move is a taunt haha. So much hate mail just for a bait in haha

Anyone play random vs random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

Phoenixrising77 said on September 7, 2010 at 8:01 a.m.

Juri is a AWESOME character. I just wish her dive kicks would reach ALL the way across the screen like Adon. There are times when I will be playing Juri and will be fighting against someone who wants to just throw fireballs and walk away from you. I hate people who want to throw fireballs only. Juri is at a disadvantage with this cuz her taunts are telegraphed and can get you hit. Her fireballs dont go all the way across the screen and her dive kicks land right in front of the enemy even with the Roundhouse. You cant rush them then they either hit you with a timed attack or special move( such as a upper or fireball). Anyone have any ideas??? PLEASE HELP lol

Troppop said on September 13, 2010 at 2:25 a.m.

After becoming bored of my current roster of characters I'm using I thought I would give Juri a try.
But I was wondering, after watching a few combo videos and getting ideas, I've noticed, especially from the One Arm Combo Video that she can do her Fireball without having a charged kick. Does anyone know how it works and care to explain?
Would be very appreciated!

Megatonbeef said on September 14, 2010 at 9:14 p.m.

@ Troppop
The ex version of her fireball is done without doing the start up kick. the other 2 fireballs he did in the one arm combe he charged before the combo and held it with his wrist.

juanrock said on October 29, 2010 at 9:47 p.m.

her super is awesome, its really easy to combo and deal a good amount of damage, i hope they buff juri a little to fix some few problems she has, but other than that i like her a lot, she is my main

Randark said on November 8, 2010 at 6:42 a.m.

Not sure if anyone pointed this out yet, I did scan the previous posts but couldn't see mention of it,

the move description for her counter move variation is incorrect
Copy/pasted from above:
Light Punch makes her dash backwards. Medium Punch she'll end up behind you. The Hard version makes her jump straight up.

Light and med are wrong way around, light makes her dash forward (if close she'll appear behind opponent) med makes her dash backwards, hard is correct tho as she goes straight up

Quite surprised no-one has mentioned this as it's 1st move up there

juanrock said on November 20, 2010 at 7:25 p.m.

the ex couter atack is really good, it has almost no starup, it can be done in 3 directions and is a great tool tu punish all sorts of atacks like:

hadoken: ex counter jump -> ex dive kick -> ultra 2
ex counter dash -> c.m kick -> h Pinwheel

if you have the feng shui engine activated you can do some nasty stuff with the last one, and most of the time when you use ultra 1 the oponent gets really defensive so the ex counter is a great way to start those nasty combos

Super_Shoto_Fighter_4 said on January 20, 2011 at 6:02 p.m.

Going to try this character out. The only thing I don't like about her is her movement speed.

illness690 said on March 12, 2011 at 12:01 a.m.

(This user was banned.)

flynn said on July 11, 2011 at 6:08 p.m.

What's funny is everyone is saying "OMG SHES GONNA BE OP"
And she's considered worse than Dan LOL

DynaDASH said on August 29, 2011 at 9:25 a.m.

Juri is not worse than Dan, also, the names are wrong.
Sempuusha is the Pinwheel and Fuhajin is the projectile.
Please fix it.

malejuri1 said on September 7, 2011 at 8:22 a.m.

yo i know a knother one its a rilly strong pinwhell the only thing diffrent is u do all kiks nat just one

malejuri1 said on September 7, 2011 at 8:24 a.m.

i wish there was a male version of her

Memnaun said on October 12, 2011 at 6:39 p.m.

I have a question. After her EX Shikusen, a Light+Medium EX Fuhajin can connect, but it kind of bounces the character instead of just doing all the hits immediately. Is there some way to combo off of that? I'm new at this game, so yeah...

Azure_Murasame said on June 17, 2012 at 7:12 p.m.

Male version of Juri would be Wesker T___T *jk

Azure_Murasame said on June 17, 2012 at 7:13 p.m.

This page needs to be updated with the 2012 patch changes. xD

ppg186590 said on July 16, 2012 at 8:23 p.m.

All in all, juri han has her ups and downs, strengths and weaknesses etc. we all agree on that, correct?

Rexx said on July 17, 2012 at 6:40 p.m.

Yeah she definitely does, but man do I love Juri.

dethofevolution said on May 17, 2013 at 5:23 a.m.

Juri is my main now a days i made the switch from Akuma to her and its a bit odd switching play styles as much as you have to from Akuma to Juri but its worth it. I have won so many more matches i would have lost because of the unique play style you need with Juri A very very good character. Now hopefully Capcom doesnt screw her up with these bad character changes ive been reading people cry for. Just leave the characters alone and just add new things to the game.

Naquille said on March 18, 2014 at 8:52 p.m.

It would be much easier if they made fuhajin charged by doing it's regular input, then allow you to press the same kick button you used for that button as the release for the projectile. Making it easier to charge, abd use in a combo.

Naquille said on April 4, 2014 at 9:04 p.m.

Decreasing the recovery of juri`s parry would help, especially for her light parry so I could at least block a move invested of getting hit after doing the parry. Decreasing her fireball recovery would help to since her fireballs don't reach full screen anyway. This would decrease the chances of getting hit on the start up of her fuhaijin.

Naquille said on April 5, 2014 at 8 a.m.

Her grab range is bad to, maybe increase that too...

Sheynanigans said on October 10, 2014 at 7:08 a.m.

I main Juri.With the edition of red focus, juri is a much more viable rushdown character. Scary in fact. Range out with pokes (far mp, cr. mp, st. mk, cr. mk., and bait yourself an opportunity. cross up with, (stuffed plenty of dps that way) is absolutly godlike and a great way to start a bnb. now what really sucks is that you can no longer dive kick jumping backwards.... and that really hurt the air game, but her air to air normals are pretty reliable. her grab should be buffed youll find yourself whiffing over crouching opponents with small hurtboxes. and learning fuhajin combos is key for big damage. other than the obvious I pointed out, this character is so well rounded and in the right hands extremely dangerous.
i'd go on about the teleport if I didn't think it would be a paragraph that's a book long.


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