Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Juri

Combos

Every effort is made to record combo damage accurately, but not quite as accurately as with frame data. Over time, as moves are tweaked here and there, exact combo damage may be off in places. (The print guide’s combo damage errors where they exist, for example, are mostly because heavy-strength normals received a tiny, uniform buff on day one.) However, combo damage values are still useful to show general combo damage relative to other options. Writing damage values down in the first place is just there to help decision-making, so you have an idea of your preferred situational combos before a match ever starts. Not many people are thinking “I should use the 346 option over the 320 option” during actual matches.

Low Hit-Checks

COMBO 1

Crouching standing

143 damage, 253 stun

Crouching standing

159 damage, 253 stun (requires one stock of EX gauge)

Crouching standing

161 damage, 285 stun (requires MK and HK Fuharenkyaku charges)

Crouching standing

342 damage, 253 stun (requires full EX gauge)

Crouching standing (one hit) standing crouching

228 damage, 411 stun (requires HK Fuharenkyaku charge and full V-Gauge)

Crouching is a low-hitting kick that strikes in three frames, making it one of the game's stronger close-range pokes by default. This can work as a secondary assault after other blocked openers, or after dashing or empty-jumping in. Chained to standing jab, it provides a pathway for meterless, charge-free knockdown with HK Tensenrin. After the “dragon kick” knockdown, an immediate forward-jumping becomes a cross-up against anyone quick-rising in place.

COMBO 2

During V-Trigger, crouching standing standing standing

249 damage, 378 stun

Crouching chained to standing becomes a great low-hitting opener while Feng Shui Engine is active. This is especially true since Juri’s forward dash travels further during V-Trigger, making it more feasible to boldly just dash in and open with a low strike. In total, this full combo drains about half of the full V-Timer.

Grounded Hit-Checks

COMBO 3

Standing standing

153 damage, 253 stun

Standing standing

153 damage, 253 stun

Standing is tied with crouching  for Juri’s fastest attack, striking in only three frames. Naturally, it should be a staple of her close-range offense, whether to pin down slower characters while potentially snuffing jumps, set up tick-throws, or hit-.

Combo 1 already covered opening up with crouching , which is the way to go when a low threat is desired. When a low hit isn’t needed, the most reliable, furthest-reaching two-hit light “check” is standing x2. The same follow-ups work for any two-hit light poke starters.

When using a two-hit light attack combo outside flush distance (like after cross-up jumping or ), the HK Tensenrin may whiff. When in doubt, replace it with LK Tensenrin or EX Fuharenkyaku (or charged HK Fuharenkyaku).

COMBO 4

Standing standing standing

181 damage, 294 stun (requires one stock of EX gauge)

Standing standing standing

180 damage, 321 stun (requires MK and HK Fuharenkyaku charges)

A three-hit hit-check starting from point-blank distance, which is quite rare in Street Fighter V. Use EX Fuharenkyaku to ensure the combo-ender reaches the victim.

COMBO 5

(two hits)

188 damage, 285 stun

(two hits) (then juggle )

107 damage, 177 stun (219 damage, 297 stun with EX Fuharenkyaku ending juggle)

(one hit) crouching

396 damage, 333 stun (requires MK Fuharenkyaku charge and full EX gauge)

(two hits) standing

221 damage, 365 stun (requires MK and HK Fuharenkyaku charges)

During V-Trigger, (two hits) standing standing

258 damage, 409 stun

(two hits) standing crouching crouching standing

307 damage, 500 stun (requires full V-Gauge)

As with light hit-checks, ending with HK Tensenrin deals decent damage while setting up terrific okizeme. Obviously, don’t follow through with Tensenrin if Korenzan is guarded. In such a situation, either do nothing or cancel to a Fuharenkyaku charge kick instead.

For the Fuharenkyaku charge kick variant, use a kick button that currently lacks charge. This combo is safe to go for on hit or block and is useful for storing charges up close. The follow-up potential against the enemy’s wakeup is also good and there’s even a chance to juggle instantly with EX Fuharenkyaku before the opponent hits the deck.

When Feng Shui Engine is active, any successful hit easily leads to solid damage with a chain combo into auto-stocked Fuharenkyaku juggle. This combo drains just short of half the V-Timer.

COMBO 6

Standing standing

199 damage, 283 stun (requires one stock of EX gauge)

Standing standing

201 damage, 315 stun (requires MK and HK Fuharenkyaku charges)

Standing is a decent poke that hits in five frames, quicker than Korenzan or standing . Juri steps forward during the attack, which doesn’t have great range, so although the frame data makes it look like it should link into itself, it doesn’t. It does provide a window to link into standing , Juri’s furthest-reaching light poke. It’s also the first hit of her Kyoretsushu target combo (into / for a mini-launcher).

COMBO 7

Standing crouching ()

231 damage, 407 stun (requires MK Fuharenkyaku charge, 429 damage with Critical Art)

Standing crouching (one hit) standing crouching

323 damage, 520 stun (requires MK Fuharenkyaku charge and full V-Gauge)

This combo is important for punishing throws, ground movement, and whiffed tech throw attempts. It requires that MK Fuharenkyaku be stocked for a bridge between standing and crouching . An easy way to set this up is to fake a tick-throw attempt, jabbing with before stepping back, or by faking a throw by walking into close range, then stepping back. These kind of tactics are as old as fighting games with throw-whiff animations, but have come to be known as “the shimmy” lately. When successful, they produce a standing throw whiff that can be punished on reaction.

If EX gauge is full, Ryodansatsu at the end can be canceled into Critical Art for a brutal finish.

COMBO 8

Against cornered foe, jump-in , crouching standing (one hit) standing

335 damage, 529 stun (requires LK, MK, and HK Fuharenkyaku charges)

Counter-hit standing MP standing MP

246 damage, 370 stun, requires one stock of EX gauge

This combo requires a cornered victim and all three Fuharenkyaku specials stored. The spacing as Juri is pushed back delays the fireball hit, allowing the final link into .

COMBO 9

Against cornered foe, jump-in , crouching crouching , juggle

537 damage, 591 stun (requires LK, MK, and HK Fuharenkyaku charges and full EX gauge)

This is an alternate version of the previous corner combo for use against large characters. HK Fuharenkyaku hits twice and knocks down, but then is canceled into LK Fuharenkyaku. The fireball juggles late, paving the way for the finishing juggle into Critical Art. For less meter, juggle after the fireball bounce with EX Tensenrin for 400 damage and 611 stun.

Grounded Counter-Hits

COMBO 10

Counter-hit standing crouching ()

182 damage, 330 stun (413 damage with Critical Art)

Counter-hit standing crouching

240 damage, 362 stun (requires MK and HK Fuharenkyaku charges)

Since standing hits relatively quickly (at five frames), it may often lead to counter-hits. With HK and MK Fuharenkyaku charges ready, a relatively simple, two-hit strong link becomes very powerful. During a normal hit, or when guarded, don’t perform the follow-up kicks; stop at crouching , or (if possible) perform standing instead.

COMBO 11

Counter-hit crouching (no attack) standing /, juggle , juggle

362 damage, 588 stun (requires LK, MK, and HK Fuharenkyaku charges and one stock of EX gauge)

Counter-hit standing standing /, juggle , juggle

356 damage, 596 stun (requires LK Fuharenkyaku charge and two stocks of EX gauge)

This flashy combo showcases a bunch of Juri’s tricks in one place. It requires all three stored strengths of Fuharenkyaku and begins with a grounded Crush Counter. From crouching , the V-Skill cancel into “stop” to get close is just to show that it’s possible; just letting crouching recover then immediately dashing forward also works (and is much easier). The same combo can also start, sans V-Skill cancel, with counter-hit standing . The juggle at the end with HK Fuharenkyaku canceled into MK Fuharenkyaku shows how Juri can special-cancel different stored Fuharenkyaku strengths.

COMBO 12

Counter-hit crouching , forward dash, crouching , juggle 

365 damage, 589 stun (requires LK, MK, and HK Fuharenkyaku charges and one stock of EX gauge)

Counter-hit crouching , forward dash, crouching , juggle

371 damage, 597 stun (requires LK Fuharenkyaku charge and two stocks of EX gauge)

The best crouching lead-in for positioning to make sure the link works when dashing right behind a fireball is a blocked point-blank standing . An opponent reacting late, thinking tech throw, may play right into the counter-hit fishing attempt. Like most of Juri’s coolest combos, this requires charges for all three Fuharenkyaku specials. EX gauge is also needed here for EX Ryodansatsu, which sets up a Rekka-Ken-like juggle of HK Fuharenkyaku canceled to MK Fuharenkyaku. Otherwise, without charges for non-EX Fuharenkyaku specials, juggle EX Tensenrin at the end.

COMBO 13

Counter-hit crouching , forward dash, crouching crouching (one hit) standing crouching crouching standing

395 damage, 628 stun (requires LK, MK, and HK Fuharenkyaku charges and full V-Gauge)

This drawn-out combo is best set up after a single, close-range blocked standing . It requires that all three Fuharenkyaku specials are stored and a full V-Gauge. One reason this combo works is that Fuharenkyaku specials don’t require charge during Feng Shui Engine. So, hit-confirming into the V-Trigger screen freeze may allow for linked standing MK Fuharenkyaku to reliably extend the combo.

Anti-Air Counter-Hits

COMBO 14

Anti-air counter-hit crouching , juggle , juggle

298 damage, 512 stun (requires LK Fuharenkyaku charge and two stocks of EX gauge)

Anti-air counter-hit crouching , walk forward, (one hit) , juggle

289 damage, 508 stun (requires two stocks of EX gauge)

Anti-air counter-hit crouching , walk forward, (one hit) , forward jumping jumping (delayed), juggle

318 damage, 548 stun (requires two stocks of EX gauge and an opponent carried into corner)

Crouching creates a different kind of knockdown when counter-hitting airborne opponents, allowing for powerful juggle combos. This works whether juggling off anti-air crouching with a charge for LK Fuharenkyaku ready, or whether anti-airing with crouching , then stepping forward slightly to juggle with .