Chisenkyaku


| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
– |
| VTX Hit |
– |
| VTX Guard |
– |
| Cancel |
– |
| Damage |
130 |
| Stun |
200 |
| Meter Gain |
100 |
Chisenkyaku: For Juri’s forward throw, she screwdrives the opponent into the ground with a hard spiking kick. She ends up about a dash’s distance away against a floored opponent. Against an enemy quick-rising on wakeup, Juri is at +8. If dashing immediately after a forward throw against a quick-riser, Juri is actually very vulnerable at -9. Walk or jump in after forward throws--don’t dash.
Kaeikyaku




| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
– |
| VTX Hit |
– |
| VTX Guard |
– |
| Cancel |
– |
| Damage |
140 |
| Stun |
200 |
| Meter Gain |
100 |
Kaeikyaku: During Juri’s backward throw, she passes through the opponent almost like during her V-Skill attack, setting them up for a kick knockdown from the other side. Juri switches sides with the enemy and knocks them down about 45 percent of the screen away. Juri’s at +7 against quick risers or -9 against quick-risers after an immediate forward dash. As with many back throws, this attack is useful to escape the corner defensively, turning the tables on an aggressive challenger.
Zankasen

while jumping
| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
18 |
| Guard Level |
Throw |
| On Hit |
D |
| On Guard |
– |
| VTX Hit |
– |
| VTX Guard |
– |
| Cancel |
– |
| Damage |
140 |
| Stun |
200 |
| Meter Gain |
100 |
Zankasen: Juri’s agility extends to the air with her air throw. She latches onto the enemy in mid-air with her legs, then plants them with a spiking aerial kick. They end up about 30 percent of the screen away, with Juri at +7 against quick risers (or -9 after immediate forward dash upon landing).
Apart from other anti-air options for Juri ( standing
late, or standing
from far away, or crouching
against regular jump arcs early, or MK/EX Tensenrin), she’s one of few characters who can also choose to react aggressively to jump-ins by jumping with a throw as soon as possible. Players with great reactions can get quite a bit of mileage out of this, especially if they get a good read on their opponent’s jumping habits. But using SFV’s version of fuzzy-guard style tactics, like jumping backward defensively then immediately pressing 

, also means that Juri may get inadvertent air throws defensively, since defensive option selects for her result in immediate backward-jumping air throw just off the ground.