Prima Games eGuides Street Fighter V eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Street Fighter V eGuide Fighters Juri

Normal Throws

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.