Fuharenkyaku (Store)


| Startup |
10 |
|---|---|
| Active |
3 |
| Recovery |
18 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-2 |
| VTX Hit |
D |
| VTX Guard |
7 |
| Cancel |
V |
| Damage |
30 |
| Stun |
30 |
| Meter Gain |
0/15/30 |
LK Fuharenkyaku (Release)


| Startup |
14 |
|---|---|
| Active |
Notes |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
2 |
| On Guard |
-2 |
| VTX Hit |
13 |
| VTX Guard |
10 |
| Cancel |
CA, V |
| Damage |
50 |
| Stun |
70 |
| Meter Gain |
10/10/20 |
V-Trigger LK Fuharenkyaku (Release)

during V-Trigger
| Startup |
14 |
|---|---|
| Active |
Notes |
| Recovery |
26 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-1 |
| VTX Hit |
– |
| VTX Guard |
– |
| Cancel |
CA |
| Damage |
50 (25+25) |
| Stun |
80 |
| Meter Gain |
10/10/20 |
MK Fuharenkyaku (Release)


| Startup |
21 |
|---|---|
| Active |
2 |
| Recovery |
19 |
| Guard Level |
HL |
| On Hit |
6 |
| On Guard |
-6 |
| VTX Hit |
13 |
| VTX Guard |
1 |
| Cancel |
V |
| Damage |
70 |
| Stun |
100 |
| Meter Gain |
10/15/30 |
HK Fuharenkyaku (Release)


| Startup |
10, 26 |
|---|---|
| Active |
2/14/2 |
| Recovery |
31 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-11 |
| VTX Hit |
13, D |
| VTX Guard |
6, 8 |
| Cancel |
V |
| Damage |
90 (45+45) |
| Stun |
120 |
| Meter Gain |
10/20/40 |
EX Fuharenkyaku



| Startup |
7 |
|---|---|
| Active |
2x n |
| Recovery |
15 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-2 |
| VTX Hit |
D |
| VTX Guard |
0 |
| Cancel |
V |
| Damage |
150 (35x3+45) |
| Stun |
200 (40x3+80) |
| Meter Gain |
-300 |
Fuharenkyaku: Hearkening back to her original Street Fighter IV design, Juri has special moves that can be used only by first storing energy through the use of a peculiar, close-range knockdown kick. In Street Fighter IV, the Juri player had to store a charge for her special projectiles by holding down the button used for the charge-up attack. Here, it only matters which button is used for the initial Fuharenkyaku kick special. Perform Fuharenkyaku with
and the next time the 

motion is used, the LK Fuharenkyaku projectile attack will result.


without charge Fuharenkyaku “charge kick”


with charge Low-altitude fireball


with charge Combo-extending jumpkick


with charge Two-hit knockdown combo
Without charge, all versions of Fuharenkyaku are the same. Juri whips her attacking leg upward in a flash, creating a projectile hitbox in front of her. Juri’s forward-extended hurtbox during this attack is projectile-invincible. Combined with the projectile hitbox of the kick, this allows Juri to neutralize incoming one-hit projectiles, easily storing charges for derivative Fuharenkyaku attacks. Just be wary of foes looking to bait Fuharenkyaku from up close, like Nash throwing Sonic Boom then looking to Spinning Back Knuckle right behind it. Or, Ryu throwing Hadoken then looking to hurl a Critical Art immediately upon Hadoken absorption.
Uncharged Fuharenkyaku also works as a combo or blockstring ender. It’s only -2 if guarded and knocks down on hit. Off a Fuharenkyaku “charge kick” knockdown, Juri has ample advantage to stage mix-ups against the opponent on wakeup. Uncharged Fuharenkyaku doesn’t inflict much damage though, but it’s still useful for building up charges for stronger, derivative Fuharenkyaku specials. However, it’s necessary to go for it sometimes and bite can be added at the cost of meter by juggling immediately after with 


(EX Fuharenkyaku, covered later).
Stored charges are visible at the bottom of the screen alongside Juri’s resource gauges. When charges are stored for different strengths of Fuharenkyaku, these derivative specials can actually be canceled into one another. It may help with timing to think of these moves as working like a Rekka Ken-style sequence. Different strengths of derivative Fuharenkyaku are, independently, completely different specials, but can be canceled one into the other in any order. This can allow for different combos, blockstrings, and juggles at the cost of several Fuharenkyaku charges at once.
With an LK charge stored, 

results in a projectile-hitbox kick attack into a fireball that travels at a low profile just off the ground. LK Fuharenkyaku travels 50 percent of the screen’s distance in one second. LK Fuharenkyaku is a very useful projectile with the lone drawback that it’s not constantly available–it must be re-stocked with a 

charge kick between uses. When LK charge is banked, LK Fuharenkyaku provides an excellent temporary shield for Juri to dash in, jump in, or V-Skill behind (with LK Fuharenkyaku traveling underneath standard projectiles on the way). It can also be used in link combos and to set up meaty fireball pressure against floored opponents as they wake up. LK Fuharenkyaku can be canceled into Juri’s two strongest weapons, Feng Shui Engine type Alpha and Sakkai Fuhazan. The fireball can even be V-Trigger-canceled on whiff, granting serious V-Skill mix-up potential.
Finally, when Feng Shui Engine type Alpha is activated, LK Fuharenkyaku projectiles can be thrown back-to-back without the need to restock special move charge and without consideration for the usual one-projectile-onscreen-at-a-time rule. They also cause a knockdown on hit and travel faster, covering just short of 80 percent of the screen in 60 frames.
When no charges are stocked, prioritize 

for charge kicks. Juri gains more from having access to her fireball than from the other Fuharenkyaku derivation.
MK Fuharenkyaku’s derivative version is a leaping kick attack that hits almost 45 percent of the screen away with Juri leaping for a good bit of the startup. During this period, she’ll naturally avoid ground throws. The leap isn’t quite high enough to make it a mid-range projectile-dodging attack like Karin’s Ressenha, though. (And Juri’s own Ryodansatsu special covers this use already.) The forward-extended hurtbox is projectile-invulnerable and her leg (and the space above it all the way up to Juri’s forehead) is a projectile hitbox. This can preemptively nail the tips of fireball throws at mid-range while also crushing low attacks. This can be V-Trigger canceled, hit or block, upon landing, allowing for a huge link window on hit or a safe entry play on block (so she gains multiple easy entry plays with MK Fuharenkyaku or Ryodansatsu canceled into V-Trigger activation). Even on normal hit, MK Fuharenkyaku affords a big window to link and keep hitting the victim, making it a great combo extender when stocked with MK charge. MK Fuharenkyaku may look like an overhead but it isn’t. It’s punishable when guarded, so avoid the temptation to use it in blockstring pressure unless canceling it into LK Fuharenkyaku for projectile coverage (or canceling it into Feng Shui Engine for an easy way into point-blank range).
Ultimately, combo extension in hit-confirms is the main purpose of charged MK Fuharenkyaku. When 

charge is already stocked, move on to stocking 

to also beef up hit-confirm combos. When 

charge is ready, many harder-hitting starters open up for her, like 

(one hit) 


, crouching 



, and (great after shimmying to bait a whiffed throw) standing 



.
HK Fuharenkyaku, like all variants of Fuharenkyaku, has projectile hitboxes and projectile-invulnerable properties for Juri’s forward-extended limbs. HK Fuharenkyaku is a forward-moving set of two kicks, which combo naturally for a knockdown on hit but are quite vulnerable to punishment when guarded. Like charged MK Fuharenkyaku, HK Fuharenkyaku is best saved for hit-confirm combos or blockstrings with specials leading into the LK projectile variant. However, while 

extends combos and allows for more variation afterward, 

ends combos with a knockdown. Juri already has access to knockdown moves, no charge needed (Tensenrin’s “dragon kick” and EX Fuharenkyaku), so prioritize stocking 

/
over 

. Of course, once the fireball and hopkick specials are banked, banking 

also opens some new opportunities mixing HK Fuharenkyaku into extended combos, plus it allows for easy whiff-punish options like standing or crouching 
charged HK Fuharenkyaku (
charged MK Fuharenkyaku if available). And the first hit of HK Fuharenkyaku can be V-Trigger canceled, creating huge link advantage to start up Feng Shui Engine in grounded hit-confirm combos from charged HK Fuharenkyaku.
This works off basically anything. Any normal that is special-cancelable will combo into HK Fuharenkyaku, which can then be canceled after one hit into Feng Shui Engine, leading to a standing
link afterward and so on. Having a special move gateway from a low-hitting light attack into an extended V-Trigger combo is fairly rare in Street Fighter V.
EX Fuharenkyaku is a punishing mash-up of all versions of Fuharenkyaku, although at the cost of one stock of EX gauge. EX Fuharenkyaku is one of Juri’s fastest special attacks, hitting on the seventh frame after input. This is noteworthy using EX Fuharenkyaku in links and late juggle catches, where only MK Tensenrin is faster (other versions of Tensenrin also hit in seven frames, like EX Fuharenkyaku). After opening with a low-profile (but not low-hitting) kick like the beginning of the LK Fuharenkyaku fireball release, EX Fuharenkyaku transitions into a two-hit kick that resembles HK Fuharenkyaku, before capping with a low-altitude version of the same kick that caps off EX Tensenrin on contact.
EX Fuharenkyaku can be used for juggles in situations like just after confirming LK Ryodansatsu into V-Trigger activation. If spare meter is handy, EX Fuharenkyaku is also great for adding real teeth to quick, simple combos up close. Off of close-range, light hit-checks like crouching 
standing
, HK Tensenrin is the standard meterless ender, but may whiff from max hit-check range. EX (and HK) Fuharenkyaku works in these situations as well, like with using standing
x2 into EX Shooting Peach as an R. Mika bread-and-butter.
LK Tensenrin


| Startup |
7 |
|---|---|
| Active |
3/2/2 |
| Recovery |
22 |
| Guard Level |
HL |
| On Hit |
1 |
| On Guard |
-3 |
| VTX Hit |
– |
| VTX Guard |
– |
| Cancel |
CA |
| Damage |
80 (40+40) |
| Stun |
150 (75+75) |
| Meter Gain |
20/15/30 |
MK Tensenrin


| Startup |
6, 11, 6 |
|---|---|
| Active |
2x n |
| Recovery |
22+16 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-29 |
| VTX Hit |
– |
| VTX Guard |
– |
| Cancel |
– |
| Damage |
110 (40+35x2) |
| Stun |
150 (50x3) |
| Meter Gain |
20/15/30 |
HK Tensenrin


| Startup |
7, 11, 15, 19 |
|---|---|
| Active |
2x n |
| Recovery |
22+16 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-32 |
| VTX Hit |
– |
| VTX Guard |
– |
| Cancel |
– |
| Damage |
120 ((30x4) |
| Stun |
150 (30x3+60) |
| Meter Gain |
20/15/35 |
EX Tensenrin



| Startup |
7, 11, 15, 19 |
|---|---|
| Active |
2x n |
| Recovery |
22+18 landing |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-31 |
| VTX Hit |
– |
| VTX Guard |
– |
| Cancel |
– |
| Damage |
150 (10x3+30+90) |
| Stun |
200 (20x3+30+110) |
| Meter Gain |
-300 |
LK Ryodansatsu


| Startup |
20 |
|---|---|
| Active |
3 |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-6 |
| VTX Hit |
D |
| VTX Guard |
9 |
| Cancel |
CA, V |
| Damage |
70 |
| Stun |
150 |
| Meter Gain |
10/20/40 |
MK Ryodansatsu


| Startup |
21 |
|---|---|
| Active |
3 |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-6 |
| VTX Hit |
D |
| VTX Guard |
9 |
| Cancel |
CA, V |
| Damage |
80 |
| Stun |
150 |
| Meter Gain |
10/20/40 |
HK Ryodansatsu


| Startup |
25 |
|---|---|
| Active |
3 |
| Recovery |
24 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-6 |
| VTX Hit |
D |
| VTX Guard |
9 |
| Cancel |
CA, V |
| Damage |
100 |
| Stun |
200 |
| Meter Gain |
10/20/40 |
EX Ryodansatsu



| Startup |
25 |
|---|---|
| Active |
3 |
| Recovery |
20 |
| Guard Level |
HL |
| On Hit |
D |
| On Guard |
-2 |
| VTX Hit |
D |
| VTX Guard |
7 |
| Cancel |
V |
| Damage |
80 |
| Stun |
200 |
| Meter Gain |
-300 |
Ryodansatsu: This flipping kick attack pinwheels toward the opponent and knocks down on contact. Cancels to Critical Art are possible from non-EX versions, plus the EX version allows for juggles afterward. Any version is also V-Trigger cancelable, allowing juggles on hit or continued offense on block.
It's important to note right away that Ryodansatsu is not a pinwheeling move with any air-controlling or falling hitbox. It only strikes when Juri nails the ground after falling into the splits and it only strikes in front of her, so although it can also pass over opponents depending on position (especially if they're knocked down), it is not a cross-up either. Basically, the hitbox is like if Juri could forward-flip into a crouching MK that knocks down.
Heavier versions cause more damage while traveling further. The LK version hits 55 percent of the screen from Juri’s starting point. The MK version hits 65 percent of the screen away. Lastly, the HK and EX versions travel a full 75 percent of the screen away. All versions are airborne for some period, thus dodging throws and low attacks. Juri’s lower hurtbox while airborne is also projectile-invulnerable, helping Ryodansatsu cleanly pass over projectiles. This allows Ryodansatsu to be used on reaction to mid to long-range projectiles, hurdling them and potentially knocking down the fireball thrower. However, don’t get carried away using Ryodansatsu in cases in which it may get blocked since it’s punishable on guard. And, like with charged MK Fuharenkyaku, Ryodansatsu flip kicks may resemble overheads, but they aren’t.
In combos, crouching
combos naturally into 

, which provides a place to tack on Critical Art at the end of lots of sequences. Canceling LK Ryodansatsu recovery into V-Trigger, then immediately juggling with EX Fuharenkyaku, also works. Also, crouching
EX Ryodansatsu combos naturally even on normal hit, allowing for a finishing juggle afterward.
Ryodansatsu can pass over floored or crouching opponents, depending on position. The flipkick can't cross them up, but with resources, it's possible to set up a situation where an LK Fuharenkyaku fireball crosses the opponent up as Ryodansatsu sails overhead. For example, after a max-range counter-hit sweep to buy some time, fire off charged LK Fuharenkyaku and empty-cancel it into Feng Sui Engine. Post-freeze, immediately use HK Ryodansatsu. Juri lands just past them as they rise, potentially tricking them into blocking incorrectly or taking the bait and poking at Juri. If they eat the fireball, it's a combo-starting chance from the other side.