Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Juri

Unique Attacks

Senkaikyaku
Startup

22

Active

2

Recovery

19

Guard Level

H

On Hit

0

On Guard

-4

VTX Hit

VTX Guard

Cancel

Damage

60

Stun

100

Meter Gain

15/30

Senkaikyaku: Juri’s command overhead. This is fairly standard, offering an easy way to check the opponent’s standing guard without committing to something as risky as jumping. In order to coax the enemy to rely on crouching guard, they m ust be conditioned with low-hitting crouching kick attacks. Fortunately, on top of the universal threat of sweep, Juri can threaten low with combos that start with crouching (and, during V-Trigger, crouching ).

Korenzan
Startup

7, 17

Active

2/7/3

Recovery

15

Guard Level

HL

On Hit

4

On Guard

-2

VTX Hit

8

VTX Guard

2

Cancel

2nd hit: Sp, V

Damage

80 (40+40)

Stun

150 (75+75)

Meter Gain

25/50

Korenzan: Juri’s “back roundhouse” is a two-hit axe kick. The first hit strikes up close, as Juri kicks toward the sky, while the second hit occurs in a downward swath, as she brings her leg down. This follow-up leg guillotine has more range than the first hit and either hit is cancelable. Thanks to its two hits, plenty of verification time is built into Korenzan.

is important as a charge-storing tool, as is safe against anyone except Zangief sitting on a full EX gauge. On block, Juri’s no worse than -2, and on hit the opponent is knocked down and there’s a chance to start tricky offense as they rise. Either way, a Fuharenkyaku charge is now banked. If Fuharenkyaku charges are already in hand, Korenzan is an easy avenue to confirm into special move combos. Korenzan also leads easily into Feng Shui Engine (link standing immediately after the screen freeze). Finally, at +4 on hit,  also easily links into standing . From here, one obvious solid ender is to cancel standing  into LK Tensenrin, then cancel that into a Critical Art finish.

Korenzan’s close-range hit strikes on frame seven and the attack leaves Juri at only -2 if guarded. Abuse of Juri’s three-frame standing  and crouching , as well as her other four-frame light attacks and her five-frame standing , will pave the way for use of when the opponent is wary of quicker moves and likely to hesitate.

Kyoretsushu Standing /
Startup

8

Active

3

Recovery

25

Guard Level

HL

On Hit

D

On Guard

-6

VTX Hit

D

VTX Guard

10

Cancel

Sp, V

Damage

60

Stun

100

Meter Gain

25/50

Kyoretsushu: This target combo starts with standing and leads into a fierce kick attack that launches the enemy. The second hit whiffs over crouching characters, so its use should be restricted to certain combos in which a standing opponent is assured. Most commonly, after Crush Counter crouching or standing . The / second hit here can be canceled into a special move or into Kasatsushu, Juri’s V-Skill. In this situation, after launching a standing victim with /, her V-Skill will actually juggle, among many options with other special moves or her Critical Art.

During V-Trigger, the launching kick of Kyoretsushu can be jump-canceled on hit. This enables combos that go directly into Juri's aerial V-Trigger chains.

Enkushu Jumping
Startup

5

Active

5

Recovery

Guard Level

HL

On Hit

D

On Guard

VTX Hit

VTX Guard

Cancel

Damage

70

Stun

100

Meter Gain

15/30

Enkushu: Juri’s jumping target combo features jumping strong canceled into a variation of her jumping . The second hit of this target combo isn’t an overhead, so this can’t be used as a two-hit jump-in that forces opponents to guard standing longer than expected. The second hit does knock down, however. Since jumping puts victims into a floating, jugglable state when it hits air-to-air, this air chain’s main purpose is to reliably spike air-to-air targets into the ground.

However, if positioning allows for it, it’s better to just go air-to-air with jumping , then land and juggle with EX Tensenrin or EX Fuharenkyaku.