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

V-System

V-Skill
Kasatsushu Charge
Startup

Active

Recovery

51

Guard Level

On Hit

On Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

Kasatsushu Lv.1 Release
Startup

34+

Active

2

Recovery

33

Guard Level

HL

On Hit

D

On Guard

-10

VTX Hit

VTX Guard

Cancel

Damage

90

Stun

150

Meter Gain

V-Gauge +100

Kasatsushu Lv.2 Release
Startup

48+

Active

2

Recovery

33

Guard Level

HL

On Hit

D

On Guard

-10

VTX Hit

VTX Guard

Cancel

Damage

90

Stun

150

Meter Gain

V-Gauge +100

Kasatsushu Lv.2 (pre-charged) Tap after pre-charging
Startup

32+

Active

2

Recovery

33

Guard Level

HL

On Hit

D

On Guard

-10

VTX Hit

VTX Guard

Cancel

Damage

90

Stun

150

Meter Gain

V-Gauge +100

Kasatsushu Lv.3 Release
Startup

73+

Active

2x n

Recovery

33

Guard Level

HL

On Hit

D

On Guard

-18

VTX Hit

VTX Guard

Cancel

Damage

120 (30+90)

Stun

200 (50+150)

Meter Gain

V-Gauge +120

Kasatsushu Lv.3 (pre-charged)Tap after pre-charging
Startup

14+

Active

2x n

Recovery

33

Guard Level

HL

On Hit

D

On Guard

-18

VTX Hit

VTX Guard

Cancel

Damage

120 (30+90)

Stun

200 (50+150)

Meter Gain

V-Gauge +120

Kasatsushu: Holding both medium strength attack buttons puts Juri into an offensive crouch. Her covered eye flashes as she gathers power. The longer the buttons are charged, the better the V-Skill attack becomes. A ring of dust surrounds Juri as a distinct visual signal that Kasatsushu is fully charged. Upon releasing , she lunges forward to perform her Kasatsushu attack, passing through the opponent for a knockdown kick from the other side. She'll also attack automatically if the buttons are held too long, the charge can't be sustained indefinitely. Juri is grounded while crossing over, but goes airborne for nine frames before Kasatsushu’s cross-up kick active frames, till three frames into recovery. If this cross-up kick is blocked at any charge level, Juri is extremely punishable.

So the attack itself is somewhat unsafe, but uncertainty can be created about when it’s coming. Immediately after releasing to zip forward, tap the medium buttons again. Properly timed, this interrupts the V-Skill’s built-in dash before the pass-through kick. Since Juri is one of a few characters who can interrupt normal moves with her V-Skill attack, this gives her “run, stop” style options like Guy and El Fuerte in Street Fighter IV.

Aside from canceling the lunge by re-inputting the V-Skill command, a simple dash cancel can also be used. Sort of like dashing out of a Focus charge in Street Fighter IV, if or is input while charging , Juri will dash out of the crouched, charging state. Unlike canceling V-Skill with another input, dash canceling Juri’s charge retains the level of V-Skill attack stored. This means a fully-charged Kasatsushu attack can be pre-loaded by fully charging (until the dust ring appears) followed by dash canceling. When a fully-charged Kasatsushu is needed, unleash it by tapping . Unfortunately, lots of smaller charges can’t be accumulated–Juri only stores the most recent charge made before dash canceling.

At the highest level of charge, Kasatsushu quickly becomes projectile- and throw-invincible during the forward-lunging portion. It also gains a hitbox from the front before passing to the other side. This means opponents who don’t expect a fully-charged version, and who block in the other direction preemptively, will get hit. A fully-charged Kasatsushu is fast enough to zip through incoming projectiles and hit the thrower from great distances. Depending on the matchup, pre-loaded Lv.3 Kasatsushu can also be used to counter moves that have a projectile hitbox. Having a quicker hit from the front also makes this more useful to cancel into from hit-confirm links.

Every level of Kasatsushu has lots of potential variance in speed, between time spent sitting in crouch, whether the move was pre-charged for quick release and distance to the opponent.

V-Reversal
Kaisenrenkyaku during blockstun
Startup

15

Active

1

Recovery

28

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

VTX Guard

Cancel

Damage

60

Stun

0

Meter Gain

V-Gauge -300

V-Trigger
Feng Shui Engine type Alpha
Startup

1

Active

Recovery

5

Guard Level

On Hit

On Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

V-Gauge -900

Feng Shui Engine type Alpha: Juri’s classic, character-defining Ultra returns. When V-Gauge is filled, Feng Shui Engine type Alpha can be activated with , placing Juri into a unique, temporary power-up state. During Feng Shui Engine, Juri’s forward dashes cover more ground, her Fuharenkyaku specials are available continually without stocking charges, LK Fuharenkyaku projectiles travel further, and Juri’s normal attacks all become chain cancelable. The second hit of standing    also becomes jump-cancelable on hit.

As usual for any V-Trigger, the activation itself can be a vital turning point in a round. The screen freeze can be useful–giving extra time to recognize a developing situation. For example, “naked” V-Trigger activation in the neutral game may give a glimpse at a jump-in that would’ve been a surprise otherwise, giving time to respond immediately with MK Tensenrin, or even a preemptive jumping aerial chain. And the V-Trigger activation also allows for links that aren’t possible otherwise. The heaviest advantage for post-freeze links is gained by V-Trigger-canceling , standing/crouching , or charged MK or HK Fuharenkyaku (one hit).

Since LK Fuharenkyaku fireball can be “empty”-canceled into V-Trigger activation, Juri’s fireball can be used for excellent coverage during the first mix-up of Feng Shui Engine. After LK Fuharenkyaku Feng Shui activation, not only can Juri dash or jump in covered by the fireball, or possibly pass over with Ryodansatsu, but also immediately begin charging up V-Skill. Since Feng Shui activation cuts a lot of the normal recovery off throwing Juri’s fireball, this allows a V-Skill startup early enough to turn the fireball into a cross-up attack, as Juri crosses over to the opponent’s other side while the fireball still closes in. Of course, the V-Skill’s forward movement can be canceled by re-inputting the command (or by dashing out of V-Skill charge) for standard close-range throw/poke/bait mix-ups. The ideal way to set this up, with V-Gauge ready to rock, is to catch the enemy with a Crush Counter sweep from max range. This gives ample time to prepare a fireball into pass-through mix-up and the proper position to actually make it ambiguous and difficult to escape.

Feng Shui Engine’s activation starts a timer that lasts roughly 41 seconds. The V-Timer’s length is depleted more quickly by performing certain actions. Each chain combo depletes 4.1 seconds. LK Fuharenkyaku fireballs deplete 6.6 seconds. And MK/HK Fuharenkyaku specials deplete five seconds. It’s important to give some thought as to how to “spend” the timer. While 41 seconds sounds like an eternity, it’s very easy to quickly blow through all of it fairly ineffectively by just spamming chain combos and fireballs. On the other hand, with proper selection, Feng Shui Engine can amplify her offense for three or four exchanges, more than enough to skew the round in Juri’s favor.

Chained normals deal slightly less damage and stun than normal: 10 less than usual for light attacks and 15 less than usual for medium or heavy. Stun amounts are uniform during Feng Shui Engine chains: 40 for light attacks, 60 for mediums, and 80 for heavy attacks. Finally, chained normals can be canceled into Fuharenkyaku specials (which are always stocked during V-Trigger), but not into Tensenrin or Ryodansatsu.

The best hit-checks enabled by V-Trigger are probably crouching standing , and standing standing . The first one actually allows the second one to link for a four-hit combo starter. The chain is useful anywhere where standing already works, like after light attacks, standing , or . The best combo-filler chain is usually crouching crouching standing .

Kaisenrenkyaku: Juri crouches low out of blockstun with a counterattack. This V-Reversal is among the more straightforward: Juri interrupts her guard with a knockdown sweep. This is actually a fair bit safer than a “real” sweep, since it’s only -2 on guard, compared to -12 from crouching . However, it's also the only V-Reversal that's only active for one frame, so it may whiff where other V-Reversals wouldn't.

Under pressure, Juri has other reversal options, depending on the incoming threat: standing , MK/EX Tensenrin, even moves that take her airborne. Usually, if possible, it’s best to save for Feng Shui Engine type Alpha, which is one of the more expensive V-Trigger abilities. Restrict V-Reversals to situations where Juri is about to get dizzied.