Juri

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
4
14
300
High
Chain, Special, Super
--
--
+5
-1
4
7
Hitbox Image
Standing Medium Punch
6
21
600
High
Special, Super, Target Combo
--
--
+7
+2
5
12
Hitbox Image
Standing Heavy Punch
10
36
800
High
Special, Super
FSE Chain is a knockdown of +29.
--
+1
-5
3
24
Hitbox Image
Standing Light Kick
5
16
300
High
Special, Super
--
--
+2
-3
3
9
Hitbox Image
Standing Medium Kick
5, 8
27
400, 300
High
First Hit: Special, Super
Second Hit: FSE Special, FSE Super
--
First, Second
+3
-4
2, 3
17
Hitbox Image
Standing Heavy Kick
17
39
900
High
FSE Special, FSE Super
FSE Chain is a knockdown of +34.
--
+2
-3
4
19
Hitbox Image
Crouching Light Punch
4
14
300
High
Chain, Special, Super
--
--
+4
-1
3
8
Hitbox Image
Crouching Medium Punch
6
23
600
High
Special, Super
--
--
+5
-2
4
14
Hitbox Image
Crouching Heavy Punch
8
34
900
High
Special, Super
--
--
+3
-11
4
23
Hitbox Image
Crouching Light Kick
5
15
200
Low
Chain
--
--
+3
-1
3
8
Hitbox Image
Crouching Medium Kick
8
29
500
Low
Special, Super
20% damage scaling to followup combo hits.
--
+1
-6
3
19
Hitbox Image
Crouching Heavy Kick
10
35
900
Low
FSE Special, FSE Super
--
--
Knockdown +32
-11
3
23

Unique Attacks

Hitbox Image
Forward + Medium Punch
8
27
600
High
Special, Super
--
--
+4
-3
3
17
Hitbox Image
Forward + Medium Kick
21
45 (whiff) / 43 (hit)
600
Overhead
FSE Special, FSE Super
FSE Chain is a knockdown of +25.
--
+2
-3
2
23 (whiff) / 21 (hit)
Hitbox Image
Forward + Heavy Punch
15, 23
45
500, 500
High
Special, Super
--
--
+2
-4
3, 3
20
Hitbox Image
Back + Heavy Kick
10, 19
40
400, 400
High
Special, Super
Second hit connecting with airborne opponents causes a ground bounce as of May 2024 patch.
--
-2
-6
3, 3
19

Target Combos

Medium Punch, Back + Heavy Punch, Heavy Punch
6, 12, 17
21, 33, 46
600, 500, 600
High
Second Hit: Super
Second hit cancellable into Super as of May 2024 patch.
--
+7, Knockdown +35, Knockdown +32
+2, -3, -16
3, 3, 3
12, 19, 27

Jump Attacks

Hitbox Image
Jump Light Punch
5
--
300
Overhead
--
--
--
+7...
+3...
6
3 Landing
Hitbox Image
Jump Medium Punch
7
--
500
Overhead
Special
Juggle state on air hit. Deals 300 damage during Feng Shui Chain Combos.
--
+7...
+3...
5
3 Landing
Hitbox Image
Jump Heavy Punch
12
--
900
Overhead
--
Crosses up. Variable knockdown is +24 minimum at highest jump point.
--
Knockdown +24...
+7...
6
3 Landing
Hitbox Image
Jump Light Kick
4
--
300
Overhead
--
Crosses up.
--
+4...
+0...
6
3 Landing
Hitbox Image
Jump Medium Kick
6
--
500
Overhead
--
Crosses up.
--
+9...
+5...
6
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+7...
+3...
6
3 Landing
Hitbox Image
Neutral Jump Heavy Kick
10
--
800
Overhead
--
--
--
+11...
+7...
4
3 Landing

Special Moves

Fuhajin (Light Kick)
10
Down, Down-Back, Back + Light Kick
34
600
High
--
--
Knockdown +37
-4
4
19
Fuhajin (Medium Kick)
13
Down, Down-Back, Back + Medium Kick
37
600
High
--
--
Knockdown +37
-6
4
21
Fuhajin (Heavy Kick)
25
Down, Down-Back, Back + Heavy Kick
48
500
High
Limited Juggle State on hit.
--
Knockdown +46
-8
4
20
Fuhajin (Overdrive)
12
Down, Down-Back, Back + KK
38
600
High
Limited Juggle State on hit.
--
Knockdown +45
-12
6
21
Saihasho
16
Down, Down-Forward, Forward + Light Kick
45
400 (600)
High
Fuha charge information in parenthesis. Can be cancelled into MK or HK version with Fuha charge.
--
-2... (+1)...
-8... (-3)...
...10 (...30)
20
Ankensatsu
24
Down, Down-Forward, Forward + Medium Kick
46
600 (600)
High
Fuha charge information in parenthesis. Can be cancelled into LK or HK version with Fuha charge. 20% damage scaling to followup combo hits as of May 2024 patch.
--
+5 (+8)
-10 (-10)
4 (4)
19
Go Ohsatsu
18 (18, 18)
Down, Down-Forward, Forward + Heavy Kick
48 (63)
1000 (700, 500)
High
Fuha charge information in parenthesis. Can be cancelled into LK or MK version with Fuha charge.
--
Knockdown +27 (Knockdown +37)
-11 (-12)
4 (4, 3)
27 (27)
Saihasho (Overdrive)
11
Down, Down-Forward, Forward + LK+MK
38
800
High
Can be cancelled into MK or HK version with Fuha charge. Limited Juggle State on hit. Variable knockdown of +39 minimum.
--
Knockdown +39...
-2
...28
22
Ankensatsu (Overdrive)
24
Down, Down-Forward, Forward + LK+HK
46
800
High
Can be cancelled into LK or HK version with Fuha charge. Ground Bounce Limited Juggle State on air hit.
--
+9
-10
4
19
Go Ohsatsu (Overdrive)
18, 18, 29
Down, Down-Forward, Forward + MK+HK
97
400, 400, 400
High
Can be cancelled into LK or MK version with Fuha charge.
--
Knockdown +32
-16
4, 3, 5
28
Hitbox Image
Tensenrin (Light Punch)
11
Forward, Down, Down-Forward + Light Punch
39
800
High
--
--
Knockdown +37
-8
3
22
Hitbox Image
Tensenrin (Medium Punch)
5
Forward, Down, Down-Forward + Medium Punch
62
1200
High
Anti-Air invincible on frames 1-8.
--
Knockdown +31
-37
8, 2, 2
38
Hitbox Image
Tensenrin (Heavy Punch)
5
Forward, Down, Down-Forward + Heavy Punch
62
1200
High
Anti-Air invincible on frames 1-8.
--
Knockdown +28
-37
8, 2, 2
38
Hitbox Image
Tensenrin (Overdrive)
6
Forward, Down, Down-Forward + PP
75
1600
High
Fully invincible on frames 1-9.
--
Knockdown +5
-48
4, 2, 2, 2
51
Shiku-sen
18
(Forward Jump Only) Down, Down-Back, Back + K
**
400
High
Variable knockdown is +35 minumum at highest jump point. Active frames vary based on height. Can be up to -3 on block if spaced.

Shiren-sen Followup (press Kick on hit): 1600 damage and a variable knockdown of +28 minimum.
--
Knockdown +35...
-9...
**
**
Shiku-sen (Overdrive)
16
(Forward Jump Only) Down, Down-Back, Back + KK
**
300
High
Variable knockdown is +38 minumum at highest jump point. Active frames vary based on height. Can be up to -3 on block if spaced.

Shiren-sen Followup (press Kick on hit): 1200 damage and a juggle state.
--
Knockdown +38...
-9...
**
**

Super Arts

Sakkai Fuhazan (Level 1)
7
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
1800 (2300)
High
Strike/throw invincible on frames 1-8. Breaks armor. Can hold kick to use 1 Fuha charge for extra damage.
--
Knockdown +** (Knockdown +**)
-32 (-31)
**
**
Feng Shui Engine (Level 2)
7 (9)
Down, Down-Back, Back, Down, Down-Back, Back + P
0 (300)
High
Activation of FSE allows chain and special cancelling of all normal, unique, and jump attacks. 10 second timer. FSE chain cancelled jump attacks additionally cause a knockdown state. Can hold punch to active a hitbox that rushes forward, which can also be FSE Chain cancelled into normals.
--
-- (+4)
-- (-17)
**
**
Kaisen Dankai Raku (Level 3)
10
Down, Down-Back, Back, Down, Down-Back, Back + K
4000 (4500)
High
Fully invincibile on frames 1-13. Breaks armor. Critical Art in parenthesis.
--
Knockdown +22 (Knockdown +20)
-31
4
52

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.7
Back Walk Speed — 3.2
Forward Dash — 22 frames / 190.298 distance
Back Dash — 23 frames / 111.418 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 79 (hit)
1200
Throw
--
--
--
+25
3
23
Back Throw
5
30 (whiff) / 118 (hit)
1200
Throw
--
--
--
+18
3
23
Air Throw
5
**
1200
Throw
--
--
--
**
3
**