*NOTE* THIS IS A VERY LONG SUMMARY! YOU'VE BEEN WARNED
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About Juri: Juri is a fairly easy character to grasp at first but has a lot of complexity to her that makes her more advanced to use then a lot of the cast in SSF4. She is one of the most versatile characters in the game with many play styles to adapt to her matches and play styles of the cast. She can do well at any range of the screen but requires precision and ingenuity to do so. She can zone with her fireballs with clever use and timing. She can footsie with the best with her normal attacks and she can rush down, pressure, and mix up fairly well.
Strengths:-Versatility to adapt to the match up and play styles of other characters
-Misleading jumping normals
-Really good normal attacks
-Fast dash speed that covers a lot of distance
-Really good ability to control space with her normals and fireballs
-Great corner game
Weaknesses:-Below average defensive options. Lack of a really strong get off of me move.
-Below average vitality
-Poor walking speed
-Requires awkward finger positioning for advance play
-Doesn't excel in any particular area. Jack-of-all-trades but a master of none.
Juri's Normal Attacks:*Hitxbox Information*
https://www.youtube.com/watch?v=Qf7DCllf55ohttps://www.youtube.com/watch?v=VMqBqqh68IIhttps://www.youtube.com/watch?v=xBO3T7kXXUMhttps://www.youtube.com/watch?v=hfU0cWMlwvANotable Standing Attacks
Far Standing Strong (damage=80, stun=100) - Really good range on this attack but whiffs on crouching characters. It's good as a poke and one of her good moves in her footsie game. You want to use this move when you are closer to your opponent and your longer reaching attacks aren't as effective in that range. It can be used as an anti-air if your opponent jumps while father away from you. The timing and spacing is precise if you plan to use it as an anti-air but there are much better anti-air options at her disposal. This is the only move that can be used for a Kara throw.
Close Standing Fierce (damage=100, stun=200) - This move lifts Juri off the ground so it does go over low attacks but can whiff against other low attacks that shrink your opponent's hit boxes. When it connects it places your opponent into a juggle state allowing Short Pinwheel, EX Pinwheel, and Super to combo afterwards. It can be used when you have conditioned your opponent to option select tech throw or if they like to mash throws as it will cause the crouching short/throw to whiff and they will get hit by the close standing fierce. It is incredibly unsafe on block so use it sparingly.
Far Standing Fierce (damage=120, stun=200) - Can be used as an AA if your opponent is jumping a little bit outside of a character space away. Can be used as a poke but generally not a good idea.
Close Standing Short (damage=30, stun=50)- A very fast move that leaves you in favorable position on block. It is her safest normal to use in block strings due to the frame advantage on block. A versatile move up close that can be used more for frame traps, pressure strings, tick throws, and an easy hit confirm for her combos. Needless to say this is one of her best moves to use when in point blank range of your opponent. Some things to note is that two close standing shorts put her out of her throw range so for tick throw purposes you will need to use one standing short or Kara throw after the 2nd standing short. Also, two standing shorts puts you in optimal range for mix up games with her jumping normals.
Far Standing Short (damage=40, stun=50) - This move can be special and super canceled and has some uses within in combos and block strings. The range on this move when up close is pretty good and can be used in a shorter ranged footsie game.
Close Standing Forward (damage [1st hit]=30, stun=40, damage [2nd hit]=35, stun=40) - It's two hits and you cancel into a special/super from either hit. The second hit will whiff on crouching opponents though so keep that in mind when doing combos or guard strings. Up close it can be used to stop focus attacks but you really just want to apply it when you place reads on your opponent in abusing focus attacks when up close.
Far Standing Forward (damage=70, stun=70) - By far one of Juri's best standing pokes. It has generous range and hit boxes to it and in closer ranges it does two hits. It also moves her forward slightly so you will recover closer to your opponent so keep that in mind when poking and doing footsies.
Forward+ Kick (damage=70, stun=70) - This is her unique attack and her only command normal. This is also her overhead attack. It's slow like most overheads and doesn't give you a huge advantage on hit but is good when pressuring your opponent and carries the extra ability of going over low attacks such as Ryu's crouching Forward. It's best application so far is with Ultra 1 - Feng Shui Engine as you can combo after this move but it's a link and requires timing.
Close Standing Roundhouse (damage [1st hit]=40, stun [1st hit]=125, damage [2nd hit]=70, stun [2nd hit]=75) - It's two hits and is special/super cancelable on either hit. It looks deceptive because you would think it would be an overhead but unfortunately it's not. Strictly a move to be used within Ultra 1 - Feng Shui Engine for combo purposes.
Far Standing Roundhouse (damage=110, stun=200) - The range on this move is really good and it goes over low attacks but can whiff on smaller characters that are crouching so be careful with its use. It can hit opponents out of the air from longer ranges but the timing and spacing is very precise. When used as a poking tool it carries the extra ability to hit an opponent when they are starting their jump. This is a move you want to use sparingly and at the right ranges because it's a slow move with bad recovery leaving you vulnerable when used poorly.
Notable Crouching Attacks*Hitbox Information*
https://www.youtube.com/watch?v=t2SUTMUnP2A Crouching Jab (damage=30, stun=50) - Range is limited but a good move to hit confirm into combos and leaves you in neutral position when blocked.
Crouching Strong (damage=70, stun=100) - One of Juri's best normal moves. It is a very solid poking tool and great in her footsie game. It has a lot of active frames to it allowing you to stuff many attacks and it has shorter start up frames than some of her other normals so it's a very good go-to move. This is Juri's first solid anti-air move and will stuff most frontal jumping attacks but you will need to vary the timing depending on the match up. It can beat some cross ups but it becomes distance and timing specific. You generally need to time it later to stop the cross up. It has a unique property of being able to cancel the recovery into another attack, which will extend the range of the second attack.
Crouching Fierce (damage=100, stun=200) - This is Juri's next solid anti-air option and is best used when your opponent is jumping closer to you. It has the ability to stop cross ups as well. On hit it causes a crouching opponent to stand allowing Forward Fuhajin release to connect. Very solid damage in a combo if you can hit confirm from a jumping attack prior to it or within Ultra 1. On hit as an anti-air it causes your opponent to flip back allowing you to dash in and close the distance on your opponent for rush down and mix up purposes.
Crouching Short (damage=20, stun=50) - It's primary use is in combos and guard strings and it does have applications to her footsie game. You can chain these together but keep in mind that in order to combo into a special/super you need to link the last crouching short. Two crouching shorts puts you in optimal range to make your jumping attacks ambiguous as to whether they will cross up or not.
Crouching Forward (damage=60, stun=100) - This is one of Juri's strongest pokes as it has good range on it. It's her best hit confirm out of her ground normals. The unique property to this move is that it lowers Juri's hit boxes very low to the ground. Due to this it can be used to avoid a lot of air borne special moves like M.Bison's (Dictator) Head Stomp follow ups or C.Viper's Burn Kicks when timed correctly. You can use this move to go under fireballs as well; however, you cannot use this to avoid fireballs from mid to full screen, as she will get hit during the recovery. It will only avoid fireballs while you are fairly close to your opponent. You can actually counter your opponent's fireballs at close range allowing an easy hit confirm into a combo.
Crouching Roundhouse (damage=90, stun=100) - It causes an untechable knockdown on hit and sets her up for her mix up game. It can be combo'd off of certain special moves and Ultra 1 - Feng Shui Engine. It has applications in her footsie game that you want to use quite a bit, as the untechable knockdown is really important for Juri.
Notable Neutral Jumping Attacks*Hitbox Information*
https://www.youtube.com/watch?v=4pBwBjcuC2s
Neutral Jump Fierce (damage=100, stun=200) - This is good air-to-air move in closer distances and only if you do the attack while you are jumping not as you are recovering from the jump. If you read your opponent in attempting a cross up or jumping behind you, you can do a neutral jump rising Fierce to stop that attempt. Stuffs escape options like Ryu's air Tatsu clean.
Neutral Jump Forward (damage=80, stun=100) - Again, it beats other air attacks but it's quite good if you want to drop down with an attack and hit confirm into a combo. Though in comparison to neutral jump Roundhouse you really don't want to use this attack too much unless you wanted a faster attack to respond to your opponent's action.
Neutral Jump Roundhouse (damage=100, stun=200) - Very similar to Chun-Li's neutral jump Roundhouse but less height on the jump and has the longest forward hitting hit boxes of her neutral jumping attacks. The hit boxes are on both sides of her legs so if your opponent ends up behind you as you are falling they are susceptible to getting hit by the other leg. That tactic is useful against characters like Balrog as a means to punish his Rush Punch. It can also be used as an air-to-air attack much like her other neutral jumping attacks but with much better range and more leniency on timing. You can use this move to stop certain runaway scenarios like Viper's Super Jump or Ryu's Air Tatsu.
Notable Forward and Backward Jumping Attacks*Hitbox Information*
https://www.youtube.com/watch?v=U_ftYSLe_jo
Jumping Strong (damage=50, stun=50) - This is the only aerial normal Juri has that can be special cancelled into Dive Kick. If you find your opponent is focus absorbing your jump ins then use this move and when they focus absorb cancel into Dive Kick. Depending on the height of when jumping Strong connects you will either Armor Break their focus attack or end up behind the opponent. It is arguably Juri's best air-to-air move and beats a lot of jumping attacks. It raises Juri's hit boxes as well so it causes people to time their anti-air normals differently. If it connects air-to-air it causes your opponent to be in a juggle state allowing for a lot of combo follow ups such as Ultra 2. As an air-to-air you want to time this in 2 different ways to maximize the effectiveness of the attack. First, you want to do this while rising from your jump just as your opponent is starting their jump so that the active frames on jump strong activate before your opponent's active frames on their attack. Second, you can do this during the peak of your descent so that if your opponent jumps in the air slightly after you do you will beat their attack.
Another thing to note is that you can use this move to do an instant overhead by creating a "fuzzy guard" scenario. You can jump in with a deep attack usually jumping Roundhouse or jumping Fierce then immediately do jumping Strong as you are rising. Normally, if you were to do a rising jumping Strong on a crouching opponent the attack will whiff. This is where fuzzy guard comes into play. Fuzzy guard is a glitch that is in many fighting games and it's caused by how the game registers the hit boxes of a character after they block a high attack. The game will still register the character's standing hit boxes even though they are in a crouching state. You can do trick setups by doing a jumping attack then a rising jump Strong cancelled into a Dive Kick then Ultra 2. Fuzzy guard setups don't work on every character in the game. In general, characters with a small hit box when crouching tend not to work.
Jumping Fierce (damage=90, stun=100) - This move has the ability to beat out a lot of reversal options when positioned directly on top of your opponent’s head. It is a very deceptive move as you can vary the timing to cause the move to cross up or not. It causes an immediate knockdown (techable) and puts you right next to your opponent and you will land just as they are recovering if they do a quick get up. However, if you land this early you will land before they start recovering. This makes for a good scenario to activate Ultra 1 - Feng Shui Engine. It's also a decent air-to-air attack but you need to perform the attack a bit earlier before your opponent's attack.
Much like her jump Strong you can do an instant overhead by creating a fuzzy guard scenario. You shouldn't abuse fuzzy guard scenarios too much as if your opponent anticipates and continues to block high you will be left extremely vulnerable as you will be left in recovery animation until you touch the ground. Fuzzy guard setups don't work on every character in the game.
Jumping Short (damage=40, stun=50) - This is one of her better jumping attacks, as the hit boxes are pretty much the space all around her knee and leg. It can beat out reversal attempts if positioned correctly and can be made very ambiguous making it difficult for your opponent to determine the correct blocking direction.
Jumping Forward (damage=70, stun=100) - This is her go-to cross up attack and is a solid air-to-air move. For mix-ups you can dash under after winning an air-to-air attack.
Jumping Roundhouse (damage=100, stun=200) - Very solid jumping attack and is extremely good when you've conditioned your opponent with cross ups because the same distance as to when a max range jumping forward will cross up, jumping Roundhouse won't. It does have the ability to cross up but the spacing and timing is really tight. It can cross up in the corner rather easily though. Good air-to-air against people who like to fish for air-to-air attacks like Rufus' jumping Roundhouse, Juri's j.Strong, or other good jumping normals like Ryu's jumping Forward.