① Jump-in
j.HP > st.MP > cr.MP > M Fuhajin
↳ Basic jump-in route ↳ Gain a Fuha stock. ↳ Dash forward to continue pressure.
FIGHTER GUIDE IORI'S STRATEGY
Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for JURI.

Practical routes organized by starter, resources, corner position, and knockdown.
Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.
Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.
j.HP > st.MP > cr.MP > M Fuhajin
↳ Basic jump-in route ↳ Gain a Fuha stock. ↳ Dash forward to continue pressure.
st.MP > cr.MP > M Fuhajin
↳ First basic route to learn ↳ Gain a Fuha stock. ↳ Forward dash > strike or throw
cr.LK > cr.LP > cr.LP > M Fuhajin
↳ Low starter ↳ Gain a Fuha stock. ↳ Dash forward for okizeme.
Alternative version
cr.LK > cr.LK > cr.LP > M Fuhajin
cr.MK > Cancel Drive Rush > st.MP > cr.MP > M Fuhajin
↳ Drive Gauge: 3 bars ↳ Basic Drive Rush route from cr.MK ↳ Gain a Fuha stock. ↳ Forward dash > strike or throw
walk back > st.MP or st.HP > cr.MP > M Fuhajin
↳ Confirm the whiffed throw tech. ↳ Gain a Fuha stock. ↳ Dash forward to continue pressure.
Raw Drive Rush > 6HP PC > cr.HP > H Fuhajin > H Tensenrin
↳ Punish option for a large opening ↳ High damage ↳ Okizeme after H Tensenrin
Save meter
6HP PC > cr.HP > H Fuhajin > H Tensenrin
cr.MP PC > M Fuhajin
Alternatively:
cr.MP PC > H Fuhajin > H Tensenrin
DI wall splat > 6HP > cr.HP > H Fuhajin > H Tensenrin
↳ Corner ↳ High damage ↳ Continue into okizeme after H Tensenrin.
DI PC > 6HP > cr.HP > H Fuhajin > H Tensenrin
↳ Prioritizes damage ↳ Okizeme after H Tensenrin
easy route
DI PC > st.MP > cr.MP > M Fuhajin
DI PC > j.HP > st.MP > cr.MP > M Fuhajin
↳ Aim to switch sides. ↳ Forward dash > strike or throw
st.MP > cr.MP > Go Ohsatsu
↳ Spends Fuha stock ↳ Easy to extend for damage in the corner
st.MP > cr.MP > OD Fuhajin > 6MP > H Tensenrin
Alternatively:
st.MP > cr.MP > OD Fuhajin > 6MP > Go Ohsatsu > Ankensatsu
↳ Spends meter ↳ Damage and corner carry
st.MP > cr.MP > Go Ohsatsu (hit 1) > Saihasho > Ankensatsu > 6MP > M Fuhajin or H Tensenrin
↳ Uses 3 Fuha stocks ↳ High damage ↳ Intended to finish the round
Raw Drive Rush > 6HP PC > cr.HP > H Fuhajin > H Tensenrin
↳ For situations such as a blocked invincible reversal
st.HK PC > 6HP > cr.HP > H Fuhajin > H Tensenrin
↳ Whiff punish ↳ High damage
cr.MK > Cancel Drive Rush > st.MP > low variation > SA1
↳ Finish the round. ↳ Fuha stocks make damage extensions easier.
Feng Shui Engine strengthens offense by allowing special chains between normal attacks, rather than dealing direct damage like an attacking Super Art.
Game plan
• st.MP • cr.MP • st.MK • cr.MK • 6MP • Heavy attacks
Chain these normals, then present the following threats:
strike throw overhead low shimmy
Keep presenting these threats in succession.
Feng Shui Engine routes differ from normal combos. Practice them after learning your basic routes.
Representative routes
Cancel Drive Rush > cr.HP > st.MP > cr.MP > Go Ohsatsu > SA3
Alternatively:
6HP PC > cr.HP > H Fuhajin > SA3
↳ Intended to finish the round ↳ High damage
M Fuhajin ↳ Gain a Fuha stock.
forward dash
st.MP
cr.MP
throw
shimmy
Juri's most basic okizeme situation.
Go Ohsatsu ↳ Spends Fuha stock
L Fuhajin ↳ Replenish a stock.
Move straight forward ↳ Strike or throw
After Go Ohsatsu, the basic plan is to replenish your stock while continuing pressure.
H Tensenrin ↳ Knockdown advantage varies with how it connects.
Close grounded hit
cr.MP ↳ meaty Option
Grounded hit from farther away
st.MP ↳ meaty Option
airborne hit
forward dash ↳ strike or throw
Frame advantage changes with hit height and spacing. Check it in the current version's Training Mode.
H Tensenrin > st.MP
↳ Important setplay strengthened in Year4 ↳ An offensive situation at approximately +5
From there:
throw
cr.MP
shimmy
overhead
forward throw > forward dash
strike
throw
shimmy
In the corner, vary throws and strikes to maintain pressure.
SA1 > walk forward slightly > Raw Drive Rush
Drive Rush st.MP
cr.MK
throw
shimmy
SA3 > forward dash
Walk forward slightly into a throw
strike
shimmy
When a knockdown leaves some distance
L Fuhajin
↳ Gain a Fuha stock.
Replenish stocks at a distance where the opponent cannot immediately reach you.
H Tensenrin > st.MP
↳ +5 approximately
From there:
throw
cr.MP
st.MK
shimmy
A high-priority option in Year4.
M Fuhajin > st.LKx2
↳ Possible frame kill
Afterward
throw
st.MP
overhead
st.MP meaty
cr.MP meaty
st.MP after H Tensenrin
walk back > st.HP
backdash > st.HK
delayed st.MP
Walk back for a shimmy
st.MP
cr.MP
Tensenrin
cr.MK
cr.MP
6MP
forward dash > block
Raw Drive Rush > stop after st.LP
Delay your throw
Go straight for a throw
Walk-up throw
Vary the timing
Use Fuhajin while watching the opponent's response.
+5 approximately
Corner H Tensenrin > st.MP
↳ throw / strike / shimmy
st.MK hit 2
Year4
Damage 300 > 700
H Tensenrin
Knockdown advantage changes with hit height and spacing.
Close grounded hit ↳ Try a cr.MP meaty.
Grounded hit from farther away ↳ Try a st.MP meaty.
Airborne hit ↳ Forward dash
M Fuhajin
Gain a Fuha stock
↳ Dash forward to apply pressure.
Go Ohsatsu
Spends Fuha stock
↳ Take the damage. ↳ Replenish a stock with L Fuhajin.
STEP 1
st.MP > cr.MP > M Fuhajin
STEP 2
cr.LK > cr.LP > cr.LP > M Fuhajin
STEP 3
After M Fuhajin
forward dash > st.MP/throw/shimmy
STEP 4
cr.MK > Cancel Drive Rush > st.MP > cr.MP > M Fuhajin
STEP 5
After blocking an invincible reversal
6HP PC > cr.HP > H Fuhajin > H Tensenrin
STEP 6
Corner
H Tensenrin > st.MP
Practice the okizeme afterward.
STEP 7
Go Ohsatsu
Ankensatsu
Saihasho
Practice managing the stocks used by these moves.
STEP 8
OD Fuhajin Combo
STEP 9
SA1/SA3
STEP 10
Feng Shui Engine
Damage of the second hit
300 > 700
This increases st.MK's value in combos and during Feng Shui Engine.
Corner okizeme with a meaty st.MP has improved.
Setplay that creates approximately +5 is important.
• CAPCOM balance update, 2026-08-03
• Karukora: Juri guide for 2026, 2026-05-22
• SF6 Data Lab: Juri frame data
• Mizen: Juri setplay collection
• Current Year4 guide videos and material from strong Juri players
• Routes using Fuhajin / Go Ohsatsu / Ankensatsu / Saihasho depend on whether Fuha stocks are available.
• H Tensenrin's knockdown advantage changes with grounded versus airborne hits, hit height, and spacing.
• Verify that Year3 or earlier setplay works in Year4 before using it.
Street Fighter 6 Juri For Classic controls As of 2026-08-31
Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.