FIGHTER GUIDE IORI'S STRATEGY

JURI
ジュリ

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for JURI.

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JURIJURI character artwork
Home›Fighter Guides›JURI›Combos & Okizeme
COMBO ROUTES

JURI Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (12)CONTENTS
ESSENTIAL ROUTES01

10 Essential Starter Routes

① Jump-in

j.HP > st.MP > cr.MP > M Fuhajin

↳ Basic jump-in route ↳ Gain a Fuha stock. ↳ Dash forward to continue pressure.

② Basic combo

st.MP > cr.MP > M Fuhajin

↳ First basic route to learn ↳ Gain a Fuha stock. ↳ Forward dash > strike or throw

③ Light starter

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

④ cr.MK Cancel Drive Rush

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

⑤ Midscreen Shimmy

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.

⑥ After blocking an invincible reversal

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

⑦ After blocking Drive Reversal

cr.MP PC > M Fuhajin

Alternatively:

cr.MP PC > H Fuhajin > H Tensenrin

⑧ Corner DI

DI wall splat > 6HP > cr.HP > H Fuhajin > H Tensenrin

↳ Corner ↳ High damage ↳ Continue into okizeme after H Tensenrin.

⑨ Midscreen DI counter

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

⑩ Countering DI with your back to the corner

DI PC > j.HP > st.MP > cr.MP > M Fuhajin

↳ Aim to switch sides. ↳ Forward dash > strike or throw

Back to top ↑
COMBO ROUTES02

Additional Practical Combos

1 Fuha stock

st.MP > cr.MP > Go Ohsatsu

↳ Spends Fuha stock ↳ Easy to extend for damage in the corner

OD Fuhajin

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

3 Fuha stocks

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

High-damage Punish Counter route

Raw Drive Rush > 6HP PC > cr.HP > H Fuhajin > H Tensenrin

↳ For situations such as a blocked invincible reversal

st.HK PC

st.HK PC > 6HP > cr.HP > H Fuhajin > H Tensenrin

↳ Whiff punish ↳ High damage

Back to top ↑
COMBO ROUTES03

SA

SA1

cr.MK > Cancel Drive Rush > st.MP > low variation > SA1

↳ Finish the round. ↳ Fuha stocks make damage extensions easier.

SA2 Feng Shui Engine

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.

SA3

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

Back to top ↑
SETPLAY04

Okizeme & Setplay

M Fuhajin ender

M Fuhajin ↳ Gain a Fuha stock.

forward dash

st.MP

cr.MP

throw

shimmy

Juri's most basic okizeme situation.

Go Ohsatsu ender

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 ender Midscreen

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.

Corner H Tensenrin ender

H Tensenrin > st.MP

↳ Important setplay strengthened in Year4 ↳ An offensive situation at approximately +5

From there:

throw

cr.MP

shimmy

overhead

Corner forward throw

forward throw > forward dash

strike

throw

shimmy

In the corner, vary throws and strikes to maintain pressure.

After SA1

SA1 > walk forward slightly > Raw Drive Rush

Drive Rush st.MP

cr.MK

throw

shimmy

After SA3

SA3 > forward dash

Walk forward slightly into a throw

strike

shimmy

Okizeme that replenishes Fuha stocks

When a knockdown leaves some distance

L Fuhajin

↳ Gain a Fuha stock.

Replenish stocks at a distance where the opponent cannot immediately reach you.

Back to top ↑
SETPLAY05

Corner Setplay

After H Tensenrin

H Tensenrin > st.MP

↳ +5 approximately

From there:

throw

cr.MP

st.MK

shimmy

A high-priority option in Year4.

After M Fuhajin

M Fuhajin > st.LKx2

↳ Possible frame kill

Afterward

throw

st.MP

overhead

Back to top ↑
ESSENTIAL ROUTES06

Options by Defensive Response

4F mash

st.MP meaty

cr.MP meaty

st.MP after H Tensenrin

Immediate throw tech

walk back > st.HP

backdash > st.HK

delayed throw tech

delayed st.MP

Walk back for a shimmy

jump

st.MP

cr.MP

Tensenrin

Backdash

cr.MK

cr.MP

6MP

Invincible OD reversals / Super Arts

forward dash > block

Raw Drive Rush > stop after st.LP

Delay your throw

Perfect Parry

Go straight for a throw

Walk-up throw

Vary the timing

Use Fuhajin while watching the opponent's response.

Back to top ↑
ESSENTIAL ROUTES07

Key Frame Numbers

+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.

Back to top ↑
ESSENTIAL ROUTES08

Training Order

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

Back to top ↑
ESSENTIAL ROUTES09

Year 4 Key Changes

st.MK

Damage of the second hit

300 > 700

This increases st.MK's value in combos and during Feng Shui Engine.

After H Tensenrin

Corner okizeme with a meaty st.MP has improved.

Setplay that creates approximately +5 is important.

Back to top ↑
ESSENTIAL ROUTES10

References

• 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

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ESSENTIAL ROUTES11

Important Notes

• 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.

Back to top ↑
ESSENTIAL ROUTES12

Version Scope

Street Fighter 6 Juri For Classic controls As of 2026-08-31

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.