STREET FIGHTER 6
MAX DATABASE
ジュリ
61 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; high active frame count makes it a useful meaty (up to +8/+1); SA2 cancel: +8/+1; DR cancel is delayed until after 3rd active frame
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes Strong combo/pressure starter and meaty tool, especially out of Drive Rush to minimize pushback; meaty timing can be up to +10/+5; SA2 cancel: +14/+9; special/DR cancel is delayed until after 2nd active frame
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes Forces stand on hit; good whiff punish tool with long range; large hurtbox makes it weak as an anti-air; SA2 cancel: +18/+14
Standing Light Kick
5LK5L
Notes Good range for a light normal, but can't combo into 214MK; SA2 cancel: +5/0; special cancel is delayed until after 2nd active frame
Standing Medium Kick
5MK5M
Cancel Sp SA (1st)
Notes 8f startup for 2nd hit only; 1st hit can combo from 5LP and has enough hitstun to combo to 214HK for a launch and Fuha stock; great poke in neutral (1st hit can interrupt opponent's button while 2nd hit extends for long range); very effective when used out of Drive Rush; SA2 cancel: +19/+7 (1st hit)
Standing Heavy Kick
5HK5H
Cancel -
Notes Not airborne despite the animation; Counter-Hit/Punish Counter puts airborne opponents into limited juggle state; Punish Counter also puts grounded opponents into limited juggle state with a follow-up juggle; long range and safe on block makes it great in neutral; better frame advantage when well spaced (very difficult to connect with the final active frame); extends a hurtbox 1f before active that is vulnerable to projectiles
Crouching Light Punch
2LP2L
Notes Chains into 5LP/2LP/2LK; SA2 cancel: +7/+2; DR cancel is delayed until after 2nd active frame
Crouching Medium Punch
2MP2M
Notes 1f extra recovery on whiff and extends a wider hurtbox until the end of recovery; good combo tool and useful when buffered in neutral; good anti-air for horizontal approaches (hitbox is above her extended fist); SA2 cancel: +15/+8
Crouching Heavy Punch
2HP2H
Notes Forces stand on hit; great anti-air but cannot hit cross-up (upward leg hurtbox is anti-air invincible on frames 8-15); Punish Counter puts airborne opponents into spinning free juggle state; all active frames are cancelable; powerful combo starter after a canceled Drive Rush hitconfirm; SA2 cancel: +22/+8
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK; becomes fully cancelable during Feng Shui Engine
Crouching Medium Kick
2MK2M
Notes Excellent range for a cancelable low poke in neutral; SA2 cancel: +15/+8; Range: 1.517 (1st frame: 1.446); DR cancel is delayed until after active frames; has an extended hurtbox on whiff until the end of recovery
Slash Kick
2HK2H
Notes Becomes fully cancelable during Feng Shui Engine (even when not chained into)
Death Crest 1
5MP~4HP5MP~4H
Cancel TC
Notes Safe Target Combo starter that leaves ample time to confirm the final hit; leaves a 2f blockstring gap after 5MP
Death Crest 2
5MP~4HP~HP5MP~4HP~H
Cancel SA (hit)
Notes (refers to scaled damage); not airborne despite the animation; always a true blockstring from 4HP; puts opponent into limited juggle state; cannot cancel into Super on block
Korenzan
4HK4H
Notes Both hits are cancelable; 1st hit forces stand and puts airborne opponents into limited juggle state; 2nd hit causes OTG bounce vs. airborne opponents; 19f startup for 2nd hit only; carries counter-hit/Punish Counter advantage through both hits; SA2 cancel: +12/+6 (1st hit), +16/+8 (2nd hit)
Kyosesho
6MP6M
Notes Continues juggle state when comboed into (e.g. after 214KK free juggle launch); SA2 cancel: +16/+9
Renko Kicks
6HP6H
Notes 3f extra recovery on whiff; both hits are cancelable; 23f startup for 2nd hit only; 1st hit has more hitstun and blockstun for cancels; both hits put airborne opponent into limited juggle state; carries counter-hit/Punish Counter advantage through both hits; extended whiff hurtbox lasts until the end of recovery; SA2 cancel: +18/+8 (1st hit), +17/+11 (2nd hit)
Senkai Kick
6MK6M
Notes Not airborne despite the animation; 2 extra recovery frames on whiff
Jumping Light Punch
j.LPj.L
Notes During FSE forward jump, can cancel into divekick
Jumping Medium Punch
j.MPj.M
Cancel Sp
Notes Puts airborne opponents into limited juggle state; cancelable into divekick; instant j.MP > j.214KK is a useful option against corner throw loops (much less punishable than a blocked reversal); can only be used as a fuzzy instant overhead if the opponent is in Burnout and blocks a deep j.HK
Jumping Light Kick
j.LKj.L
Notes Cross-up; can be used as a fuzzy instant overhead (vs. Blanka, will not work after perfect safe jump j.HK timing); during FSE forward jump, can cancel into divekick
Jumping Medium Kick
j.MKj.M
Notes Cross-up; during FSE forward jump, can cancel into divekick; lower body projectile invuln 6-20f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
7HK or 9HK7HK or 9H
Notes During FSE forward jump, can cancel into divekick; lower body projectile invuln 10-13f and kicking leg 10-19f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Go Ohsatsu
236HK236H
Cancel SA3
Notes Puts airborne opponents into limited juggle state (only high airborne connect launches high enough for follow-up juggle besides SA3 cancel); good juggle ender for damage when canceling to SA3
Saihasho
236LK236L
Notes 1-hit projectile hitbox (can lose to projectile-invuln moves); very short range
Ankensatsu
236MK236M
Notes 8-27f low crush; KD vs. airborne opponents; hitbox gradually expands forward during active frames (easier to space more safely); active frames 2-4 cause a knockdown; proximity guard box appears on frame 5 to make it harder for the opponent to walk out of range
Tensenrin
623HP623H
Notes Only 1 hit connects vs. crouch block (4f worse oB, less chip damage); strong combo ender and anti-air but cannot hit cross-up; slightly more horizontal range than 623MP
623LP623L
Notes Both hits are SA3 cancelable; not airborne; fairly consistent combo ender; 2nd hit has a combo-only hitbox for juggle consistency
623MP623M
Notes Strong anti-air but cannot hit cross-up; slightly less horizontal range than 623HP
623PP
Notes Juri's primary reversal option; final attack comes out on hit only; cannot hit cross-up
Fuhajin
214HK214H
Notes Gains 1 Fuha stock on hit/block/whiff on frame 25; 1-hit projectile clash hitbox on frames 23-28; launches opponent high into a limited juggle state; takes large step forward (but only combos naturally from 5HP, 2HP, and first hit of 5MK and 6HP); 2f extra recovery on block; 8f hitstop when clashing with projectile
Go Ohsatsu (1 Stock)
Notes Costs 1 Fuha stock; both hits are Super cancelable; can press LK or MK to cancel into other 236K specials for 1 Fuha stock; puts opponent into limited juggle state (only airborne hit launches high enough for follow-up juggle besides SA3 cancel); good for damage when comboing into SA3
236LK (1 Stock)
Notes 1-hit projectile; costs 1 Fuha stock; can press MK or HK to cancel into other 236K specials for 1 Fuha stock (within the first 3 active frames)
236MK (1 Stock)
Notes Costs 1 Fuha stock; 8-27f low crush; puts airborne opponents into a limited juggle OTG bounce state (useful for SA3 cancel); can press LK or HK to cancel into other 236K specials for 1 Fuha stock; hitbox gradually expands forward during active frames (easier to space more safely)
214KK
Cancel SA2 SA3
Notes Gains 1 Fuha stock on hit/block/whiff on frame 12; 2-hit OD projectile clash hitbox on frames 10-17; launches opponent high into a free juggle state (limited juggle when 214KK is juggled into); takes small step forward (consistent like the MK version while comboing naturally from light normals); SA2 cancel: KD+49/-8; 8f hitstop when clashing with projectile
214LK214L
Notes Gains 1 Fuha stock on hit/block/whiff on frame 10; 1-hit projectile clash hitbox on frames 8-13; puts opponent into limited juggle state (only combos into SA3); does not move forward during startup; 2f extra recovery on whiff; 8f hitstop when clashing with projectile
214MK214M
Notes Gains 1 Fuha stock on hit/block/whiff on frame 13; 1-hit projectile clash hitbox on frames 11-16; puts opponent into limited juggle state (only combos into SA3); takes small step forward, making it more consistent in combos (but does not combo naturally from 5LK); 8f hitstop when clashing with projectile
236LKMK236LKM
Notes 2-hit OD projectile; only the 2nd hit knocks down; can press MK or HK to cancel into other OD 236K specials for 1 Fuha stock and 1 Drive bar; SA2 cancel: KD+57/+17
236MKHK236MKH
Notes All 3 hits are Super cancelable; first hit keeps opponent grounded, 2nd and 3rd hits put opponent into limited juggle state; can press LK or MK to cancel any hit into other OD 236K specials for 1 Fuha stock and 1 Drive bar; SA2 cancel: +17/+17 (1st hit), KD+54/+15 (2nd hit), KD+52/+4 (3rd hit); 3rd hit cannot juggle into held SA2 dash attack
Shiren-sen
j.214K~K
Notes Comes out on hit only; can delay the input to get better KD Advantage; no follow-up after juggle state; Juri is in a crouching state during landing recovery; total recovery time before landing varies by juggle height
OD Shiku-sen
j.214KK
Notes During forward jump only; can input follow-up on hit only; puts opponent into limited juggle state
Sakkai Fuhazan
236236K
Notes Projectile hitbox; active frames and KD Adv. are highly variable based on screen position; Full Dmg distribution: 200x4,300,700
Feng Shui Engine
214214P
Notes Lasts 600 frames (10 seconds); timer stops counting down during attack hit/block freeze; allows Juri to chain into normals of equal or ascending strength (cannot chain back into the same attack); chains change the properties of certain moves (6MK and Heavy normals become knockdowns); 5HK/2LK/2HK/6MK become cancelable
Kaisen Dankai Raku
214214K
Notes Cinematic time regenerates ~2 Drive bars for Juri