
| “ | Nowhere to run! | „ | |
| ~ Juri Han |
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Juri Han is a character in the Street Fighter series who first appeared in Super Street Fighter IV. She is a ruthless taekwondo fighter from South Korea who enjoys causing pain and takes satisfaction in dominating her opponents.
| Juri Han | |||||||||||||||||||||||||
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| Bisexual
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| Origin | |||||||||||||||||||||||||
| Origin | Super Street Fighter IV | ||||||||||||||||||||||||
| Creator | Takashi Nishiyama, Hiroshi Matsumoto | ||||||||||||||||||||||||
| First Appearance | Super Street Fighter IV | ||||||||||||||||||||||||
| Voiced by | Japanese Eri Kitamura (Super Street Fighter IV, Street Fighter X Tekken, Super Street Fighter IV 2012 OVA, Project X Zone, Ultra Street Fighter IV, Street Fighter V, Teppen, Street Fighter 6) English Jessica Straus (Super Street Fighter IV, Street Fighter X Tekken, Super Street Fighter IV 2012 OVA, Ultra Street Fighter IV, Street Fighter V, Teppen, Street Fighter 6) | ||||||||||||||||||||||||
| Characteristics | |||||||||||||||||||||||||
| Species | Human | ||||||||||||||||||||||||
| Gender | Female | ||||||||||||||||||||||||
| Pronouns | She/Her | ||||||||||||||||||||||||
| Sexuality | Bisexual | ||||||||||||||||||||||||
| Age | 25 (Super Street Fighter IV) | ||||||||||||||||||||||||
| Birthday | January 1st | ||||||||||||||||||||||||
| Height | 165 cm | ||||||||||||||||||||||||
| Weight | 46 kg | ||||||||||||||||||||||||
| Ethnicity | Korean | ||||||||||||||||||||||||
| Status | Alive | ||||||||||||||||||||||||
| Alignment | Chaotic Neutral | ||||||||||||||||||||||||
| Archetype | Battle Junkie / Chaos Agent | ||||||||||||||||||||||||
| Occupation | Member of Sin (Formerly) | ||||||||||||||||||||||||
| Combat Style | Taekwondo | ||||||||||||||||||||||||
| Homeworld | Earth | ||||||||||||||||||||||||
| Relationships | |||||||||||||||||||||||||
| Affiliations | Cammy White, C. Viper, Rashid, Kolin, Laura | ||||||||||||||||||||||||
| Enemies | Chun-Li, Cammy White, M. Bison, Seth, Vega | ||||||||||||||||||||||||
| This dropdown contains the synopsis of Juri Han’s story. Read at your own risk as you may be spoiled otherwise! | ||||||||||||
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Pre-Street Fighter A decade later, in 1994, Juri underwent a procedure in an S.I.N. facility to have the Feng Shui Engine implanted into her damaged eye. The medical team commented on how unnervingly calm she was throughout the operation. For her first assignment, she executed several operatives in a public setting to test the device. Even though her targets were armed, they were quickly taken down as she ambushed them one at a time. Chun-Li was dispatched to stop the attacks and arrived just as Juri finished off the remaining gunmen from inside a building. The two fought, but the battle ended with Juri using the power of the Feng Shui Engine to overpower Chun-Li. Before she could strike the final blow, the device malfunctioned, forcing her to retreat to the lab. Once the Feng Shui Engine was repaired, Seth ordered her to capture M. Bison’s elite enforcers, the Dolls. Juri traveled to their base accompanied by S.I.N. personnel. She defeated every Doll present, including Juli and Juni, and began transporting the two unconscious fighters onto an S.I.N. aircraft. Cammy and Guile intercepted her, leading to a fierce confrontation. Juri ultimately triumphed and managed to incapacitate Guile before heading back to the plane. As it ascended, Cammy reached the open ramp to confront her again. During the struggle, Juri shoved the wheeled bed holding Juni into Cammy, knocking both of them off the ramp. They survived the fall thanks to the snow below. Juri continued her flight and returned to Seth, who praised her success. She eagerly anticipated the inevitable clash between S.I.N. and Shadaloo, thrilled by the chaos it promised. Super Street FIghter IV
During the Worldwide Fighting Tournament organized by Seth, Juri enters the event under his orders, viewing the competition as another chance to indulge in chaos and entertainment. Throughout the tournament, she encounters both Cammy and Chun-Li once more, though the outcomes of those clashes remain unspecified. Despite her participation, Juri continues to pursue her own hidden objectives behind the scenes. In her ending, she approaches Seth after he has been left severely weakened by Bison’s attack. She mocks him for being nothing more than a backup vessel for Bison, openly dismissing his ambitions. Before eliminating him, she reveals that her allegiance to S.I.N. was always conditional—she intended to manipulate both Seth and Bison into destroying one another, a plan she believes Seth was incapable of fulfilling. With no further use for him, Juri crushes his Tanden Engine beneath her heel and leaves him to die. Street Fighter V Seeking intel at the Shadaloo base, Juri encounters F.A.N.G., who is offended by her mockery of his status in the organization. Their fight ends when F.A.N.G’s poison forces her to withdraw. Realizing the scale of Shadaloo’s agenda, Juri calls Kolin to accept her offer and agrees to help dismantle the group. When Rashid and Azam meet Nash and Helen, Juri bursts into the room by kicking down the door. Spotting her new allies, she immediately challenges Rashid, who hesitates. She overwhelms him easily and threatens to kill him unless he fights seriously, prompting Azam to intervene. Helen stops the conflict and outlines the threat of the Black Moons and their mission to stop Shadaloo. Amused and intrigued, Juri agrees to join the operation. In Brazil, after Cammy attacks police officers to protect Decapre, Juri arrives on a motorcycle and crashes into an officer to break up the confrontation. She escorts Cammy and Decapre away, entertained by the chaos. Later, she watches as Cammy and a Psycho Power–influenced Decapre clash until Cammy subdues her. When Vega defeats Cammy soon after, Juri steps in, mockingly calling Vega a pervert and driving him off. She then transports Cammy to Russia as preparations begin for the final strike on Shadaloo. During the final assault, Juri and Decapre take on Shadaloo soldiers together. When Vega’s Dolls attack, Decapre protects Cammy from a strike, and the two join Juri to fend off their controlled sisters, who are being manipulated through Psycho Power by F.A.N.G. • At the end of Cammy’s story, Juri listens in as Cammy vows to free the Dolls, remarking that events are becoming more interesting. • In Guile’s story, she is spotted by Guile and Abel at an abandoned S.I.N. lab, taunting them before slipping away. • In Abigail’s story, she misinterprets his complaints about feeling “flat” as an insult toward her, threatening him before ultimately losing their fight. • In Seth’s story, she recovers the salvaged brain of the former S.I.N. leader and installs it into a new “Doll Unit Zero” model. Despite warnings, she activates the system immediately. Street Fighter 6 Juri: Occupational Burnout Juri reflects on her hatred for Bison and the downfall of Shadaloo, recalling the lengths she went to in pursuit of revenge and how far she was willing to go to achieve it. Yet, even after Bison’s apparent death and the collapse of his organization, she feels no satisfaction. Instead, she is left with frustration and anger—likely because she wasn’t the one who struck the final blow. This lack of fulfillment pushes her to search for answers. From Chun-Li’s point of view, it’s shown that she confronted Juri about her fixation on destructive behavior. Chun-Li, unable to understand why Juri still clings to violence now that Bison is gone, questions what she is really seeking. Juri counters by accusing Chun-Li of hypocrisy for retiring after her own mission was complete. Chun-Li replies that if revenge were all Juri cared about, she wouldn’t be continuing down such a destructive path, hinting that Juri is searching for something deeper. She urges Juri to take responsibility for the harm she’s caused and expresses a lingering hope for her, telling her, “In a way… you too are one of Bison’s victims.” Juri brushes off her concern, joking that Chun-Li will need to “lecture her harder” if she expects her to listen. Later, Juri sits alone on her motorcycle, replaying Chun-Li’s words in her mind. For the first time, Chun-Li’s empathy begins to reach her—recognizing her not just as a villain, but as someone shaped by tragedy. Unable to fully accept these feelings, Juri mutters to herself that she hates Chun-Li for managing to get under her skin. Street Fighter 6 Chun-Li: An Agent's Day Off Once the fight ends, Chun-Li thanks her for the concern and asks if that was Juri’s only reason for coming. Juri explains that she actually came with a warning. Her recent findings suggest that, despite everything that happened in Street Fighter V, something bigger is still on the horizon. When Chun-Li presses her for details, Juri implies she’ll only share more if Chun-Li forces it from her, hinting that their rivalry—now steadier and less hostile—is the one thing Juri still finds enjoyment in. Street Fighter 6 M. Bison: An Unquenchable Thirst Street Fighter 6 Mai: Where's Pao Pao Cafe? Street Figher 6 World Tour
In Street Fighter 6’s World Tour mode, Juri becomes one of the available masters after completing the side mission A Hardboiled Adventure in Old Nayshall and heading into the Old Nayshall Back Alley at night. Training under her lets you gradually learn the fundamentals of her style, and gaining her trust unlocks deeper conversations. Over time, she shares details about her past, her ties to C. Viper, her personal hunt against Shadaloo, her early life, and even the shifting dynamics of her relationship with Cammy. |
General Description: Juri Han is a slender martial artist with a kick-focused physique, featuring a more slender upper body contrasted with longer, thicker legs and large feet. Her height generally ranges around 5'5, though in Street Fighter V she is listed as 5'4. She has a toned build suited to her taekwondo fighting style.
Facial Features: Juri has black hair often styled into two horn-like shapes on top of her head, secured with pink ribbons, with bangs that change style depending on the costume. Her right eye is purple, while her left eye is covered by a patch or replaced by the Feng Shui Engine in most appearances. During her childhood, her hair was long and dark with neatly trimmed bangs and decorated with pink barrettes.
Clothing/Outfit:
Special Features: Juri’s left eye is replaced with the Feng Shui Engine, enhancing her abilities. Her hair horns are a signature feature and change style or loosen depending on the costume. Fingernails and toenails are consistently painted, often in bright or neon colors matching her outfits.
Alternate Forms/Disguises: Childhood Juri appears in a simpler pink dress with ribbon decorations and no Feng Shui Engine. Some alternate costumes in SF6 and V feature distinct thematic designs, such as pajamas or cyber-inspired attire.
Origin: Super Street Fighter IV
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Super Street Fighter IV
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
Gender: Female
Sexuality: Bisexual (Shown constantly to be flirting with Cammy and Chun-Li along with some of the male characters. In her original SF IV file, one of her likes listed is big boobs[2][3])
Pronouns: She/Her
Handedness: Right-Handed
Age: 25 in Street Fighter IV[4][5]
Birthday: January 1st[6]
Time Period
Timeline: Main Timeline
Homeworld: Earth
Residence: South Korea[10]
Story Role: Antagonist, Sadistic Enemy
Legacy: Global Legacy (Juri Han is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[11])
Influence: Event Influence
Religion: N/A
Classification: Purple Smoke of Deception[14], Beautiful Genius[15]
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Member of Sin (Formerly)
Combat Style: Taekwondo
Affiliations (Complicated): Cammy White, C. Viper, Rashid, Kolin, Laura
Enemies: Chun-Li, Cammy White (Formerly), M. Bison, Seth, Vega
Status: Alive
Alignment: Chaotic Neutral (Juri is someone that hates rules and is a sadistic thrillseeker that enjoys the strife and suffering of others, taking immense joy in obliterating her foes[18]. She has directly fought against authority figures such as Chun-Li, Cammy White, Guile, etcetera. Despite this she has shown moments of helping the good guys, such as helping and saving Cammy[19] two times where Vega was about to finish her[20]. Controls half of the criminal underworld within Metro City[21]. Has aided in stopping Shadaloo from using satellite lasers[22]. Took out an entire terrorist group without being noticed[23], though didn't care about harming hostages in the process[24])
Protection Level: Street Protector (If Juri is interested in a person, she will protect them from harm until she loses interest[25])
Threat Level: Street Threat (Juri is someone that hates rules and is a sadistic thrillseeker that enjoys the strife and suffering of others, taking immense joy in obliterating her foes[26])
Archetypal Tiering: Battle Junkie / Chaos Agent
Key: Street Fighter IV | Street Fighter V | Street Fighter VI
Key Information
Grade: A | A | A
Tier: 9-A | 9-A | 9-A
Cardinality: Finite
Dimensionality: 3-D
Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[31]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[32])
Attack Potency: Room level (Potency) (Blew up the inside of a building[33] and caused a jet plane to explode[34]. The Street Fighter cast can break[35] apart cars overtime with various hits[36]. They can also destroy metal barrels[37]. Along with destroy stone walls overtime[38]. Can fight and harm Sagat[39], who broke a large rock in half[40]. Can destroy barrels in a single hit[41], Can fight and harm Zangief[42], who overpowered a large bear[43]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[44], and broke three cinderblocks with one attack[45]. Should be comparable to Adon[46], who broke a chunk off a statue's head[47]. Should be comparable to characters like Birdie, who bent a large piece of metal[48]. Can destroy barrels in a single hit[49]) | Room level (Potency) (Superior to Chun-Li, who could casually bust open a large metal door along side Karin on the other side[50]. The cast is able to destroy barrels with a single hit[51]) | Room level (Potency) (As before, the Street Fighter cast can break apart cars overtime with multiple hits[52]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[53])
Durability: Room level | Room level | Room level
Striking Strength: Room Class (Potency) | Room Class (Potency) | Room Class (Potency)
Lifting Strength: Class 50 (Comparable to Hugo, who can lift a semi-truck[54]) | Class 50 | Class 50
Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[55]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[56]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[57]) | At least Superhuman | At least Superhuman
Attack Speed: Transonic | Transonic | Transonic
Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[58], even during the Alpha series[59]. Casually kicked a missile away[60]) | Transonic | Transonic
Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[61]. Can go through intense battles and long periods of training)
Range: Standard Melee, up to Tens of Meters with Chi Manipulation (Blew up the inside of a building[62] and caused a jet plane to explode[63])
Intelligence: Genius Intelligence (Juri was a perfect student at her Taekwondo dojang, both on paper and in the dojang, winning tournaments and being titled the "Beautiful Genius"[64])
At least Master level (Became the Champion of Taekwondo at the age of 15[65]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[66]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[67]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[68]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[69]. Fighters get stronger as they learn various and more powerful techniques[70]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[71])
At least Master level (Controls half of the criminal underworld within Metro City[72], and if she felt like it, she could take over the entire city[73])
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Press Directional Button away from opponent. Fighters can even block in mid-air.
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.



Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

To do some serious trash talking, press SELECT.
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
2P or 2K buttons
When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Juri springs forward, rotates her body, and drives a downward roundhouse kick toward her opponent.
Juri leaps ahead and stomps straight down onto her target, sending them crashing to the floor.
Juri strikes the opponent’s midsection with a back elbow; if it lands, she spins into a rising side kick to finish the sequence.
Juri jumps upward and thrusts her palm forward before dropping with a forceful airborne roundhouse to knock her foe down.
Juri lifts her leg high, then brings her heel down in a sharp overhead strike aimed directly at the opponent.
A sturdier attack that lets Juri absorb hits during its startup; if it connects, the opponent collapses into a crumpled state.
Juri plants her foot on the opponent’s head and drags them in, kicking them skyward before following with a jumping strike that sends them flying.
Juri forces her opponent face-down, then repeatedly stomps on their head and back.
Juri uses the back of her opponent’s neck as a springboard, jumping off and then driving her heel down onto the same spot before twisting her foot to intensify the pressure.
Juri pushes her opponent aside with the sole of her foot, switching places with them, then leaps in with a spinning roundhouse to the back of their head.
Catching an airborne opponent, Juri steps onto their shoulder to flip over them and drops an overhead axe kick as they fall.
(Street Fighter IV) Juri channels ki into her leg and swings it to produce a ground-traveling or airborne projectile.
While airborne, Juri dives foot-first toward her target; if she connects, she unleashes two follow-up kicks and ends with a final strike that sends them away.
Juri rotates into a horizontal wheel kick, forming a spinning arc of ki as she propels herself forward.
Taunting her foe, Juri invites an attack; getting struck triggers a teleport that places her behind, above, or away from the opponent depending on direction.
(Street Fighter V) Juri lifts her leg to store ki. She can then release it as a ground shot, a downward diving axe kick, or a series of rapid horizontal kicks.
A rising pinwheel attack in which Juri spins upward with multiple kicking strikes.
Juri flips forward with her legs extended and drives a charged kick into the ground while dropping into the splits.
Juri fires a spread of Fuhajin projectiles in several directions at once, overwhelming the opponent with rapid blasts.
Sliding forward, Juri catches her opponent and chains together multiple Fuhajin strikes.
Juri taps the power of the device in her left eye, enhancing her offensive capabilities with boosted speed and pressure. (Street Fighter IV)
(Street Fighter IV) Juri launches into a vertical series of spinning kicks, ending with an axe kick. She lands before the opponent using the Feng Shui Engine, strikes their back with a heavy kick, and finishes by slamming them head-first into the ground.
Juri flips backward into a twisting kick that unleashes a massive ki projectile as she completes the motion.
After guarding an attack, Juri retaliates with a spiraling flurry of spin kicks that end by knocking the foe away.
Juri slides past her opponent at low height and spins into a powerful roundhouse; charging the move increases its impact.
Juri sends out a slow-moving disc-shaped ki projectile created by sweeping her leg in an arc.
Juri removes her eyepatch and releases the Feng Shui Engine’s stored energy, dramatically boosting her offense.
Juri creates a swirling ki field with a low kick; opponents caught inside have their energy drained and transferred to her.
Standard Tactics: Juri as a sadist makes opponents squirm before her, toying with them.
Weaknesses
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[210]
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[211] and here[212]
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Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[219]?
A: Akuma's punch causes the island to start collapsing[220], and specifically causes an explosion of this size in comparisson to the island[221], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[222]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[223], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[224]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[225] and cause a jet plane to explode[226], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[227]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[228]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[229], his ending in Alpha 3 has him easily kill M. Bison[230]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[231], and ends up winning[232], and him calling the Raging Demon a pitifully weak move[233]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[234], while Groan only plays when he's fighting Gen or Evil Ryu[235], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[236]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?
A: While some statements[237] suggest it to be equal[238] in power to[239] Akuma, several[240] characters[241] note[242] that[243] it isn't[244], as strong[245] as the[246] real Akuma[247]. The real Akuma even considers SiRN Akuma a mockery[248]. C. Viper notes the simulation is only passable as a simulation[249].
Q: Isn't Menat's statement of fighters always fighting against their destiny[250] usable?
A: Menat still can't see the future well[251], having a hard time seeing fighter's futures like F.A.N.G.[252], and can't properly see into the future[253]. This is more due to her being a rookie then the fighters resistances.
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None.