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Juri Han

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Street Fighter/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
Bisexual

Nowhere to run!
~ Juri Han

Hmm... You look like you're in good shape.
~ Juri Han
Juri... That power... That eye... She's no ordinary fighter. She is an untamed animal who seeks to destroy and consume all that enters her sight.[...] She has altered her own body in her insatiable quest for power. She respects no law. No morality. She does whatever it takes to achieve her goals and quench her limitless thirst.

Well then, where do you want me to break you first?
~ Juri Han

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

Background

This dropdown contains the synopsis of Juri Han’s story. Read at your own risk as you may be spoiled otherwise!

Pre-Street Fighter
In 1984, Juri Han was a fifteen-year-old Tae Kwon Do prodigy, regularly defeating older male fighters and earning the nickname "Beautiful Genius" from her parents. She carried herself with confidence, proud of her skill and devoted to her family. Her father worked as a lawyer focused on dismantling major criminal groups, earning national respect for his relentless pursuit of justice. When he began targeting Shadaloo, the organization retaliated by abducting Juri and her family. During the incident, both of her parents were killed and her left eye was severely damaged. Afterward, her father’s former colleagues and the same boys she used to defeat in tournaments began to mock and bully her. Over time, she fought back, and her violent, sadistic impulses started to emerge.

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

I just wanted to pit you two idiots together while I took over.
~ Juri to Seth referring to her plan to trick M. Bison and Seth

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
Following the collapse of S.I.N., Juri confronts Bison once more in an effort to avenge her family. Despite her aggression, Bison quickly overtakes her, assaulting her with Psycho Power before tearing out her Feng Shui Engine and leaving her gravely injured. After surviving the encounter, Juri stumbles into an abandoned S.I.N. lab where she discovers an alternate device, the Feng Shui Engine Alpha. She then crosses paths with Kolin—initially disguised as Helen—who extends an invitation for Juri to join her. Their meeting is interrupted by Balrog, who is searching the facility for surviving S.I.N. operatives. Eager to test her new eye, Juri battles Balrog until Ed calls him back to base. Later, she meets C. Viper, who explains that the only reason Juri remains free is because she isn’t considered a primary threat, and warns her of Shadaloo’s intentions.

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
This sadistic thrillseeker takes pleasure in chaos and suffering, finding excitement in overwhelming her opponents. With her revenge against M. Bison no longer driving her forward, she spends her days drifting in a brooding, aimless state.

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
After tracking down new information, Juri goes looking for Chun-Li. Even though she’d heard Chun-Li had stepped away from active duty, Juri didn’t believe she’d ignore anything important, so she sought her out anyway. Chun-Li is wary at first—especially since Juri chooses to “say hello” by challenging her to fight. The match, however, briefly lifts Juri’s spirits, reassuring her that Chun-Li hasn’t lost her edge.

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
Juri is shocked when she encounters a revived, amnesiac Bison in the Ruined Lab. Even without his memories, he attacks her in an effort to understand the meaning behind the name “Bison.” She ends up losing the fight, and when he seizes her by the throat, Juri promises that she’ll force him to remember who he really is—and eventually be the one to end him. He then slams her to the ground, leaving her frustrated and unable to defend herself. Calling her a “squawking crow,” Bison orders her to keep fighting, driven by his own growing desire for power.

Street Fighter 6 Mai: Where's Pao Pao Cafe?
Juri crosses paths with Mai, who politely asks if she knows the way to Pao Pao Cafe. Juri brushes her off without a second thought, telling her to go bother someone else—and adds an insult by calling her “Butterface.” Mai, angered by the comment, immediately decides Juri needs to be taught a lesson. Juri fires back that no one is interested in her preschool-level lectures, escalating the tension between them.

Street Figher 6 World Tour

Weren't you babbling on about 'finding strength'? Maybe you've found enough to earn a kick or two from me.
~ Juri to the Custom Player

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.

Appearance

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:

  • Street Fighter IV (Primary Costume): Purple dudou supported by eight straps forming a spider pattern on her back, off-white baggy sweatpants, purple tights, long fingerless gloves, and taekwondo foot wraps. Fingernails and toenails are bright pink.
  • Street Fighter V (Primary Costume): Purple and pink collared catsuit with a spider-shaped pattern on the back, black high-neck sleeveless top underneath, black fingerless gloves with pink designs, and a black eye patch with a magenta pattern.
  • Street Fighter V (Alternate Costume 1): Blue-green winter jacket, pink and white pants, black knee-high boots and matching gloves. No eye patch.
  • Street Fighter V (Alternate Costume 2): White dudou, black pants with pink and white outlines, black taekwondo ankle wraps.
  • Street Fighter 6 (Primary Costume): Sleeveless, cropped white top with pink trim and green zipper, black body tapes forming a spider pattern, black baggy pants with pink and neon teal trim and large crotch cutout, white tights underneath, black fingerless gloves and ankle cuffs with pink padding, four bracelets with neon teal spikes on wrists and ankles, spiked choker, extra-long black belt with pink trim and Taiji motif, fingernails and toenails painted neon teal, carries a pink smartphone with horns.
  • Street Fighter 6 (Alternate Costume 1): SFV catsuit with black inner top removed.
  • Street Fighter 6 (Alternate Costume 2): Light pink, fluffy one-piece pajamas with roomy sleeves and pant legs, hood and openings accented in deeper pink, hip pockets, hood with two hair holes, yellow drawstrings with pom-poms, long zipper with spider web slider, spider emblem on back with yin-yang abdomen, worn barefoot and partially unzipped to reveal black bra and panties.
  • Childhood Outfit: Pink dress with large petal-like sleeves and purple ribbon choker.
  • Street Fighter 6 (Alternate Costume 3): Cropped halter top with purple web motif and aespa logo, white and purple combat pants with segmented padding, logo patches, and black web accents, protective gloves with teal panels, matching knee guards, heavy black boots with purple and teal soles, teal-tinted headphones, horn-like ponytail secured by metallic batwing hairpin.

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.

Personality

  • Temperament: Juri is sadistic, hot-tempered, and ruthless, driven primarily by the thrill of combat and the desire to dominate her opponents.
  • Motivations: She seeks excitement in battle and pursues vengeance when provoked, focusing on personal gratification rather than moral or ideological goals.
  • Combat Philosophy: Juri fights strategically, using entrapment and manipulation in combat similar to a spider immobilizing its prey. She avoids lethal intent and generally does not target children or innocents. Though if they are in the way of a target she's going after, she will go through them.
  • Social Behavior: She is provocative, flirtatious, and cunning, often manipulating others to achieve her objectives. She can be hypocritical, mocking others’ flaws while concealing her own pain and trauma.
  • Relationships: Juri forms complicated connections with other fighters, occasionally aiding those she has insulted or opposed, and displays selective interest in both male and female fighters.
  • Personal Traits: She displays brooding and depressive tendencies beneath her cruel exterior, masking vulnerability with aggression and manipulation. She is also against cruelty to animals.

Goals

  • Killing M. Bison for killing her family (Failed twice, currently ongoing).

General Information

Name: Juri Han[1]

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

  • Japanese Voice Actor: 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 Voice Actor: 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)

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

Language: Korean[12]

Ethnicity: Korean[13]

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

Height: 165 cm[16]

Weight: 46 kg[17]

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])

Potential

Archetypal Tiering: Battle Junkie / Chaos Agent

Codex Statistics

Key: Street Fighter IV | Street Fighter V | Street Fighter VI

Key Information

  • Street Fighter IV: This key covers any events within the Street Fighter IV series.
  • Street Fighter V: This key covers any events within the Street Fighter V series.
  • Street Fighter VI: This key covers any events within Street Fighter VI.

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])

Knowledge:


Powers and Techniques






Equipment

Feng Shui Engine

  • Description: The Feng Shui Engine (風水エンジン Fuusui Enjin?) is a miniaturized version of the Tanden Engine, reduced to the size of a human eye. Implanted into Juri Han’s damaged left eye socket by S.I.N., it acts as a fully functional replacement that dramatically boosts her combat abilities through the release of powerful ki.
  • Function: Developed by S.I.N., the device enhances Juri’s physical capabilities to an extraordinary degree. It allows her to execute techniques with amplified speed, power, and precision, and its activation enables her to chain attacks far beyond normal limits.
  • Capabilities: The full range of the engine’s potential is unknown, but it has shown clear increases to Juri’s strength, agility, and reaction time. In media outside gameplay, the Engine has allowed her to overwhelm multiple elite fighters simultaneously, though early versions suffered from strict time limitations before refinement by S.I.N. scientists.
  • Upgrades and Variants: During the events of Street Fighter V, M. Bison removes the Engine from Juri. She later acquires a replacement from an abandoned S.I.N. facility, referred to as the Feng Shui Engine Type Alpha. Its performance appears more limited than the original model.

Notable Techniques

Super Combo Level Gauge

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.

Alpha Counter

←↙↓ + 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.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

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.

Recovery/Escape

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.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

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.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

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.

Block/Air Block

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.

Alpha Counter

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.

Defensive Fall

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.

Throwing/Gripping

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.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

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.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

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.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

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

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

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).

Defensive Fall

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.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ 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.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

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

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

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.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

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.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

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.

EX Special Move

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.

Normal Moves

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.

Special Moves

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.

Block

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.

Dash

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.

Stun Recovery

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.

Throws and Throw Escapes

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.

Recovery

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.

Personal Action

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.

Focus Attack

Performing

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.

Hyper Armor

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.

Levels

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
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

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.

Super Combo

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.

Super Cancel

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.

EX Special Moves

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.

EX Focus

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.

Ultra Combo

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.

Normal Attacks

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.

Special Moves

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.

EX Special moves

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.

Guarding

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.

V-Skill

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

V-Trigger

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.

V-Reversal

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.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

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

V-Shift Break

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.

Throws and Throw Escapes

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.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[199]

Walking

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.

Dashing

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.

Jumping

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[200]

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.

Blocking[201]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[202]

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.

Throw Escape

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.

Special Moves[203]

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[204]

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.

The Drive Gauge[205]

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.

Drive Impact

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.

Drive Parry

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.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.

Unique Attacks

Senkaikyaku

Juri springs forward, rotates her body, and drives a downward roundhouse kick toward her opponent.

Tojushu

Juri leaps ahead and stomps straight down onto her target, sending them crashing to the floor.

Kyoretsushu

Juri strikes the opponent’s midsection with a back elbow; if it lands, she spins into a rising side kick to finish the sequence.

Enkushu

Juri jumps upward and thrusts her palm forward before dropping with a forceful airborne roundhouse to knock her foe down.

Korenzan

Juri lifts her leg high, then brings her heel down in a sharp overhead strike aimed directly at the opponent.

Focus Attack

A sturdier attack that lets Juri absorb hits during its startup; if it connects, the opponent collapses into a crumpled state.

Throws

Karen Geri

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.

Assatsu Geri

Juri forces her opponent face-down, then repeatedly stomps on their head and back.

Chisenkyaku

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.

Kaeikyaku

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.

Zankasen

Catching an airborne opponent, Juri steps onto their shoulder to flip over them and drops an overhead axe kick as they fall.

Special Attacks

Fuhajin

(Street Fighter IV) Juri channels ki into her leg and swings it to produce a ground-traveling or airborne projectile.

Shikusen

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.

Senpusha

Juri rotates into a horizontal wheel kick, forming a spinning arc of ki as she propels herself forward.

Kasatushi

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.

Fuharenkyaku

(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.

Tensenrin

A rising pinwheel attack in which Juri spins upward with multiple kicking strikes.

Ryodansatsu

Juri flips forward with her legs extended and drives a charged kick into the ground while dropping into the splits.

Super Attacks

Fuharenjin

Juri fires a spread of Fuhajin projectiles in several directions at once, overwhelming the opponent with rapid blasts.

Rochumo

Sliding forward, Juri catches her opponent and chains together multiple Fuhajin strikes.

Feng Shui Engine

Juri taps the power of the device in her left eye, enhancing her offensive capabilities with boosted speed and pressure. (Street Fighter IV)

Kaisen Dankairaku

(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.

Sakkai Fuhazan

Juri flips backward into a twisting kick that unleashes a massive ki projectile as she completes the motion.

V-Techniques

Kaisenrenkyaku

After guarding an attack, Juri retaliates with a spiraling flurry of spin kicks that end by knocking the foe away.

Kasatsushu

Juri slides past her opponent at low height and spins into a powerful roundhouse; charging the move increases its impact.

Fuha Enzan

Juri sends out a slow-moving disc-shaped ki projectile created by sweeping her leg in an arc.

Feng Shui Engine Alpha

Juri removes her eyepatch and releases the Feng Shui Engine’s stored energy, dramatically boosting her offense.

Feng Shui Engine Beta

Juri creates a swirling ki field with a low kick; opponents caught inside have their energy drained and transferred to her.


Other

Standard Tactics: Juri as a sadist makes opponents squirm before her, toying with them.

Weaknesses

Note

  • Although Juri notes she's lying about things she's saying to you during World Tour, it is just a double dose of gaslighting as what she claims are lies are confirmed true by outside sources. Such as talking about the death of her parents, being confirmed by Takanaka and it lining up with her wanting revenge on M. Bison for killing her parents. Along with this, her and C. Viper ruling organizations matching her ruling half the criminal empire in the city.

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[210]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[211] and here[212]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Trivia

Codex Statistics Questions

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.

Battle Records

12 - 5 - 0


  • Seth - Fight[255]
    • Conditions: None.
    • Location: Crumbling Laboratory


  • Balrog - Fight[256]
    • Conditions: None.
    • Location: China
    • Note: The fight was ended early by Ed telling him he had a call from the base.
  • F.A.N.G. - Fight[257]
    • Conditions: None.
    • Location: China
    • Note: The fight was ended early by Ed telling him he had a call from the base.
  • Rashid - Fight[258]
    • Conditions: None.
    • Location: Russia
    • Note: Rashid was not fighting her seriously.
  • Vega - Fight[259]
    • Conditions: None.
    • Location: Spain
  • Vega - Fight[260]
    • Conditions: None.
    • Location: Shadaloo Base

None.

References

  1. Street Fighter 6 Juri Story
  2. Super Street Fighter IV Juri Han profile
  3. Original Image
  4. Super Street Fighter IV Juri Han profile
  5. Original Image
  6. Ultra Street Fighter IV Website Juri Han
  7. Street Fighter Memorial Archives Beyond the World
  8. Final Fight Arcade Intro
  9. Street Fighter Memorial Archives Beyond the World
  10. Ultra Street Fighter IV Website Juri Han
  11. Street Fighter VI Online Manual
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  14. Street Fighter V Website Character Juri Han
  15. Street Fighter VI World Tour Juri Dialogue
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  17. Ultra Street Fighter IV Website Juri Han
  18. Street Fighter 6 Website Character Juri
  19. Street Fighter V A Shadow Falls
  20. Street Fighter V A Shadow Falls
  21. Street Fighter VI World Tour Juri Han Dialogue
  22. Street Fighter VI World Tour Juri Han Dialogue
  23. Super Street Fighter IV Juri OVA
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  25. Street Fighter V A Shadow Falls
  26. Street Fighter 6 Website Character Juri
  27. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  28. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
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  30. Street Fighter VI Trainng Tutorial
  31. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
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  40. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
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  43. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  44. Street Fighter 1987
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  48. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
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  50. Street Fighter V Movie
  51. Street Fighter V: Arcade Edition
  52. Street Fighter III 3rd Strike: Fight for the Future Car Minigame
  53. Street Fighter VI Online Manual
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  55. Street Fighter Alpha Super Combos
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  78. Street Fighter VI Karate Minigame
  79. Street Fighter VI Karate Minigame
  80. Street Fighter VI Karate Minigame
  81. Street Fighter VI Scrap Heap Minigame
  82. Street Fighter VI Scrap Heap 2 Minigame
  83. Street Fighter 6 All Jump Animations
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  99. Street Fighter IV Game Manual Page 12
  100. Street Fighter 6 Perfect Parry
  101. Street Fighter Alpha Game Manual page 4
  102. Street Fighter III 3rd Strike Game Manual Page 15
  103. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
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  105. Street Fighter Alpha Game Manual page 7
  106. Street Fighter Alpha 3 Game Manual Page 12
  107. Street Fighter Alpha 3 Game Manual Page 12
  108. Street Fighter VI Training Tutorial
  109. Street Fighter VI Training Tutorial
  110. Street Fighter V F.A.N.G. Gameplay
  111. Street Fighter V F.A.N.G. Gameplay
  112. Street Fighter 6 World Tour Kimberly Cutscenes
  113. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  114. Street Fighter 6 World Tour Akuma Mastery
  115. Street Fighter IV Game Manual Page 12
  116. Street Fighter Alpha Super Combos
  117. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  118. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  119. Street Fighter IV Game Manual Page 16
  120. Street Fighter 6 World Tour Lily Hawk Cutscenes
  121. Street Fighter 6 World Tour Lily Hawk Cutscenes
  122. Street Fighter VI Training Tutorial
  123. Street Fighter V Movie: A Shadow Falls
  124. Street Fighter Alpha 3 Game Over/Bad Ending
  125. Street Fighter V Karin Story
  126. Street Fighter V Karin Story
  127. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  128. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  129. Super Street Fighter IV - Juri OVA
  130. Super Street Fighter IV - Juri OVA
  131. Super Street Fighter IV - Juri OVA
  132. Super Street Fighter IV - Juri OVA
  133. Street Fighter IV Game Manual Page 15
  134. Street Fighter IV Game Manual Page 16
  135. Ultra Street Fighter IV Ryu Move List
  136. Street Fighter IV Game Manual Page 15
  137. Ultra Street Fighter IV Ryu Move List
  138. Street Fighter IV Game Manual Pages 15-16
  139. Street Fighter IV Game Manual Page 16
  140. Street Fighter IV Game Manual Page 16
  141. Sakura Ganbaru!, Volume 1, Chapter 1
  142. Street Fighter V Official Online Manual
  143. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  144. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  145. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  146. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  147. Street Fighter V Menat Story Ending
  148. Winter Street, U.S.A. | Street Fighter III: New Generation
  149. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  150. Frosty Boulevard | Street Fighter V
  151. Holly Jolly Beatdown | Street Fighter V
  152. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  153. Volcanic Rim | Street Fighter IV
  154. Street Fighter III: 2nd Impact Akuma Move List
  155. Street Fighter V Kolin's Crtical Art
  156. Street Fighter Blanka Electricity
  157. Ultra Street Fighter IV C. Viper vs Dan
  158. Street Fighter V: A Shadow Falls
  159. Street Fighter V: A Shadow Falls
  160. Street Fighter V: A Shadow Falls
  161. Street Fighter V Movie: A Shadow Falls
  162. Street Fighter V Movie: A Shadow Falls
  163. Street Fighter V F.A.N.G. Gameplay
  164. Street Fighter V F.A.N.G. Gameplay
  165. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  166. Street Fighter V Necalli Story Mode
  167. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  168. Street Fighter VI Akuma Moveset
  169. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  170. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  171. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  172. Street Fighter V Menat Story Ending
  173. Street Fighter VI Juri Story
  174. Street Fighter V A Shadow Falls
  175. Street Fighter V A Shadow Falls
  176. Street Fighter VI World Tour Juri Han Dialogue
  177. Street Fighter VI World Tour Juri Han Dialogue
  178. Super Street Fighter IV Juri OVA
  179. Street Fighter VI World Tour Juri Dialogue
  180. Super Street Fighter IV Juri OVA
  181. Street Fighter V Website Character Juri Han
  182. Street Fighter VI World Tour Juri Han Dialogue
  183. Street Fighter IV Juri Han vs M. Bison
  184. Street Fighter V Juri Move List
  185. Street Fighter V Juri Move List
  186. Street Fighter V Juri Move List
  187. Street Fighter VI World Tour Juri Han Dialogue
  188. Super Street Fighter IV Juri OVA
  189. Super Street Fighter IV Juri OVA
  190. Super Street Fighter IV Juri OVA
  191. Ultra Street Fighter IV Juri Moveset
  192. Street Fighter V Juri Move List
  193. Street Fighter VI World Tour Juri Han Dialogue
  194. Super Street Fighter IV Juri OVA
  195. Super Street Fighter IV Juri OVA
  196. Super Street Fighter IV Juri OVA
  197. Street Fighter VI World Tour Juri Han Dialogue
  198. Super Street Fighter IV Juri OVA
  199. Street Fighter VI Training Tutorial
  200. Street Fighter VI Training Tutorial
  201. Street Fighter VI Training Tutorial
  202. Street Fighter VI Training Tutorial
  203. Street Fighter VI Training Tutorial
  204. Street Fighter VI Training Tutorial
  205. Street Fighter VI Training Tutorial
  206. Street Fighter Alpha Game Manual page 4
  207. Street Fighter IV Game Manual Page 15
  208. Street Fighter IV Game Manual Page 16
  209. Street Fighter 6 Online Manual
  210. Street Fighter III Third Strike Game Manual Page 18
  211. Street Fighter IV Game Manual Page 12
  212. Street Fighter VI Online Manual
  213. Ultra Street Fighter IV Website Juri Han
  214. Super Street Fighter IV Juri Han profile
  215. Original Image
  216. Street Fighter 6 Website Character Juri
  217. Ultra Street Fighter IV Website Juri Han
  218. Street Fighter VI Juri Han Dialogue
  219. Street Fighter Alpha 2 Ryu Arcade Ending
  220. Street Fighter Alpha 2 Ryu Arcade Ending
  221. Street Fighter Alpha 2 Ryu Arcade Ending
  222. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  223. Street Fighter IV Aftermath
  224. Street Fighter 4 - Intro: Chun Li
  225. Super Street Fighter 4 Juri OVA
  226. Super Street Fighter 4 Juri OVA
  227. Street Fighter V - E. Honda Arcade Mode Ending
  228. Final Fight Revenge Haggar Super Attack
  229. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  230. Street Fighter Alpha 3 Akuma Ending
  231. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  232. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  233. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  234. Street Fighter Alpha 3 OST Feel the Cool
  235. Street Fighter Alpha 3 OST Groan
  236. Street Fighter Alpha 3 Game Over
  237. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  238. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  239. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  240. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  241. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  242. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  243. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  244. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  245. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  246. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  247. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  248. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  249. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  250. Street Fighter V Menat vs. Alex Menat Winquote
  251. Street Fighter V Menat Arcade SFV Menat Ending
  252. Street Fighter V Menat vs F.A.N.G. Menat Winquote
  253. Street Fighter V Menat vs. Ed Menat Winquote
  254. Ultra Street Fighter IV Juri Arcade
  255. Ultra Street Fighter IV Juri Arcade
  256. Street Fighter V Juri Story Mode
  257. Street Fighter V Juri Story Mode
  258. Street Fighter V A Shadow Falls
  259. Street Fighter V A Shadow Falls
  260. Street Fighter V A Shadow Falls
  261. Street Fighter VI Juri Han Story
  262. Street Fighter VI Juri Han Story
  263. Street Fighter VI Juri Han Story
  264. Street Fighter VI Juri Han Story
  265. Street Fighter VI Juri Han Story
  266. Ultra Street Fighter IV M. Bison Ending
  267. Street Fighter V SFIV M. Bison Arcade Ending
  268. Street Fighter V Juri Story Mode
  269. Street Fighter 6 M. Bison
  270. Street Fighter 6 Chun-Li Story
  271. Street Fighter 6 Mai Story