INSERT OBLIGATORY & BORING CHARACTER IS STILL A WORK IN PROGRESS DISCLAIMER
FSE:
When you use s.HP or c.HP as part of a FSE chain, it sends the opponent into a juggle state. This is probably to prevent you from being able to combo into her jaguar kick, thus being able repeatedly loop your combo 5-6 times.
Chaining into s.HK after putting them into said juggle state will reset them.
FSE will allow you to cancel any normal into a special that you normally couldn’t i.e. s.MK, s.HK
FSE fireball is safe on block but you are negative (I really want to find out what her non-FSE fireballs are like!)
Pinwheel:
MK and HK DP can be stuffed by Ryu’s j.LK. I’m not sure if this move has any invincibility, and may just have a really large hitbox.
Ex dp seems to be invincible for the first few frames, but can be stuffed later as well.
You are throw invincible during MK and EX pinwheel
Blocked LK pinwheel is not safe.
Store/Release:
MK and HK Release are not safe on block
MK and HK Release will destroy fireballs
EX store (the rushkicks) is safe on block
V-Skill
Forgot to mention that you can dash cancel out of your V-Skill
Only the fully charged version will go through fireballs
CORRECTION: her v-skill only has 2 stages. Once Juri pulses then she has charged it to max.
Splitkick
EX splitkick will pop them up into a jugglable state, can follow up with HK pinwheel
Her split kick is her most reliable way of getting around horizontal fireballs
Splitkicks can be combo’d and replaces pinwheel for best corner carry
You seem to be mostly throw invincible during split kick
Normals
Her c.mk game has been nerfed. Not only in range but hitting with the very tip will mean you can no longer combo into HK pinwheel. You will have to do LK pinwheel which leaves them standing, or HK Release for the knockback
Normals that are susceptible to a 3f punish: c.MK, s.HP, c.HP, s.HK, c.HK
You are safe but negative on a blocked axe kick (probably -2). You can do blocked axe kick into EX DP shenanigans.
s.HK hops over lows, great for CC fishing.
s.MP > c.MP is a frametrap to 3f jabs and will combo on counter hit
Blocked jab will lead into tick throw or a shimmy with walk back c.MP
Blocked jab into s.MP or c.MP will frametrap 3f jabs.
You can be thrown out of the start up frames of f.MK, s.HK
CORRECTION: c.HP will cause a stagger CC on a standing opponent. It only pops them up if they were airborne to begin with.
Misc.
She needs more frame advantage after all her throws. They seem to be designed to cause a setup situation, but at the moment she doesn’t get enough plus advantage to make that happen.
EX Store does about 10 less damage than EX DP, but gives significantly more corner carry and frame advantage. I would recommend ending combos with EX Store if you are going to meter burn.
Basically every special move she does that causes a KD with the exception of EX DP will give you enough frame advantage to continue pressuring them with meaties on their wakeup, be it a quick rise or backroll.
Video of me doing random Juri combos:
https://youtu.be/HM8PW376jEg
Edit: Ooops, removed some claims earlier about additional aerial target combos/juggle properties. More than likely it’s the new FSE allowing you to chain air normals omega mode style.