Here are my full predictions for how Juri will turn out in SFV. These are mostly based on the assumption that Capcom will be moderately lazy and will not attempt to innovate too much or reinvent the character.
Iām posting this mostly because Iām bored at work, and Iām curious to see how close/far my predictions are to/from how she actually turns out. 
General Mechanics
Spoiler
⢠Juri will maintain a similar walk speed to what she has in SFIV, being somewhere on the slower side of things. Her dashes will be decent all around, but nothing terribly special. Her jump arc and animations will be the same or very similar.
⢠Juri will play as an all-around character with an emphasis on zoning and pokes during the beginning of fights, and an emphasis on aggression during her V-trigger. She will feature decent mobility by default, augmented by using her V-skill and specials for unique ways to move around the screen. Her health and stun will be on the low end, probably somewhere around 950.
Normals and Throws
Spoiler
⢠St.lp: Same animation as in SFIV, 4F startup, +2 on block, possibly combo on counter hit depending on what they do with st.lk. Special cancel able, probably combos into lk and mk pinwheel on hit.
⢠Cr.lp: Same animation, 3 or 4F startup, similar frame data to st.lp, perhaps less frame advantage on hit. Special cancel able.
⢠St.lk: This is a tossup between far and close animations, but I think it will end up being far.st.lk like Cammyās. May be able to combo on counter hit, but will probably just be a fast, safe 4F poke with good range. I donāt think this move will retain its special cancel property if it gets the far animation.
⢠Cr.lk: Same animation, special cancel able into lk and mk pinwheel. possibly combos into a fast medium normal on counter hit. Low pushback.
⢠St.mp: Could be close or far.st.mpās animation, but my money is on close mp. If this is the case, itāll be a short range, 4F normal with advantage on block and good hit advantage for combos into moves like st.hp, Cr.mp, and cr.mk.
If given the far st.mp animation, it will functionally be Juriās āst.mkā so her actual st.mk button can function as the close animation st.mk with modified frame data to make it a pressure tool.
⢠Cr.mp: Remains mostly unchanged. Same animation. Solid antiair hitbox, special cancelable into everything, V-cancelable. Lots of active frames, but does not combo into other normals on hit.
⢠St.mk: Most likely will get the far mk animation unless Capcom chooses to flip Juriās normals and make her standing kicks the close range pressure tools. Not special cancelable, safe on block, similar to Cammy st.mk. I think it may retain its 2-hit property up close, and the first hit will be V-cancelable into other moves like st.mp. Second hit is also V-cancelable but cannot combo afterwards.
⢠Cr.mk: Same animation, low profile to beat out standing pokes like st.mp and st.mk. Special cancelable into everything, V-cancelable but no combos after (maybe a 3f light if very close). Juriās main poking tool and go-to normal when comboing on hit. May do slightly less damage than Cr.mp to compensate for its superior range.
⢠St.hp: Will get close st.hp animation, will be a useful frame trap due to airborne frames. Juggle state, special cancelable into everything, but juggle state will limit the number of hits afterwards. V-cancelable into a number of moves to create reset situations with FSE turned on. No crush counter.
⢠Cr.hp: Same animation, solid anti-air but slightly slower than in SFIV. Will have crush counter properties. CC animation is a launch with lots of pushback but limited combo potential. Special cancelable, V-cancelable. Will be the go-to move for big combos like jump-ins and crush counters.
⢠St.hk: Could get either close or far animation. My prediction is that it will get the far hk animation, while close hk will become a command normal like Ryuās b.hk axe kick.
St.hk will receive crush counter properties and will be a slow but very high damage poke with a normal grounded-stun state on crush counter. Not special cancelable. Maybe V-cancelable.
⢠Cr.hk: Same animation, same general properties as most sweeps. Good range, unsafe on block, CC hard knockdown on counter hit, not special cancelable, not V-cancelable.
⢠Forward throw: Juri will keep the same forward throw as before, but the recovery frames on the hit animation will be slightly increased so that she will be unable to simply dash forward and land a free meaty.
With normal throws being neutral techable in SFV, Juri will generally want to use this time to stock fireballs rather than try to land meaties.
She will be able to apply meaty pressure more readily when the throw is landed in the corner where there wonāt be so much space between her and the opponent.
⢠Back throw: Juriās back throw will do more damage and stun than her forward throw, and leave her somewhat closer to the opponent. She will be able to easily pressure the opponent with meaties if they do not tech, but will again need to rely on fireballs for post-throw pressure once the opponent is teching.
Specials and Critical Art
Spoiler
Senpusha:
⢠Same QCB motion, basically the same general idea as in SFIV.
⢠Lk will have two hits, no knockdown on hit, +1/+2 on hit, will be pseudo safe on block (high pushback but -4/-5). Quick startup, so-so anti air. No other special properties.
⢠Mk and Hk will knockdown, generate Juri her Okizeme game, very unsafe on block. Solid damage, lots of forward movement and corner carry, not terribly fast on startup, no other special properties.
⢠EX Senpusha will have invincible frames starting on 2 or 3, thus making Juri another character who has no true wakeup reversal against meaties. High damage, retains āvacuumā effect on both hit and block, very unsafe on block. Juggles characters after moves like st.hp, just like in SFIV.
Fuhajin:
⢠Same inputs and negative edge release, not tied to V-skill in any way. lk will remain a low, mk will be middle height, and hk will be anti air just like before.
⢠Initial leg up will be safe but -2 on block. Startup frames and recovery frames will be increased over SFIV, making accurate releases more important than ever. Charging a fuhajin will not be V-cancelable but the releases will be.
⢠Lk and mk release on hit will allow a window for combos in the corner but increased hit pushback will prevent large combos at midscreen. Typical release combos will be st.mp, release, cr.mk/mp, hk.senpusha. Release on block will be -1/-2 to prevent long blockstrings. The increased pushback will also apply on block, making release an effective tool to push the opponent away.
⢠EX Fuhajins will function much like SFIV, generating a projectile without a charge. EX version gives a knockdown on hit, and gains better frame advantage on block.
Shikusen
⢠Same inputs, but with far more limited functionality than in SFIV. Much like Cammyās divekicks were stripped of some of their functionality, Juriās divekicks will be more situational, and generally harder to use.
⢠Range/angle will still be determined by the strength of the pressed kick button, but the minimum height for the kicks will be increased. Divekicks will only be usable from a forward jump. Juri will retain her 3-part string when additional kicks are pressed upon contact with the opponent.
⢠EX Divekick will still be faster than the others, but will be locked to the MK dive arc. On hit, the EX version will lead into a juggle finisher of some kind, such as Lk/EX Senpusha, just like it did in SFIV.
Kasatushi:
⢠Moved to v-skill or v-reversal; possibly replaced with another special move?
Critical Art
Juriās CA will most likely be one of three things:
⢠A retooling of her super from SFIV
⢠A retooling of her Ultra 2, Kaisen Dankairakyu
⢠A retooling of her super in SFxTekken
At this point, I think itās entirely possible for any of these three, but Iām most inclined to say that her CA will be based on the Super she had before.
V-system and Command Normals
Spoiler
V-trigger:
⢠Feng Shui Engine will be a 3-bar install style trigger, similar to Karinās in functionality. Juri will retain her usual FSE abilities from USF4, including a better forward dash, improved hit advantage on her overhead, and the ability to chain normals together in order of increasing strength, with one use of each attack per chain.
⢠We may see some additions while in FSE such as improved V-skill properties, as well as tweaks to the frame data of a few select normals.
V-skill:
⢠I strongly suspect this is where Kasatushi (taunt) will end up, but it is reasonable for her taunt to remain as a special or be simplified and turned into a V-reversal animation. If turned into her V-skill, Juriās taunt will have 2 or 3 directional modifiers, similar to Necaliās V-skill inputs.
⢠Depending on how generous Capcom is feeling, Juri will have access to a back+mp+mk, a forward version, and possibly a neutral and/or up version. I do not believe we will see her ācurvedā jumps a la EX taunt in SFIV. If the curved jump is available, it will be during her V-trigger, FSE.
V-reversal:
⢠Here I believe Juri will receive a new animation featuring some sort of kick or other legwork that will disrupt her opponentās string. Juri is generally known for having solid mobility, so a crossup reversal like Cammyās is a possibility here.
Forward+mk:
⢠Juriās signature overhead will return, but perhaps with a few tweaks to the frame data to make it more accurately reflect how Capcom sees overheads in SFVās systems. It will most likely be on the slower side of things, slightly unsafe on block (-3/-4), and positive on hit, but not enough to combo unless Iām FSE.
Back+hk:
⢠This is where I believe Juriās old close st.hk animation will live. Similar in function to Ryuās axe kick, this move will deal solid damage, be safe on block, be V-cancelable, and naturally be able to combo into a 4-frame normal on hit.
Iām so excited to get my old main back. Hopefully Cammy, Alex, and Guile can hold me over until then. Cheers!