The Julia Chang Thread

Shinkuu KikokenShinkuu Kikoken I AM GROOT!Joined: Posts: 40
Made a similar thread over at Capcom Unity, so I thought I would make one right here as well. I will update it with new info. Plus she's my favorite Tekken character.
777966ab7f7691cd53e5e00de2b2570c.jpg?v=135000
About Her
  • Series: Tekken
  • Debut Game: Tekken 3
  • Country of Origin: USA
  • Fighting Style: Kung Fu (Xing Yi-based)
Street Fighter X Tekken Website Description

Nature-loving Beauty

As a young child, Julia discovered the ruins of an ancient civilization. Now, this nature-loving woman fights for what she believes in with Chinese Kempo. A beautiful, intelligent woman, Julia always approaches every situation with careful judgment.

Her moveset:
sfxtekkenjulia.png
Her launcher is Tetsuzanko (Shoulder Move).
Her 2 throws are Death Valley Bomb and Calf Branding.
Properties:
  • Backdash seems good.
Video Archives:



(the 1:00 mark)

Other:
Super Art/Cross Art
My PSN: Astz123
«13456711

Comments

  • BrennanBrennan IT'S NOT A TUNA! Joined: Posts: 1,011
    Julia lacks any kind of dive kick lol - so she isn't a Yun/Yang copipasta. She "lunged" that way since her debut.

    Any words if she retains her Mad Axes, by the way?
    ❤~~❤
    TTT2: Alisa/ Ganryu - A.Ogre/Unknown | KoF XIII: Ash - Mature - Vice AH3: Eko
  • melflomilmelflomil Above Average Fighter Joined: Posts: 2,813
    Nah her dp is different. Also Julia is gonna be a heavy hitter.
    SF5 = Laura
    UMvC3= X-23, Chris Redfield & Dante
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  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Julia lacks any kind of dive kick lol - so she isn't a Yun/Yang copipasta. She "lunged" that way since her debut.

    Any words if she retains her Mad Axes, by the way?
    Maybe I should fix the first post then, since she did exist long before Yun and Yang. Not sure about her Mad Axes.
    My PSN: Astz123
  • Jaguar131Jaguar131 Joined: Posts: 1,239
    Good stuff - I was waiting for someone to make this thread :P
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  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Good stuff - I was waiting for someone to make this thread :P
    Thanks. I still need to see if anyone knows what the inputs of her moves are. All I could guess is that her Lashing Arrow might be QCF + Punch.
    My PSN: Astz123
  • BrennanBrennan IT'S NOT A TUNA! Joined: Posts: 1,011
    Julia's Shoryuken is indeed the one that Yang also does have lolz - the EX Version also have some kind of invencibility, since it interrupted one of Hugo's moves (here's the video).

    At the same video, we can see that:
    • Her backdash is godlike
    • She's no Yun - Lunge Punch is unsafe as shit.
    • She did really had a tough time against Hugo. Maybe the player was bad or something, but that's something you guys have to worry about.
    ❤~~❤
    TTT2: Alisa/ Ganryu - A.Ogre/Unknown | KoF XIII: Ash - Mature - Vice AH3: Eko
  • José GlóriaJosé Glória Joined: Posts: 31
    The shoulder move is Tetsuzanko, and it's her launcher done by hp+hk.

    She has her Evasive Spin which dodges projectiles, but I'm not sure of the frame window, nor the command.

    She has 2 throws, Death Valley Bomb and Calf Branding both done by lp+lk.

    She has Tequila Sunrise Double Elbow to Tetsuzanko as her super. Not sure of the command though.
  • melflomilmelflomil Above Average Fighter Joined: Posts: 2,813
    One of her command normal's is a launcher that won't tag her out
    SF5 = Laura
    UMvC3= X-23, Chris Redfield & Dante
    PSN= melflomil
  • JuliafanAMJuliafanAM Joined: Posts: 23
    My main in Tekken! She looks alright so far, though I wish Capcom would include her elbow moves (wr+1 and ff1) as a safe approach.
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    The shoulder move is Tetsuzanko, and it's her launcher done by hp+hk.

    She has her Evasive Spin which dodges projectiles, but I'm not sure of the frame window, nor the command.

    She has 2 throws, Death Valley Bomb and Calf Branding both done by lp+lk.

    She has Tequila Sunrise Double Elbow to Tetsuzanko as her super. Not sure of the command though.
    Thanks for that. I'll add those to my Capcom Unity thread.
    • Her backdash is godlike
    • She's no Yun - Lunge Punch is unsafe as shit.
    • She did really had a tough time against Hugo. Maybe the player was bad or something, but that's something you guys have to worry about.
    Thanks for the info too. I bet once AE ver. 2012 hits, Yun will get a similar treatment I bet.
    One of her command normal's is a launcher that won't tag her out
    Didn't know. Thanks.
    My PSN: Astz123
  • JuliafanAMJuliafanAM Joined: Posts: 23


    First time I've seen her lunge actually look useful (though the opponent might just not have been a very good at blocking). Her movement here also looks pretty good in general.
  • GenistarGenistar Master Drayden Joined: Posts: 4,874
    Here is come more gameplay of her. It's not the best but it is something.



    USF4:Mains Rose/Poison/Akuma
    Street fighter V Akuma/Mika/Kolin



  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Thanks for the videos guys. I'll update the thread with a video section.
    My PSN: Astz123
  • melflomilmelflomil Above Average Fighter Joined: Posts: 2,813
    combo starting @ 1:02 julia hit a grounded opponent O_O....Also can someone tell me how to do spoilers so i can hide the video please
    SF5 = Laura
    UMvC3= X-23, Chris Redfield & Dante
    PSN= melflomil
  • EDwinEDwin Joined: Posts: 224
    combo starting @ 1:02 julia hit a grounded opponent O_O....Also can someone tell me how to do spoilers so i can hide the video please

    you type spoiler/spoiler with [ ] [ ]around the words spoiler
    "SHAKE IT, BAKE IT, BOOTY QUAKE IT, ROOOOLLLLLL IT AROUND"
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    combo starting @ 1:02 julia hit a grounded opponent O_O....Also can someone tell me how to do spoilers so i can hide the video please
    Nice! Updating right now.
    My PSN: Astz123
  • exsoldier2006exsoldier2006 BaconStripes!! Joined: Posts: 293
    My main Juila >.< can't wait. She got some good combos I can work with and along with Cammy lol.
    "Prince Vegeta ruler of all Saiyans!!"
  • GenistarGenistar Master Drayden Joined: Posts: 4,874
    Here are julia's specials some of them have odd notations.
    sfxtekkenjulia.png
    USF4:Mains Rose/Poison/Akuma
    Street fighter V Akuma/Mika/Kolin



  • melflomilmelflomil Above Average Fighter Joined: Posts: 2,813
    She has a ton of moves
    SF5 = Laura
    UMvC3= X-23, Chris Redfield & Dante
    PSN= melflomil
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Here are julia's specials some of them have odd notations.
    sfxtekkenjulia.png
    Good find.:tup:
    My PSN: Astz123
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 35,754 mod
    That notation on Wind Roll is for the follow up strings you can do out of the initial move.
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  • InkghostInkghost Joined: Posts: 13
    I tried Julia at PAX today I found her to be pretty fun.

    Her swift step makes her dash towards her opponent but no attack, acts more like a fake to lashing arrow and swift step explosion, also can be used to close the gap. Lashing arrow is her lunge punch, unsafe on block and swift step explosion causes her to pause before reaching her opponent and then punching. Lunge punch can be used to end combos not too sure about the use of swift step explosion.

    I was a bit confused between rising kick and wind roll since they have the same command. Wind roll as someone said earlier avoids projectiles however the window is a bit tighter than expected (almost like the same window as Rose's reflect) I got hit out of it several times before I understood the timing. The follow ups to the wind roll are extremely slow though but hit hard. Im not really sure what their properties are but everytime it came out people did not seem to block it or it may have caught them by surprise. Will test out more tomorrow.

    She has an uppercut kick, it has very little horizontal range but decent vertical range. When I cross rushed with her it would miss unless opponent was in the corner.

    She also has some sort of carry move or command grab that is halfcircle backwards with punch, think ibuki's grab in that it could be blocked but can be comboed into.

    One thing I liked about her was her normals. Her hard standing punch comes out fast and has good range and also keeps her somewhat at a safe distance. She steps forward and hits the opponent then steps back, hard to explain but looks like Rufus' fragrance palm (forward hard punch). Her hard standing kick also has good range. Both can be used to confirm into Cross Rush which I often did because of the range and speed of both moves. Her crouching hard kick sweeps twice and moves her slightly forward, can be compared to guile's or t.hawks. Also one of the things I was happy to find is that she can cross up with jumping medium kick. It was pretty effective. Ill try to find the OTG tomorrow cause I didnt realize that she had that until I read the forum.

    As for the command launcher, its either down or down diagonal hard punch, was able to launch opponent and lunge punch although I'm pretty sure it has better uses than that. Only found out about it at the end of the day, I was trying to figure out how to use the launcher and how to connect into it because it seemed if it is hit alone it doesnt launch the opponent and needs to be comboed into. Ill try to get more time playing her tomorrow.
  • mysticspheremysticsphere Lover of Cakes Joined: Posts: 746
    Thank you for this. Julia sounds exciting to play!
  • JuliafanAMJuliafanAM Joined: Posts: 23
    Yeah, thanks for the info Inkghost. Just have a question, what her follow ups out of wind roll? I know what they are in Tekken, she does either a low sweep or mid kick into her shoulder ram (ignoring the other non-command list mix-up shenanigans she can do out of it), but for all I know Capcom could've altered them. Just curious, since I haven't seen many players use her wind roll at all.
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Nice on Inkghost. That was very informative. :tup:
    My PSN: Astz123
  • InkghostInkghost Joined: Posts: 13
    Yeah, thanks for the info Inkghost. Just have a question, what her follow ups out of wind roll? I know what they are in Tekken, she does either a low sweep or mid kick into her shoulder ram (ignoring the other non-command list mix-up shenanigans she can do out of it), but for all I know Capcom could've altered them. Just curious, since I haven't seen many players use her wind roll at all.

    Oh yeah I forgot to talk about that, I know it says in the command list, but when you windroll and punch and press punch again they are linked and the opponent is knocked down after the second hit. I found that using windroll to standing kick was a bit slow. When you windroll and press down and kick she hits low but before she hits low she kinda pauses, it also applies to the other followups but i found the kick followups seemed longer to come out. The moves that come after windroll come out extremely slow so that even if you avoid the fireball the opponent might have enough time to recover and hit you back before the punch or kick out of windroll comes out. Most of the time when I did the standing kick version it was too slow to connect and I got hit out of it or they dashed backward, the punch version seemed to hit more effectively although maybe they just werent blocking it, I'll check tomorrow if it is a shoulder ram.

    Now that I look at the command list I didn't realize the windroll to low kick was followed by both low punch and medium punch cause the entire time I was playing I kept on pressing one punch but nothing followed. The command list on the machines were kinda small and the area was kinda dark so I presumed it was just any punchhehe. Thats the one thing I was a bit frustrated with her because I didnt really find the uses for windroll outside avoiding and punishing projectiles but since its so slow Im not too sure in what other situations you would use it at the moment. Also the command list confused me since rising kick and windroll have the same notations, so I didnt see anything that relatively looked like a rising kick (I played Julia in TTT but didnt know the name of her moves so maybe its not rising kick in the literal sense and something else?) and mostly windroll came out unless rising kick is the mid kick. I figured that rising kick was the name of her shoryuken since it has the word rising but its named tiger strike.That is one of the things I'm intent on trying tomorrow is how to use her windroll properly along with her command launcher.
  • JuliafanAMJuliafanAM Joined: Posts: 23
    That sounds...disappointing, lol. Wind-roll is one my favorite moves of hers in Tekken, since its so versatile and good for pressure, but maybe it'll still have its uses.

    As for her rising kick, I don't remember her having a move like that either. I gotta agree with you that they probably mean her shoryuken.
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    I think this is probably what the rising kick looks like, when playing traditional Tekken:
    panty_shots_ftw_4_by_burningkikoken-d32pe1s.png
    Looking at the SF X TK footage again, the animations kind of look the same.
    My PSN: Astz123
  • InkghostInkghost Joined: Posts: 13
    Ok, in the last day of PAX I found her extremely fun to play as and I found out a lot more things about her and Tekken characters in general and Im actually really excited to write up about her. I know its probably going to be prominent in future videos and commentary about the game but the Tekken characters appear to have a lot more command normals/target combos then the Street Fighter characters.

    @JuliafanAM
    I tested out her windroll more and it has pretty useful properties. For one the punch follow up hits overhead and as you said it is followed by a shoulder bash. I think this is what is going to make her a tricky character because she can windroll and do nothing, grab or hit overhead or low. But the one thing I found weird about the low option is that its followup (which is also a shoulder bash) doesnt seem to combo after the kick so maybe their strict timing or it the move has a property I didnt test out.

    I wasn't able to find out her picking up the floor move like in the video although I did find her command launcher. Her command launcher is back diagonal medium punch followed by the same back diagonal medium punch (maybe just medium punch? unsure) or :db::mp:, :db::mp:. I found it hard to connect from light punch or light kick but it can be comboed from coming down into the air (I usually used her cross up medium kick followed by the launcher). The launcher then can possibly be continue with a lunge punch, a switch cancel, or a cross rush (although you have a be closer in spacing). With the switch cancel you can bring the other character in a do and combo or another cross rush and bring Julia back in again. As for launching and cross rushing with Julia, I used her hard standing punch since it moves her forward and was still able to catch the opponent to hit into cross rush.

    Her EX swift step,lunge, and explosion have armor, I'm not sure how many hits but she was able to take absorb one hit and still continue moving forward so possibly used to punish fireballs. Ex with LM punch just do the step (moves forward and does nothing). I'm not sure if I got it switched but its either EX with MH punch that does EX lunge or LH that does EX swift step (i think its probably EX with MH punch that does EX lunge since the moves act like Street Fighter).

    Her command grab is indeed half circle back and any strength of punch/:hcb::p: and also it can be charged to unleash a special (which is why I'm not sure why in the command list its listed that her tiger strike is listed as the special unless I'm misunderstanding the meaning of the S beside the move in the command list)

    Also her shoryuken kick looks like it may be an imagining of the rising kick, for some reason I dont really trust the command list commands at the moment since some of the Tekken characters commands seemed like they were notated wrong (for example Nina's command list seemed like the notations were wrong unless I just suck hehe) although I'm just guessing here. I found out more about her shoryuken, at first I thought it wasn't very good since it had really short horizontal and vertical range which I thought applied to all the strengths of the move since I was only using the hard version of it. Actually the light version travels the highest while the strong version travels the lowest although all are at a very high angle and their horizontal distance is less then a shoryuken.

    One of the funnest things I found out about her was her rekkas/target combo, Im not really sure what to call them but basically they are moves that can be followed up with comboed into other moves. This was the find I found most exciting since it opened up her game a lot more. This combo is back diagonal and medium kick followed by either just medium punch or forward medium punch (I'm not too sure if its just the medium punch alone or whether you have to press forward) followed by another forward medium punch (this one sure needs to be forward medium punch).

    Or to be clear it looks like :db::mk:, :f::mp:, :f::mp:/:f::mk:,

    It is a three hit combo and the last punch can be exchanged with kick which is the kick from windroll (the one that hits mid). The combo can't be mashed and feels like the timing is similar to Tekken, more rhythmic in a sense because there is a slight wait before you can execute the 3rd medium punch, or followup kick. I tried mashing it but it didnt come out. The combo can be followed up with a shoryuken as well. Actually the most interesting aspect about this is that the third hit stuns the opponent leaving you enough time to switch cancel and do a combo with the other character. The punch version makes them reel back while the kick version twists them around both stunning for similar periods of time but I'm sure they have different uses (It seemed like the punch version pushed the opponent further while the kick version although kept you closer to the opponent had slightly less stun time) Also if you hit someone out of the air the combo can still catch them on the ground and instead of stunning them, launches them into the air allowing you to switch cancel from this move too. So one of the combos I did with her was

    :atk::mk:, land, :db::mk:, :f::mp:, :f::mp:, switch cancel, then cross rush with other character, and followup with shoryuken kick/LMH. I was also able to do cross rush which would bring Julia in, do the command/target combo, switch cancel and end the combo with the other character. A lot of combo options were opened with I found out about this move as well as command launcher. Now that I look at it, it takes two meters so I'm pretty sure in the future there will be more damaging combos with less meter. It did around 1/5 ish damage or a bit more but not 1/4. I wasnt able to experiment as much as I wanted to with this move since it was the last day of PAX. I did find another target combo with her but I didnt know how to end it, it was something like diagonal down medium punch into medium kick, not entirely sure of the notations on this one.

    Anyways I am really liking her so far although I realize there are a lot more things possible with her than I imagined especially looking back at the E3 Character Reveal Trailer. Starts at 0:42

    http://www.youtube.com/watch?v=h_fSM3HTN3E.

    I think one of the things that perplexes me in this trailer is that her shoulder bash does a really high launcher although I wasn't able to pull or see any moves like that since most of the follow up shoulder bashes knockdown. Also it is the move that causes the other character to come in as well so I was wondering how it was done without causing the other character to come in. The video as tricked me since around 0:48 after Bob ends his combo, he seems to continue it however it looks like 2 pieces of video spliced. It confused me since I realized they wouldnt have enough meter to pull of what appears to be one entire combo unless meter builds that fast in the game.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 35,754 mod
    I think this is probably what the rising kick looks like, when playing traditional Tekken:
    http://www.deviantart.com/download/185942368/panty_shots_ftw_4_by_burningkikoken-d32pe1s.png
    Looking at the SF X TK footage again, the animations kind of look the same.
    Mmm... panty shot.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    If there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.
    -PersiaXO
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Mmm... panty shot.
    I see what you did there. Then again I posted that screenshot.

    @inkghost
    once again great info.
    Edit: Decided to add what inkghost provided in the OP. It's under "other."
    My PSN: Astz123
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Not much activity going on here, is there?
    I did this meme yesterday:
    julia_chang_saw_that_by_burningkikoken-d48woun.png
    Had I done this sooner, I would have used this as a response to your last post.
    My PSN: Astz123
  • JuliafanAMJuliafanAM Joined: Posts: 23
    Thanks for the info again, inkghost! I'm trying to connect :db::mk:, :f::mp:, :f::mp:/:f::mk:, to Tekken but I'm drawing a blank. Maybe her stampede charge/mountain crusher string? I'll have to see it in action. Lots of good info, but its a shame that there's not a lot of videos where you can see all this info applied.
  • InkghostInkghost Joined: Posts: 13
    Hey JuliafanAM I was able to find the move in this video

    http://www.youtube.com/watch?v=JJnaIfO3Gl0

    Its at 2:03 - 2:09 both the kick and punch followups

    At 2:49 thats what her :db::mp:, :db::mp: or launcher combo looks like.
  • JuliafanAMJuliafanAM Joined: Posts: 23
    Ah, I was right. It was her stampede charge/mountain crusher. Cool.

    And her launcher...its mostly useless in Tekken (besides the odd BT wake-up), but this is SF, so its probably got different properties/application. I'm also wondering if you recognized the diagonal down medium punch target combo you mentioned (might be her gut punch string, 1:48-1:58).

    Again, thanks Inkghost. lol, I don't know how you're not annoyed (or maybe you are, sorry!) with all the questions yet.
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Her Super Art and Cross Art
    http://www.youtube.com/watch?v=AWp_DT6S4Vc
    My PSN: Astz123
  • melflomilmelflomil Above Average Fighter Joined: Posts: 2,813
    On the TGS stream when she does that dash command and hits a button it causes crumple. I think it's from her wind roll
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  • InkghostInkghost Joined: Posts: 13
    Ah, I was right. It was her stampede charge/mountain crusher. Cool.

    And her launcher...its mostly useless in Tekken (besides the odd BT wake-up), but this is SF, so its probably got different properties/application. I'm also wondering if you recognized the diagonal down medium punch target combo you mentioned (might be her gut punch string, 1:48-1:58).

    Again, thanks Inkghost. lol, I don't know how you're not annoyed (or maybe you are, sorry!) with all the questions yet.

    Sorry for the late reply, just moving back into college and stuff, oh no worries with the questions although I'm not really sure if I would be able to answer all of them hehe. Regarding the medium punch target combo in my previous post that what I thought it looked like although yours may be kinda close. Its been some time but its basically a really fast quick punch that has little range connected to a launcher.

    Also if you looked in on the videos released in TGS youll see the command grab I was talking about, I believe it was after a lunge punch which I did not know was possible with the command grab, I guess it does have similar properties to Ibuki's.
  • KidNT0KidNT0 Joined: Posts: 17
    A hot heavy hitter who seems like a mixture of Yun and Yang, but I'll still use her.
  • k4polok4polo Your Lethal Assassin Joined: Posts: 4,629
    JayCee Alternate Costume. Do it Capcom.
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  • KidNT0KidNT0 Joined: Posts: 17
    ^ I would love her even more if they did
  • RayartzRayartz Hosenka Reversal Yo! Joined: Posts: 1,790
    Good stuff in this thread!
    been watching some pax footage and noticed how cool Julia looked so I'll be keeping an eye on this her from now on :D
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  • KidNT0KidNT0 Joined: Posts: 17
    Good stuff in this thread!
    been watching some pax footage and noticed how cool Julia looked so I'll be keeping an eye on this her from now on :D

    I feel that Julia is gonna be underestimated, and its gonna result in her owning the opponent
  • RayartzRayartz Hosenka Reversal Yo! Joined: Posts: 1,790
    She's really a character that I don't even hear a lot of Tekken players talk about
    and I'm instantly drawn to those sorts of characters, lol.
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  • KidNT0KidNT0 Joined: Posts: 17
    I don't see why, she's really good in my eyes, beautiful too. She's a heavy hitter and intelligent. A perfect babe, and that's why I'll main her. Plus people are too busy using Bob.
  • Shinkuu KikokenShinkuu Kikoken I AM GROOT! Joined: Posts: 40
    Not much activity going on here, is there? :eek:
    My PSN: Astz123
  • Viciou$Viciou$ I'm not finished yet! Joined: Posts: 232
    I don't see why, she's really good in my eyes, beautiful too. She's a heavy hitter and intelligent. A perfect babe, and that's why I'll main her. Plus people are too busy using Bob.
    and Lars. There are some top Julias out there tho like Bronson Tran and Devil Jim. Hopefully my T6 secondary is as fun in sfxt as she is in tekken.
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  • Mikee_ShowbizMikee_Showbiz Joined: Posts: 370
    Played around with Julia for about 10 hours, here's what I can tell you so far (I don't know the names of the moves and this will be a kinda messy post, so apologies in advance for that):

    Normals

    I don't think Julia's normals are particularly great. She's got HP, which is similar to Rufus' towards + HK in that Julia takes a step forward to hit, then a step back. It's got huge range but in a real match, it's a little slow for anything besides situational poking. It seems to cause a weird stagger when it catches a crouching opponent on counterhit - maybe something can be made of that in the corner, but I didn't have time to see. It can't be cancelled. She does a different version of HP up close which can, however.

    Crouching MK is her only viable ranged low hit. Cancellable but feels like negative frames on hit. Bit slow as well.

    Crouching MP has no real range.

    Crouching HK is a double sweep. A lot of Julia's stuff can be stopped with neutral jump, so this isn't a great option for her, as it takes so long to come out.

    Towards + MK, towards + MP, towards + MP is a great target combo for her. Can be cancelled at any point, can't be ducked, gives you years to hit confirm, pushes them towards the corner, etc.

    Jumping HK is a great jump-in, hit box goes waaaay down below her.

    Jumping MK is a great cross-up too (reminds me of Blaze's jumping attack in Streets of Rage). It crosses up in the corner but you have to hit fairly deep. That seems to apply for all corner cross-ups though, not just Julia's.

    Dash Punch (qcf + P)

    She's got three versions - empty dash (LP), dash punch (MP) and delayed dash punch (HP).
    The EX versions are empty dash (LP + MP), dash punch (LP + HP) and delayed dash punch (MP + HP).

    MP dash punch is good for a quick punish if you're not close enough to do anything else. Delayed dash punch crumples the opponent. You can either combo them straight away or wait until they're about to collapse and reset them with cr.LK or whatever, similar to SFIV after Focus Crumple. I was going a fairly ghetto mix-up of HP Dash Punch > delay (for opponent to fall following crumple) > cr.LK (reset) xx HK Windroll (crosses under) > cr.LK xx Elbow Throw from the other side. As it turns out, that's not safe because they recover from the reset before you do from the Wind Roll, but I'm sure there will be more stuff people can do. Mixing up between delayed dash punch and empty dash punch > throw might be the only way you can tempt players into pressing buttons once they're used to Julia's dash punch options.

    The EX versions all have armor that absorbs one hit but they seem to be on start-up - I tried using the EX versions to pass through fireballs and she kept getting hit out of it. The only time it would work was leaving the EX version quite late, in which case whoever is throwing the projectile usually recovered. You could also use it as a ghetto wake up move but the nature of the game means people will likely be pressing more than one button on your wake-up if they're applying pressure (to fish for light, medium, heavy, heavy combo) and that will shred through the armour before any move comes up. MP Dash Punch isn't safe on block either, so that's a risky EX wake-up option.

    Rising Kick (SRK + K)

    SRK + LK/MK - Travels furthest horizontally (didn't notice any real difference between the two versions)
    SRK + HK - Travels furthest vertically
    EX SRK - Same as HK but with more invincibility
    Has noticeable start-up - has to be used earlier than you think to be valid anti-air

    Didn't mess around with these too much but what I do know is 1) the HK version has no invincibility (it trades at best) and 2) EX SRK wasn't beaten once, so that definitely has invincibility. The LK/MK version, when blocked by a crouching character, floats over them as she recovers.

    Wind Roll (hcf + K)

    Strength affects how far Wind Roll travels
    Wind Roll passes through projectiles, very easy to time
    Wind Roll -> Down + K -> LP = Low hit out of Wind Roll, second hit is should barge (note: It HAS to be LP, none of the other strengths did anything. Could be a bug.)
    Wind Roll -> Punch -> Punch = First is overhead, second hit is overhead. Strength of punch used seems irrelevant.
    Wind Roll -> Kick -> Punch = Roundhouse kick, second hit is barge. Fastest move out of Wind Roll, can't be crouched. Seem of move used seems irrelevant.
    Empty Wind Roll builds meter (good way of closing distance after knockdown is to two LK Wind Rolls)
    Empty Wind Rolls travels through grounded opponents, couldn't find any ambiguous set-ups though

    This was what was getting me wins with Julia, because no-one knew about the overhead. Obviously, this will soon be known and then players will have to mix-up between the low hit and overhead. On block, the pushback for the shoulder barge makes Julia safe to most conventional punishes, though I'm sure some reversal supers will catch her (there's still notable recovery). The overhead string doesn't push back as far, so isn't quite as safe.

    Another problem is if the first Wind Roll attack is blocked, Julia can be hit before going into the second - I got caught by SPD, reversal shoto SRK and also light, medium, heavy, heavy after the first Wind Roll attack was blocked. So you'll have to hit check with Julia and be ready to block after the first hit, this protects her from reversal shoto SRK at the very least (not sure about SPD or light, medium, heavy, heavy chains).

    I was going into Wind Roll from Julia's towards + MK, towards + MP, towards + MP target combo but there's a gap between the final towards + MP and the Wind Roll move where she can be reversaled. I don't remember stand HK being a great move and far HP can't be cancelled, so I'm not sure if Julia can get the extra hit stun to make Wind Roll entries safe. Which is why players will have to be creative with how they go into Wind Roll.

    Elbow Strike Throw (qcb + P)

    Hit throw, can be blocked (think Ibuki)
    All versions seem to do the same
    Still goes into full hit throw animation when you hit aerial opponent
    EX version launches at the end, may need tag to follow up

    Hit throw that can be punished by most cr.MK's on block. Does great damage but also leaves Julia right next to them, great position for her next mix-up. Couldn't find a way to follow up EX version on my own but if you want to burn two bars, you can tag in your partner who has ages to follow-up with whatever (in my case - Ryu can do cr.MP, cr.MP xx HP SRK)

    Combos

    Jump in HK, towards + MK, towards + MP, towards + MP xx Wind Roll HK -> HK -> HP
    Don't think the strength of the final two buttons matters, I was just pressing them out of habit. This is her best BnB I've found so far. Also takes them quite far, so likely to put them in the corner

    Jump in HK, towards + MK, towards + MP, towards + MP xx Elbow Strike throw
    Slightly weaker than the above but it leaves Julia in a better position to follow-up

    Towards + MK, towards + MP, towards + MP xx Elbow Strike throw
    Brain dead day 1 follow-up for when Julia is tagged in following light, medium, heavy, heavy chain. Good damage, great position on their wake-up after.

    (With Ryu) Jump in HK, towards + MK, towards + MP, towards + MP xx EX Elbow Strike throw xx Tag xx (Ryu) cr.MP, cr.MP xx HP SRK
    Monster damage for two bars and you have forever to hit confirm it at the start.

    OVERALL

    Julia is a very easy character to pick up but one thing I think really hurts her is how awful throws are in this game. I can't remember any game with throws as bad as this. Stronger throws would definitely buff her Wind Roll pressure, as it would make block > throw a valid option for dealing with reversal SRK sparking her out of Wind Roll strings when your strings are blocked. As it is, if you cut your Wind Roll strings off early because they've been blocked and you want to bait our reversal SRK (or whatever), and your opponent does nothing, it's almost resetting the situation. You can't stop the strings short and do block > throw because you have to walk too far to throw for it to be a strong tactic or mix-up or whatever (another point - can't find any kara-throws with her. Even Ken's towards + MK kara-throw doesn't work in this game!)

    Projectiles are not a problem for her as she can do empty LK Wind Rolls through projectiles and build meter. So she effectively neutralises fireball wars. Neither side gains.

    She does huge damage for almost no effort and as people find more of her target combos and resets, I think she'll only get better. The challenge will be people getting creative with Wind Rolls and finding ways around her poking game, which I don't think is that strong.
    This is living.
  • GenistarGenistar Master Drayden Joined: Posts: 4,874
    That was a really nice Write up Mike. I might be using her a long with poison.
    USF4:Mains Rose/Poison/Akuma
    Street fighter V Akuma/Mika/Kolin



  • melflomilmelflomil Above Average Fighter Joined: Posts: 2,813
    Yea someone was playing her yesterday her rekka type moves seems to put the opponent in some serious block stun and Julia has another launcher??? sweet, she has a command launcher and an ex launcher . Now she is missing a wall bounce and floor bounce
    SF5 = Laura
    UMvC3= X-23, Chris Redfield & Dante
    PSN= melflomil
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