Fighting for What's Right! DQ's Guide to Julia 2013 Edition

Fighting for What's Right! DQ's Guide to Julia 2013 Edition

Postby Keyblade » Thu Mar 22, 2012 7:49 pm

Image
"No Way Out Of This"

Overview:
Name: Julia Chang
Known as: Nature-Loving Beauty
Official Partner: Bob (Charming and Chubby)
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 judgement. To prevent Pandora's unknown power from falling into the wrong hands, Julia teams up with Bob and travels to the Antarctic.

Version 2013 Changes:
• Vitality - 1000->950
• Back step - Reduced distance by 40%
• Close/Far MP - Reduced frames by 3 (+7F on hit/+3F on block)
- 5F added to Boost combo (-5F on hit/-9F on block)
• Close MK - 2F added to Boost combo (-5F on hit/-10F on block)
• Close HK - Frames added to Boost combo (-9F on hit/-10F on block)
• Far MP - 5F added to Boost combo (-6F on hit/-10F on block)
• Far MK - 2F added to Boost combo (-6F on hit/-10F on block)
• cr. LK - Hit box reduced
• cr. MP - Reduced frames by 4 (+6F on hit/+2F on block)
- 5F added to Boost combo (-6F on hit/-10F on block)
• cr. MK - Push back on block when used in boost combo reduced
• Tiger Strike - Damage 50+80(130)->50+100(150)
• Rising Kick (L) - Startup 8F->6F
- Damage 120->130
• Rising Kick (L and M) - Block stun reduced by 10F
- Screen freeze reduced by 3F
- Push back on block reduced
• EX Lashing Arrow - Hit causes wall bounce
- Damage 70->100
• Iron Mountain Rush - Startup 1F->3F
• Wild Stallion - Damage 120->130
• Mad Axes - Damage 120->130

Special move meter gain:
• Tequila Sunrise Elbow Smash: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Hunting Tomahawk: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Wind Roll Explosion: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Rising Kick (L): On hit 60->40
• Rising Kick (M and H): On hit 60+60(120)->20×2(40)
• Tiger Strike: whiff 15->0/On hit 10+10(20)->20+50(70)

Character Overview 2013 Edition:
Coming into 2013 Edition, our favorite Nature-Loving Beauty received sort of a mixed bag of nerfs and buffs but as a Julia player I believe the buffs outweighed the nerfs. One of Julia's nerfs was to one of her greater pokes, the Cr. Lk. This allowed Julia to start her offense from much farther away, the hitbox has been reduced so you must come closer to the opponent. Another nerf was Julia's health being toned down to 950, meaning Julia can't afford as many mistakes as before. Julia's backdash has been toned down, her backdash was one of her greatest tools as it allowed her to make herself safe from danger by moving about half screen away. Julia's final nerf was to the start-up of her Super Art now being 3 frames instead of 1. With a 1 frame super, Julia was able to punish just about anything on block whether it being safe or not. The buffs Julia got however outshines her nerfs where she's got a new wall bounce to her disposal, damage buffs on specials and a pretty fast AA to back her up, and her cr.mp buff becoming much more stronger. So you're wondering how Julia fares out now? Julia still remains strong even with her nerfs but damage wise has become alot stronger and still has no problem dominating the opponent while staying in St. MK range.

Health: 950 (Below Average Health)
Pros:
- Good high-low mix-ups
- Great pokes and frame traps
- Great set us on opponents wake up game
- A beautiful woman

Cons:
- Slow Walk Speed
- Julia's good reversals require meter
- Takes effort to learn because of wind roll and CADC combos

Table of Contents
I. Character Overview
II. Normals and Command Normals
III. Special Moves
IV. Cross Art and Super Art
V.Combos
VI. Team Synergy and Gems
VII. Match-ups
VIII. Credits, Tips, Tricks, and Vids
Last edited by Keyblade on Fri Apr 06, 2012 8:38 am, edited 2 times in total.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Thu Mar 22, 2012 7:50 pm

"Better Hurry!"
Image
Normals:
Standing Normals:
- :punch-light: (Dmg: 30/ Start-Up: 5 frames/ Active: 4 frames/ Recovery: 8 frames/ On block: +1/ On hit: +5) - Julia's standard jab that slightly pushes her forward and comes out pretty quick. Great way to confirm into certain Tekken strings, and is also special cancelable.

- :punch-medium: (Dmg: 60/ Start-Up: 8 frames/ Active: 4 frames/ Recovery: 13 frames/ On block: +3/ On hit: +7) - Julia's mp which sets as a good close poke but doesn't serve to many purposes outside of that. Julia's MP has been improved to where you can link in a Cr. hp or cr.mp for more damage. Also special cancelable.

- :punch-hard: (Dmg: 90/ Start-Up: 11/ Active: 4 frames/ Recovery: 22 frames/ On block: -6/ On hit: -1) - This moves serves as one of Julia's pokes which looks very similar to Yun's HP in AE. As one of her pokes it slightly pushes her forward but can't be special cancelled.

- :kick-light: (Dmg: 30/Start-Up: 5 frames/ Active: 2 frames/ Recovery: 9 frames/ On block: +2/ On hit: +6) - One of Julia's faster pokes where she throws out a kick. Can be special cancelled.

- :kick-medium: (Dmg: 60/Start-Up: 7 frames/ Active: 4 frames/ Recovery: 15 frames/ On block: -2/ On hit: +2) - Looks similar to Julia's LK, but extends her leg out much farther. This move is one of Julia's key normals ( :joystick-right: :plus: :kick-medium: that is) when starting out her ideal combos which will be explained later on. Can't be special cancelled.

- :kick-hard: (Dmg: 90/ Start Up: 13 frames/ Active: 6 frames/ Recovery: 23 frames/ On block: -9/ On hit -4) -Another one of Julia's normals that serves as one of her best pokes. This move is good for punishing whiffed crouching normals and has good reach but comes out rather slow. Can't be special cancelled.

Close Standing Normals:
- CL. :punch-hard: (Dmg: 90/ Start-Up: 7 frames/ Active: 4 frames/ Recovery: 22 frames/ On Block: -6/ On hit: -1) - Julia throws out her fist. Not many uses for this move although it can be special cancelled.

- CL. :kick-light: (Dmg: 30/ Start-Up: 5 frames/ Active 2 frames/ Recovery: 9 frames/ On block: +2/ On hit: +6) - Move looks all and acts like her standing LK.

- CL. :kick-medium: (Dmg: 60/Start-Up: 6 frames/ Active: 3 frames/ Recovery: 16 frames/ On block: -2/ On hit: +2)- This move is similar to her standing MK, but she doesn't extend her leg as far. On the plus side it can now be special cancelled.

- CL. :kick-hard: (Dmg: 90/ Start-Up: 11 frames/ Active: 4 frames/ Recovery: 15 frames/ On block: +1/ On hit: +6)- Julia throws her foot at an angle. Can not be special cancelled.

Crouching Normals:
:punch-light: (Dmg: 30/ Start-Up: 4 frames/ Active: 4 frames/ Recovery: 6 frames/ On block: +3/ On hit: +7)- Julia throws out her elbow and is her go to move to hit-confirm into most of her combos. This move leaves her safe at block and can be special cancelled.

:punch-medium: (Dmg: 60/ Start-Up: 5 frames/ Active: 4 frames/ Recovery: 15 frames/ On block: +2/ On hit: +6)- Julia throws her fist at an diagonal angle that is used to hit confirm into her special moves. With the new advantage on her c.mp it's can be linked into itself similar to Ryu's cr.mp and even linked to cr.hp for some great damage. A new key tool Julia has in her arsenal. Can be special cancelled.

:punch-hard: (Dmg: 90/ Start-Up: 6 frames/ Active: 7 frames/ Recovery: 20 frames/ On block: -7/ On hit: -1)- Julia swings her arm up at upon hit it causes the opponent to stand to take your special move like a gentlemen(or woman).

:kick-light: (Dmg: 30/Start-Up: 5 frames/ Active: 4 frames/ Recovery: 10 frames/ On block: -1/ On hit: +3)- Julia throws her foot out preparing to combo into special moves or into other combos. Used to be on of her longest reaching tool before being toned down. Can be special cancelled.

:kick-medium: (Dmg: 60/ Start-Up: 8 frames/ Active: 8 frames/ Recovery: 12 frames/ On block: -3/ On hit: +1)- Julia extends her leg out at great reach which makes this move another great poke in her arsenal. This move can be special cancelled.

:kick-hard: (Dmg: 90/ Start-Up: 9 frames/ Active: 2(20)2 frames/ Recovery: 23/ On block: -5)- Julia sweep attack which acts like Guile's cr. hk meaning it hits twice but having good range. Can not be special cancelled.


Jumping Normals:

:punch-light: ( Dmg: 40/ Start-Up: 5/ Active: 4 frames/ Recovery: 4 frames/ On block: +4/ On hit: +12)- Julia jumps at her opponent throwing an elbow.

:punch-medium: (Dmg: 70/ Start-Up: 7 frames/ Recovery: 4 frames/ On block: +12/ On hit: +16)- Julia throws out her fist while jumping in on her opponent.

:punch-hard: (Dmg:100/ Start-Up: 4 frames/ Recovery: 4 frames/ On block: +8/ On hit: +20)- Julia throws out her fist while leaning which makes as a good jump in attack.

:kick-light: (Dmg: 40/ Start-Up: 5 frames/ Recovery: 4 frames/ On block: +4/ On hit: +12)- Julia jumps out throwing her knee, makes as a good way to catch an opponent jumping.

:kick-medium: (Dmg: 70/ Start-Up: 7 frames/ Active: 7 frames/ Recovery: 4 frames/ On block: +12/ On hit: +14)- Julia jumps extending one of her legs making this one of her better air to air normals. Also a good cross-up attack after scoring a knockdown.

:kick-hard: (Dmg: 100/ Start-Up: 12/ Active: 9 frames/ Recovery: 4 frames/ On block: +8/ On hit: +20)- Julia jumps extending both her legs right into her foe. Depending on your timing and spacing you can make this one of her best cross-ups as it'll fake cross-up opponents by hitting them where they didn't expect it.




Unique Attacks:
Kalda: :joystick-right: :plus: :punch-hard:
(Dmg: 80/ Start-Up: 12/ Active: 3 frames/ Recovery: 27 frames/ On block: 0/ On hit: +6)
Julia swings down her fist which has good juggle ability because it ground bounces (only in the air), however it has short range.

Party Crasher: :joystick-right: into :joystick-right: :plus: :punch-medium:
(Dmg: 60/ Start-Up: 8 frames/ Active: 3 frames/ Recovery: 21 frames/ On block: +2/ On hit: +7)
This move marks as another one of Julia's pokes where she steps forward and throws out her elbow. Can be followed up with a quick crouching LK into launcher or anything you have in mind.

Baiyuan Sanshou: :punch-light: into :joystick-left: :plus: :punch-medium: into :punch-light: into :punch-light:
(Dmg: 70/ Start-Up: 12 frames/ Active: 3 frames/ Recovery: 26 frames/ On block: -7)
This is one of Julia's basic Tekken strings that causes a hard knockdown if it fully combos on your opponent. While this combo does look flashy, only up to the :joystick-left: :plus: :punch-medium: can it be special cancelled, afterward your left at a disadvantage if the opponent blocks it all. All hits besides the last hit hits high while the last hit must be blocked low.

Divine Impact: :punch-light: into :punch-light: into :punch-medium:
(Dmg: 90/ Start-Up: 16 frames/ Active: 9 frames/ Recovery: 19 frames/ On block: -10)
One of Julia's strings that came right out of Tekken. While this move is one of her mid mix-ups it can't be special cancelled and is unsafe on block.

Divine Intervention: :punch-light: into :punch-light: into :kick-medium:
(Dmg: 70/ Start-Up: 13 frames/ Active: 4 frames/ Recovery: 19 frames/ On block: 0/ On hit: +3)
Another one of Julia's Tekken strings which stands on one of her low mix-ups. It's similar to Divine impact except the last hit must be blocked low as Julia kicks your ankle. What makes it better than Divine Impact is that fact that it's safer and can be special cancelled which improves Julia's momentum.

Trickling Stream: :joystick-left: :plus: :punch-medium: into :punch-light:
(Dmg: 60/ Start-Up: 15 frames/ Active: 7 frames/ Recovery: 10 frames/ On block: +1/ On hit: +4)
This string is one of Julia's key strings that can be followed up from an cr. LP. This is another one of Julia's Tekken strings that can be followed up with an special attack. This string allows Julia to get in as while the second hit hits low.

Raging Rapids: :joystick-left: :plus: :punch-medium: into :punch-medium:
(Dmg: 70/ Start-Up: 13 frames/ Active: 5 frames/ Recovery: 26 frames/ On block: -9)
One of Julia's Tekken strings that sets the opponent up for a juggle but can be diffcult to pull of a combo of her own. Can not be special cancelled.

Slow Power Punch Combo: :joystick-right: :plus: :punch-medium: into :punch-light:
(Dmg: 80/ Start-Up: 18 frames/ Active: 3 frames/ Recovery: 27 frames/ On block: -6)
Another one of Julia's juggle strings but is an better juggle than Raging Rapids as it gives you more time to follow-up. The fact that it is also much slower than Raging Rapids means it has less combo potential. One of the best and easy ways to combo into this is from an jump-in attack. Can not be special cancelled.

Slow Power Punch to Low Kick: :joystick-right: :plus: :punch-medium: into :kick-light:
(Dmg: 70/ Start-Up: 12 frames/ Active: 4 frames/ Recovery: 32 frames/ On block: -16/ On hit: -12)
Instead of setting them up for a juggle, Julia sweeps with her foot that must be blocked low but won't knockdown. This move can be subbed out for her juggle to create a mix-up that may confuse the opponent. This string can be special cancelled.

Slow Power Punch to High Kick: :joystick-right: :plus: :punch-medium: into :kick-medium:
(Dmg: 80/ Start-Up: 12 frames/ Active: 4 frames/ Recovery: 25 frames/ On block: -11/ On hit:-8)
This stings swings Julia's foot upward and is a great tool to use in juggle combos as while your opponent is airbound will throw them up higher for more damage. This string can be special cancelled.

Red Orchid Combo: :joystick-right: :plus: :kick-medium: into :punch-medium: or :punch-hard: into :kick:
(Dmg: 90/ Start-Up: 11 frames/ Active: 4 frames/ Recovery: 31 frames/ On block: -15/ On hit: +6)
Another one of Julia's string where the first two hits can be special cancelled only. The last hit has Julia throwing a diagonal upward kick that can't be special cancelled and is unsafe if blocked.

Mountain Crusher: :joystick-right: :plus: :kick-medium: into :punch-medium: or :punch-hard: into :joystick-right: :plus: :punch:
(Dmg: 50/ Start-Up: 14 frames/ Active: 4 frames/ Recovery: 28 frames/ On block: -12/ On hit:-1)
One of Julia's main strings that is included in a few bnbs of hers. On juggle this strings sends the opponent flying to far end of the screen, but unlike the Red Orchid Combo the third attack can be special cancelled allowing to cancel into more moves to follow-up for damage.

Throws:
Wild Stallion: :punch-light: :plus: :kick-light:
(Dmg: 130/ Start-Up: 5 frames/ Active: 2 frames/ Recovery: 20 frames)
Julia grabs the opponent and does an handstand on their back before slamming into their crushing her foe into the ground. As with all throws, it's put the opponent in a hard knockdown state.

Mad Axes: :joystick-left: :plus: :punch-light: :plus: :kick-light:
(Dmg: 130/ Start-Up: 5 frames/ Active: 2 frames/ Recovery: 20 frames)
Julia grabs the opponent and hits them beform sending them backwards. Causes a hard knockdown afterward.
Last edited by Keyblade on Fri Apr 06, 2012 8:38 am, edited 3 times in total.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Thu Mar 22, 2012 7:50 pm

"Well, That Was Quick"
Image
Special Moves:
-Swift Step: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-light:
(Recovery: 31 frames)
Julia does a hop towards her opponent. This is one of Julia's moves that makes her mobile and lets her close the gap between her opponent. Since she is considered airborne, she can dodge some low attacks. One of the best things about this move is that you can cancel into backdash which can bait your opponent allowing you to punish however you desire. The ex version gives her armor and lets you fly through attacks and punish.

Lashing Arrow: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium:
(Dmg: 120, 100 for EX/ Start-Up: 16 frames/ Active: 10 frames/ Recovery: 14 frames/ On block: -9)
Julia hops towards her opponent like she would do with Swift Step :punch-light: , but she throws out a lunge punch as well. This move is unsafe on block so don't throw it out too much. I've found out that you can make it safe if you hit the opponent at the tip of it's range. EX version has armor on it which let's you absorb and counter attacks and now causes a wall bounce giving Julia much more to work with.

Swift Step Explosion: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-hard:
(Dmg: 100/ Start-Up: 39 frames/ Active: 8 frames/ Recovery: 15 frames/ On block: -5)
Julia does a Swift Step but Julia throws out her fist that makes the opponent crumple, opening up more combo possibilities. This is a great go to move on opponents waking up as this attack must be blocked high. This move isn't safe on block but can be made safe if you backdash just before the move comes out, setting up another bait. The EX version is similar to all EX versions of Swift Step, giving her armor.

Rising Kick: :joystick-right: :joystick-down: :joystick-down-right: :kick:
- :kick-light: Rising Kick: (Dmg: 130/ Start-Up: 6 frames/ Active: 6 frames/ Recovery: 44 frames/ On block: -28)
- :kick-medium: Rising Kick: (Dmg: 80,60/ Start-Up: 7 frames/ Active: 1(1)6 frames/ Recovery: 36 frames/ On block: -20)
- :kick-hard: Rising Kick: (Dmg: 100,60/ Start-Up: 7 frames/ Active: 1(1)8 frames/ Recovery: 38 frames/ On block: -24)
- :kick_2x: EX Rising Kick: (Dmg: 100,70/ Start-Up: 7 frames/ Active: 1(1)6 frames/ Recovery: 42 frames/ On block: -26)
Julia throws her feet in the air, very similar to Yang's dragon kicks in AE 2012. This move is one of Julia's greatest AA's at her disposal, with the preferred version being the LK version while the HK version being the perferred version to end combos. The EX version makes a great reversal move (which if you don't mind spending 2 meters to be safe) into tag cancel.

Tiger Strike: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch:
(Dmg: 50,100/ Start-Up: 13 frames/ Active: 3 frames/ Recovery: 28 frames/ On block: -9)
- EX Version : :punch-2x: (Dmg: 80,120/ Start-Up: 17 frames/ Active: 3 frames/ Recovery: 45 frames/ On block: -26)
Julia throws out her elbow and if it connects she goes into a cinematic in which she grabs and shoulder checks her opponent. This will be you go to move when ending a combo as well as helping you score a hard knockdown so Julia can begin to lay the pressure on her opponent by starting up her mini vortex. This move has high juggle potential and is a better sub for HK Rising dragon when it won't reach. This move can be super charged meaning if you throw it out by mistake hold it and dash cancel it. The EX version doesn't do much but add extra damage and cost you a meter.

Wind Roll: :joystick-left: :joystick-down-left: :joystick-down: :joystick-down-right: :joystick-right: :plus: :kick:
- :kick-light: (Recovery: 24 frames)
- :kick-medium: (Recovery: 25 frames)
- :kick-hard: (Recovery: 26 frames)
-EX Kick (Recovery: 24 frames)
Another vital tool that boost Julia's mobility that makes her all more deadly. Julia spins around while getting a bit closer to her opponent. This move is best used to avoid projectiles as it goes right through them and because she can follow-up after wind roll and punish makes this move much more important. LK Wind Roll recovers thus making it the ideal choice to use in combos while the HK version is best used to dodge projectiles and close the gap since it travels farther.

All follow-Ups After Wind Roll:
-Tequila Sunrise Elbow Smash( :punch: button during Wind Roll and can be followed up for another hit by pressing :punch: ):
(Dmg: 50/ Start-Up: 16 frames/ Active: 7 frames/ Recovery: 25 frames/ On hit: +3/ On block: -20)
Julia does an uppercut then smashes her opponent with her elbow. This move is the safest out of all her follow-ups.

-Hunting Tomahawk( :kick: button during Wind Roll and can be followed up for another hit by pressing :punch: ):
(Dmg: 60/ Start-Up: 8 frames/ Active: 4 frames/ Recovery: 33 frames/ On hit: -3/ On Block: -13)
This follow-up starts with Julia throwing a round house kick while the 2nd hits ends with a shoulder check. This follow-up is the fastest one, but also is unsafe.

-Wind Roll Explosion( :joystick-down: :plus: :kick: followed up by :punch-2x: ):
(Dmg: 50/ Start-Up: 17 frames/ Active: 2 frames/ Recovery: 35 frames/ On block: -13)
This is the only follow-up where the first hit must be blocked low, Julia throws out her foot at a sweeping angle and follows up with a shoulder check. Good move to go to help get a mix-up going.
Last edited by Keyblade on Fri Apr 06, 2012 8:37 am, edited 2 times in total.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Thu Mar 22, 2012 7:51 pm

"Guess I Don't Have A Choice"
Image
Super Art:
Iron Mountain Rush: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-3x:
(Dmg: 310/ Start- Up: 3 frames/ Recovery: 35/ On block: -16)
Julia's signature Super Art that used to be one of the fastest moves in the game before being toned to 3 frame start-up. Julia unleashes devastating attacks before ending with a shoulder check. Even with the nerf to the start-up, this is still one of Julia's greatest punishing moves that'll make opponents think twice about what they do. This move has pretty good range and has high juggle potential.

Cross Art:
:joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :kick-medium:
(Dmg: 20,30,50/ Start-Up: 9 frames/ Active: 2 frames/ Recovery: 46 frames/ On block: -26 frames)
Julia's Cross Art where she hits her opponent with a double palm strike, spin them around and shoulder checks them to her partner. This move also has good juggle potential, but not better than Iron Mountain Rush.
Last edited by Keyblade on Fri Apr 06, 2012 8:37 am, edited 3 times in total.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Thu Mar 22, 2012 7:51 pm

"Why Do You insist on Fighting?"
Image
Combos:

No Meter:
Spoiler: show
-Cr. :punch-light: , :punch-light: , :joystick-left: :plus: :punch-medium: :punch-light: into Tiger Strike. Does 232 Dmg

- (Tag in) :joystick-right: :plus: :punch-hard: , :joystick-right: :plus: :punch-medium: :plus: :kick-medium: into Tiger Strike. (Must hold the input until the opponent comes into reach).

- :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: :joystick-right: :plus: :punch: into :kick-light: Wind Roll into Cr. :punch-hard: into Tiger Strike (Note: for ease of execution you can sub cr. :punch-hard: for cr. :punch-light: (2x) into :joystick-left: :plus: :punch-medium: :punch-light: into Tiger Strike).
-Does 303 Dmg with Cr. :punch-hard: into Tiger Strike as follow-up
-Does 283 Dmg with Cr. :punch-light: , Cr. :punch-light: , :joystick-left: :plus: :punch-medium: :punch-light: into Tiger Strike as follow-up

- (Corner Required) :joystick-right: :plus: :punch-medium: :punch-light: into :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: :joystick-right: :plus: :punch: into :kick-hard: Rising Dragon. Does 328 Dmg

- :punch-hard: Swift Step Explosion (Wait until opponent falls on their knees) :joystick-right: :plus: :punch-hard: into :joystick-right: :plus: :punch-medium: :plus: :kick-medium: into :kick-light: Wind Roll into Cr. :punch-hard: into Tiger Strike. Does 413 Dmg.

- Cl. :kick-hard:, Cr. :punch-hard: into Tiger Strike (1 frame link Combo). Does 300 Dmg.

- Cr. :punch-light: , Cr. :punch-hard: into :kick-hard: Rising Dragon (2 frame link Combo). Does 237 Dmg.

- :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: :joystick-right: :plus: :punch: into :kick-light: Wind Roll :plus: Wind Roll Follow-Ups:
- Hunting Tomahawk follow-up does 252 Dmg.
- Tequila Sunrise Elbow Smash does 233 Dmg.

- Cr. :punch-light: , Cr. :punch-light: , Cr. :punch-hard: into Tiger Strike , CADC into Party Crasher, Cr. :kick-light: boost into launcher.


1 meter combos:
Spoiler: show
- (Punish Combo) Jumping :kick-hard: , St. :punch-medium: , Cr. :punch-hard: into EX Lashing Arrow, Kalda, St. :punch-medium: , Cr. :punch-hard: into Tiger Strike. Does 461 Dmg.

- :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: :joystick-right: :plus: :punch: into :kick-light: Wind Roll into Cr. :punch-hard: into EX Rising Dragon. Does 315 Dmg

- (Corner) :joystick-right: :plus: :punch-medium: or :punch-hard: :joystick-right: :plus: :punch-medium: into :kick-light: Wind Roll, Cr. :punch-light: ,Cr. :punch-hard: into EX Lashing Arrow, Cr. :punch-medium: ,Cr. :punch-medium: ,Cr. :punch-hard: into Tiger Strike. Does 350 dmg.

-.(A Ryu Combo as well as a Punish Combo) Jumping :kick-hard: ,St. :punch-medium: ,Cr. :punch-hard: into EX Lashing Arrow, Jumping :punch-hard: , :kick-hard: Rising dragon. Does 442 Dmg.


2 Meter Combos:
Spoiler: show
- :punch-light: :punch-medium: :punch-hard: into Iron Mountain Rush. Does 359 Dmg.

- :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: into :kick: followed up by Iron Mountain Rush. Does 419 Dmg.

- Cr. :punch-light: , Cr. :punch-light: into :joystick-left: :plus: :punch-medium: :punch-light: into Iron Mountain Rush. Does 357 Dmg.

- Jump :kick-hard: into :joystick-right: :plus: :punch-medium: :punch-light: into :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: cancel into Iron Mountain Rush. Does 488 Dmg.

- Jump :kick-hard: into :joystick-right: :plus: :punch-medium: :punch-light: into :joystick-right: :plus: :punch-medium: :kick-medium: into :kick-light: Wind Roll into Cr. :punch-hard: cancel into Iron Mountain Rush. Does 526 Dmg.

- :punch-hard: Swift Step Explosion, (Wait until opponent gets on knees), :joystick-right: :plus: :punch-hard: , Cr. :punch-hard: into Iron Mountain Rush. Does 489 Dmg.


3 Meter Combos:
Spoiler: show
- :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: into Cross Art. Dmg varies.

- :punch-hard: Swift Step Explosion (Wait until opponents gets on knees), Cr. :punch-hard: into Cross Art. Dmg varies.

-(Corner Required) Jumping :kick-hard: into :joystick-right: :plus: :punch-medium: :punch-light: into :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: cancel into Cross Art. Dmg varies.

- Jumping :kick-hard: , St. :punch-medium: , Cr. :punch-hard: into EX Lashing Arrow, Jumping :punch-hard: , Cr. :punch-medium: ,Cr. :punch-hard: into Iron Mountain Rush. Does 564 Dmg.


Tag In (As Well As Launcher) Combos:
Spoiler: show
:joystick-right: :plus: :punch-hard: nto :joystick-right: :plus: :punch-medium: :kick-medium: into :kick-light: Wind Roll into Cr. :punch-hard: into :kick-hard: Rising Dragon. Dmg Varies

- :joystick-right: :plus: :punch-medium: :punch-light: , Cr. :kick-medium: into Tiger Strike. Dmg Varies.

- :joystick-right: :plus: :punch-hard: into Cr. :punch-hard: into :kick-hard: Rising Dragon. Dmg Varies.

- :joystick-right: :plus: :punch-hard: , :joystick-left: :plus: :punch-medium: into :punch-medium: , Cr. :punch-hard: into Tiger Strike.


Combos Submitted by other players:
Spoiler: show
*Coming Soon*


DQ's Personal Favorite Combos:
Spoiler: show
- Jumping :kick-hard: into :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: into :punch: cancel into :kick-light: Wind Roll followed up with Cr. :punch-hard: into :kick-light: Wind Roll into Hunting TomaHawk. Does 359 Dmg.

-(Corner Required) Jumping :kick-hard: , :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: into :punch: Cancel into :kick-light: Wind Roll into Cancel into Cr. :punch-light: , Cr. :punch-light: into :joystick-left: :plus: :punch-medium: :punch-medium: into Cr. :punch-hard: into Tiger Strike. Does 340 Dmg.

- :punch-hard: Swift Step Explosion, (Wait until opponent gets on knees), :joystick-right: :plus: :punch-hard: into :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: into :kick: into Iron Mountain Rush. Does 511 Dmg.

- Jumping :kick-hard: , St. :kick-hard: ,Cr. :punch-hard: into EX Lashing Arrow, Jumping :kick-hard: , Cr. :punch-medium: ,Cr. :punch-hard: into Tiger Strike. Does 503 Dmg.

- Jumping :kick-hard: , :joystick-right: :plus: :punch-medium: :punch-light: into :joystick-right: :plus: :punch-hard: into :joystick-right: :plus: :punch-medium: :kick-medium: into Tiger Strike. Does 408 Dmg.

- Jumping :kick-hard: , :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: :punch: into :kick-light: Wind roll into cr. :punch-light: , cr. :punch-hard: CADC Tiger Strike into Party Crasher ( :joystick-right: :joystick-right: :plus: :punch-medium: ), cr. :punch-medium: into Tiger Strike. Does 370 Dmg.

- Jumping :kick-hard: , :joystick-right: :plus: :kick-medium: :punch-medium: or :punch-hard: :punch: into :kick-light: Wind Roll, Cr. :punch-light: , St. :punch-light: :joystick-left: :plus: :punch-medium: :punch-light: :punch-light:. Does 251 Dmg.

-St. :punch-medium: , Cr. :punch-light: , :joystick-left: :plus: :punch-medium: :punch-light: into EX Lashing Arrow, :joystick-right: :plus: :punch-medium: :kick-medium: , Cr. :punch-hard: into Tiger Strike. Does 351 Dmg.


*Note You Can Sub Tiger Strike for :kick-hard: Rising Dragon for a bit more damage or to tag cancel.*
- All combos were done without gems activated.
Last edited by Keyblade on Thu Aug 23, 2012 2:00 pm, edited 7 times in total.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Thu Mar 22, 2012 7:51 pm

"I'm Not Going To Apologize, You're The One Who Challenged Me."
Image

Team Synergy:
Every time you see this beautiful woman, brace yourself as you're gonna need a hospital number once she gets done with you. This truck hitting hottie benefits just about anyone who needs help laying the smackdown on an opponent or two. In return, anyone who can build meter for Julia and don't really need it has her thanks, some characters like Asuka who serves as a great battery can be of an assistance to Julia. Sometimes Julia has an hard time against zoners, meaning she'll have an hard time getting close and therefore opening her opponents up. Ideally Bob can come into mind but others like Jin, Ryu, etc. can also help out. Julia also benefits from characters who have multi-hitting moves who can leave them open on a tag cancel and let her deal some serious damage as well(characters like Ken, Vega, Chun-li would be very helpful as well.)




Gems:
Picking out gems for Julia all depends on how you use her. Giving Julia power gems will boost her already damaging combos even to the point where it may change the fate of the game. Meter building gems such as the Onslaught ones are very useful to Julia, building her meter even faster than usual, which will make her more of a threat earlier in the game. The gems of least importance to Julia would be the assist gems that drain meter, meaning it'll make Julia less of a threat. Below are some gem combos you can try:
- Immense Power Lv. 2(Connect With Launcher) + Iron Wall Lv.1 (Get hit by 4 normals) + Divine Speed Lv 1(Connect with 3 SM)= Balanced Julia
- All Power Gems: Pure Rushdown
- Iron Wall + Fortitude= Playing it Safe

These are only examples so feel free to experiment.
Last edited by Keyblade on Sat Apr 07, 2012 4:23 pm, edited 3 times in total.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Thu Mar 22, 2012 7:52 pm

"I Know Sumo Wrestlers With More Sting Power"
Image
Match-Ups 2013 Edition:
Note: These match-ups are based on my personal experiences meaning I'm going to explain how the match feels as well as how you can possibly deal with them when using Julia:
Street Fighter:
Abel:
Spoiler: show
*Coming Soon*


Akuma:
Spoiler: show
*Coming Soon*


Balrog:
Spoiler: show
*Coming Soon*


Blanka:
Spoiler: show
*Coming Soon*


Cammy:
Spoiler: show
*Coming Soon*


Chun-Li:
Spoiler: show
*Coming Soon*


Cody:
Spoiler: show
*Coming Soon*


Dhalism:
Spoiler: show
*Coming Soon*


Dudley:
Spoiler: show
*Coming Soon*


Elena:
Spoiler: show
*Coming Soon*


Guile:
Spoiler: show
*Coming Soon*


Guy:
Spoiler: show
*Coming Soon*


Hugo:
Spoiler: show
- This match is smooth once you start you pressure, you can control the momentum. A well timed backdash can get you out of his pressure, and you can retaliate with her standing normals. With the lack of a reversal, Hugo is hopeless against her pressure. The attack he super charges can be avoided if you cross-up, or empty jump for the block/chip damage. Taking the latter option is ok as you're be there ready to take him down.


Ibuki:
Spoiler: show
*Coming Soon*


Juri:
Spoiler: show
- Bad match for Julia. There's nothing she can do against Juri's fireball game which will keep her distance, Juri's fantastic anti-air will stop Julia's jump-ins as well. Juri can just play keep away on Julia for the entire match and leave the Julia player hopeless and probably frustrated lol.


Ken:
Spoiler: show
*Coming Soon*


M. Bison:
Spoiler: show
*Coming Soon*


Poison:
Spoiler: show
*Coming Soon*


Rolento:
Spoiler: show
*Coming Soon*


Rufus:
Spoiler: show
- Rufus dive kick is what puts the match in his favor, instant pressure on Julia. Unless you can get the pattern and counter with her dragon kick, you are stuck in his momentum.


Ryu:
Spoiler: show
- This match seems pretty ok as I feel Julia can fare well against Ryu. His projectiles aren't anything she can't handle, she can punish anything with super, and with the nerf to air tatsu she doesn't have to worry about cross-ups too much.


Sagat:
Spoiler: show
- A bad match-up since her anti-projectile game isn't as good as say Kazyua's. Sagat has everything he needs to keep her out, great projectile game, a dragon punch to catch her if she jumps, and great pokes. Only way to stop it is to anticipate a projectile at mid-range and Wind Roll follow-up. If Julia can't get in, she loses.


Sakura:
Spoiler: show
*Coming Soon*


Vega:
Spoiler: show
*Coming Soon*


Zangief:
Spoiler: show
- Just about to any character, this match is very annoying and feels like one of her bad matches. Unless you can get in, a mid range game will be the only thing you can do.


Tekken:
Alisa:
Spoiler: show
*Coming Soon*


Asuka:
Spoiler: show
*Coming Soon*


Bob:
Spoiler: show
*Coming Soon*


Bryan:
Spoiler: show
*Coming Soon*


Christie:
Spoiler: show
*Coming Soon*


Heihachi:
Spoiler: show
*Coming Soon*


Jack-X:
Spoiler: show
*Coming Soon*


Hwoarang:
Spoiler: show
*Coming Soon*


Jin:
Spoiler: show
*Coming Soon*


Julia:
Spoiler: show
- Shouldn't be hard to explain, it all depends on who has the best Julia lol. It's a 5-5 shot as she can do anything you do, and pretty much copy you too. If you know how Julia functions and when to strike, the match is in your favor.


Kazuya:
Spoiler: show
This match is really bad for her considering this feel more like a guessing game (thanks to his strings and wave dash). Capcom made it all weird where he has alot of lows that doesn't look like lows. If you guess wrong, you easily put the game in Kazyua's favor where he can do what her want while Julia can't do a thing. Best thing to do here is punish and block accordingly.


King:
Spoiler: show
- This match is not very hard once you figure out how King is being used. When King does the spin move, you can backdash away to avoid everything but the sweep he does, meaning a backdash with cr. lk to follow will catch him. When jumping towards him, look out for his counter. When going against, it's best to empty jump into a grab to teach King a thing or 2 about counter. On knockdown, you have the match in your hands.


Kuma:
Spoiler: show
*Coming Soon*


Lars:
Spoiler: show
*Coming Soon*


Law:
Spoiler: show
- I kind of feel this match can go either way, it all depends on who can start the momentum off. With Law lacking a good anti-air unlike Julia, she can get in free jump-ins/cross-ups while Law's rushdown game is just about better than Julia's. But once Law starts his pressure, it'll be hard for Julia to get away. Law's furry punches (if blocked) will not only make him safe, but it also pushes Julia away far enough that she can't counter with anything including her super. Law's main Tekken string (that causes the ground bounce) is punishable enough that Julia can counter with Cr. lp, which starts off a good amount of bnbs that can help her turn the tide.


Lei:
Spoiler: show
*Coming Soon*


Lili:
Spoiler: show
*Coming Soon*


Marduk:
Spoiler: show
*Coming Soon*


Nina:
Spoiler: show
*Coming Soon


Ogre:
Spoiler: show
*Coming Soon*


Paul:
Spoiler: show
*Coming Soon*


Raven:
Spoiler: show
- This match is only bad because of how greatly Raven can zone her. His shurikens are big enough that she can barely Wind Roll through them. She can try jumping over them, but it may be one in the air to meet her. How do I get past this? Read his pattern, and get the flow off their. It's ok to take chip damage, since once you get in you'll deal more damage than he did when he was chipping you. Another way this match is bad? His teleport can save him on which will destroy all of her momentum.


Steve:
Spoiler: show
*Coming Soon*


Xiaoyu:
Spoiler: show
*Coming Soon*


Yoshimitsu:
Spoiler: show
- Yoshi imo is one of her easier matches due to the fact that his normals aren't really good. From my experiences dealing with him, he has a very hard time punishing Julia but he can beat her in air-to-air battles (unless Julia throws out her attack first). Yoshi will really rely on his windmill tag cancel to deal with her, alpha counter will help out with that to completely throw off the momentum. I usually start off by playing a mid range game by using a mixture of St. Mk (if I get the hit I can then start off her momentum really well) and cr. lk (I use it to check their guard and slowly approach).
Last edited by Keyblade on Thu Aug 23, 2012 3:18 pm, edited 2 times in total.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Thu Mar 22, 2012 7:54 pm

"I'm In A Hurry, So I'll Be Taking My Leave Here".
Image

Credits:
-Thanks to Capcom for making this sweet game and putting in this Nature Loving Beauty on the roster!
-Thanks to Namco for allowing Capcom to do this project!

Tips and Tricks:
-Julia's Tiger Strike can be super charged, meaning if you throw it out by mistake hold it and dash cancel it foward and if you press :punch-medium: , you're throw out her poke instead!

- Anything that gives you +1 frame or more can be followed up with Iron Mountain Rush, even if it's not special cancelable!

- Julia's Tiger Strike is great for ending combos while Rising Dragon is great at helping extend combos, don't forget!

- Julia has some of the best pokes including Cr. MK, Cr. lk and St. Hk, so don't be afraid to poke at your opponents!

Videos:
Desk's 61 Hit Julia Combo Video

SFxT Julia Combo 1: Simple Bnb 331 Damage Meterless

SFxT Julia Combo 2: Fairly Easy Bnb 403 Meterless Dmg

Julia Dash Cancel Combo 349 Meterless

-6 Using Julia/Ryu Team Playing Online

More Online Footage of -6 Using Julia/Ryu

-6(Julia/Ryu) vs. spns6aq9(Kazyua/King)

JiBbo (Sagat/Jin) vs Ryan Hunter (Julia/Steve) Set

Ranked Matches including -6 Using Julia/Ryu

SFxT Julia Combos Meterless With the Exception of the Last One

SFxT Julia 2013 Patch Notes
Last edited by Keyblade on Wed Apr 25, 2012 8:47 am, edited 5 times in total.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Wed Mar 28, 2012 9:58 pm

Will finish updating this over the weekend and starting Monday I will be on spring break :D so I'll have much more time to work on the guide and Julia more.
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Re: Fighting for What's Right! DQ's Guide to Julia

Postby Keyblade » Wed Apr 04, 2012 3:09 pm

Updated the guide a bit if anyone cares. I'll be working on combos soon.
Your guy for all things J-Stars , Toonami, and Persona releated stuff.
Image
J-Stars: Tsuna/Medaka/Oga/Naruto/Killua
USF4: Ibuki/Sakura/Chun-Li
Injustice: GL/Zatanna/Batgirl
TTT2: Jaycee/Asuka
P4U: Yosuke/Naoto/Yukari/Akihiko/Margaret
Smash: Zero Suit Samus/Sonic/Palutena/Pac-Man
Blazblue: Makoto/Litchi/Tsubaki
P4A Yosuke Guide -- My Scrubby Persona Play
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