Street Fighter X Tekken/Julia: Difference between revisions

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== The Basics ==
N/A
== Advanced Strategy ==
N/A





Revision as of 15:27, 9 February 2020

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Julia

Sfxt julia face.jpg

Ideal Team Position: TBW


TBW

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far\Close LP
lp 
H 30 5 4 8 +5 +1 SM,EX,SA,CA 1 1 1 -
Far\Close MP
mp 
H 60 8 4 10 +7 +3 SM,EX,SA,CA 2 1 1 -
Far HP
hp 
H 90 11 4 22 -1 -6 - 3 1 1 -
Far LK
lk 
H 30 5 2 9 +6 +2 SM,EX,SA,CA 1 1 1 -
Far MK
mk 
H 60 7 4 15 +2 -2 - 2 1 1 -
Far HK
hk 
H 90 13 6 23 -4 -9 - 3 1 1 -
Close HP
hp 
H 90 7 4 22 -1 -6 SM,EX,SA,CA 3 1 1 -
Close LK
lk 
H 30 5 2 9 +6 +2 SM,EX,SA,CA 1 1 1 -
Close MK
mk 
H 60 6 3 16 +2 -2 SM,EX,SA,CA 2 1 1 -
Close HK
hk 
H 90 11 4 15 +6 +1 - 3 1 1 -
Crouch LP
d + lp 
H 30 4 4 6 +7 +3 SM,EX,SA,CA 1 1 1 -
Crouch MP
d + mp 
L 60 5 4 11 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP
d + hp 
H 90 6 7 20 -1 -7 SM,EX,SA,CA 3 1 1 Forces standing
Crouch LK
d + lk 
L 30 5 4 10 +3 -1 SM,EX,SA,CA 1 1 1 -
Crouch MK
d + mk 
L 60 8 8 12 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HK
d + hk 
L 90 9 2(20)2 23 hard knockdown -5 - 3,3 1,1 - -
Jump LP
ub or u or uf --- lp 
M 40 5 4 until ground+4 +12 +4 - 1 1 1 -
Jump MP
ub or u or uf --- mp 
M 70 7 7 until ground+4 +16 +12 - 2 1 1 -
Jump HP
ub or u or uf --- hp 
M 100 11 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK
ub or u or uf --- lk 
M 40 5 8 until ground+4 +12 +4 - 1 1 1 -
Jump MK
ub or u or uf --- mk 
M 70 7 7 until ground+4 +16 +12 - 2 1 1 -
Jump HK
ub or u or uf --- hk 
M 100 12 9 until ground+4 +20 +8 - 3 1 1 -
Launcher
hp + hk 
H 100 13 2 54 switch -34 - 3 - - **LC
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Guard Cancel
f + hp + hk (while blocking) 
H 120 14 7 23 hard knockdown -8 - - - - Invulnerability frames 1-20, Resembles Hunting Tomahawk 2nd hit


Unique Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Kolda
f + hp 
H 80 12 3 27 +6 0 - 3 1 0 Ground bounce on airborne opponent
Party Crasher
f f + mp 
H 60 8 3 21 +7 +2 - 3 1 0 Knockdown on airborne opponent
-
lp --- b + mp 
H 50 8 4 13 +2 0 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
-
lp --- b + mp --- lp 
H 40 14 10 13 -2 -8 - 2 1 0 Knockdown on airborne opponent
Baiyuan Sanshou
lp --- b + mp --- lp > lp 
L 70 12 3 26 hard knockdown -7 - 2 1 0 -
-
lp --- lp 
H 50 15 3 22 -4 -7 - 2 1 0 Knockdown on airborne opponent, Doesn’t combo
Divine Impact
lp --- lp --- mp 
M 90 16 9 19 knockdown -10 - 2 1 0 -
Divine Intervention
lp --- lp --- mk 
L 70 13 4 14 +3 0 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
-
b + mp 
H 50 6 5 19 -3 -6 - 2 1 0 Knockdown on airborne opponent
Trickling Stream
b + mp --- lp 
L 60 15 7 10 +4 +1 SM,EX,SA,CA 2 1 0 -
Raging Rapids
b + mp --- mp 
H 70 13 5 26 float -9 - 2 1 0 -
-
f + mp 
H 60 12 4 19 -2 -5 - 2 1 0 Knockdown on airborne opponent
Slow Power Punch Combo
f + mp --- lp 
H 80 18 3 27 float -6 - 2 1 0 -
Slow Power Punch to Low Kick
f + mp --- lk 
L 70 12 2 32 -12 -16 SM,EX,SA,CA 2 1 0 -
Slow Power Punch to High Kick
f + mp --- mk 
H 80 12 4 25 -8 -11 SM,EX,SA,CA 2 1 0 Float airborne opponent, Forces standing
-
f + mk 
H 60 9 3 20 -2 -5 - 2 1 0 Stagger (+35) on standing counter hit, (+18) on crouching counter hit, Knockdown on airborne opponent
-
f + mk > mp or hp 
H 50 14 4 28 -11 -14 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
Red Orchid Combo
f + mk --- mp or hp --- k 
H 90 11 4 31 +6 -15 - 2 1 0 Knockdown on airborne opponent, Forces standing
Mountain Crusher
f + mk --- mp or hp --- f + p 
H 50 14 4 28 -1 -12 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent

Throws

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Wild Stallion
lp + lk 
throw 130 5 2 20 hard knockdown - - - - - -
Mad Axes
b + lp + lk 
throw 130 5 2 20 hard knockdown - - - - - -


Special Moves

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Swift Step
hcf + lp 
- - - - 31 - - - - - - Airborne frames 15-25, Input b,b between frames 1-27 to cancel into backdash
Swift Step EX
hcf + lp + mp 
- - - - 31 - - - - - - Ex.png
1 point of armor during frames 1-14, Airborne frames 15-25, Input b,b between frames 1-27 to cancel into backdash
Lashing Arrow
hcf + mp 
H 120 16 10 14 knockdown -9 - 3 3 0 Airborne frames 16-29
Lashing Arrow EX
hcf + lp + mp 
H 100 16 10 14 wall bounce -9 - 3 3 0 Ex.png
1 point of armor during frames 1-14, Airborne frames 16-29
Swift Step Explosion
hcf + hp 
M 100 39 8 15 crumple -5 - 3 3 0 Airborne frames 15-24, Knockdown on airborne opponent, Input b,b between frames 1-33 to cancel into backdash
Swift Step Explosion EX
hcf + mp + hp 
M 100 39 8 15 crumple -5 - 3 3 0 Ex.png
1 point of armor during frames 1-14, Airborne frames 15-24, Knockdown on airborne opponent, Input b,b between frames 1-33 to cancel into backdash
Backdash (swift step)
Swift Step / Explosion --- b b 
- - - - 22 - - - - - - Invulnerability frames 1-4, Airborne frames 5-18
Rising Kick LK
dp + lk 
H 130 6 6 44 knockdown -37 - 3 3 0 Strike invulnerability frames 1-9, Airborne frames 6-40
Rising Kick MK
dp + mk 
H 80,60 7 1(1)6 36 knockdown -29 - 3,3 1,3 0 Strike invulnerability frames 1-6, Airborne frames 7-39, 2nd hit: Whiffs on crouching opponent, On Block: -31 on crouching opponent
Rising Kick HK
dp + hk 
H 100,60 7 1(1)8 38 knockdown -24 - 3,3 1,3 0 Airborne frames 7-42
Rising Kick EX
dp + k k 
H 100,70 6 1(1)6 42 knockdown -26 - 3,3 1,3 0 Ex.png
Invulnerability frames 1-9, Airborne frames 6-38
Tiger Strike
qcb + p 
H 50,100 13 3 28 hard knockdown -9 - 3 3 0 Chrg.png **LC
Chargeable: 51F for EX Version and 100F for Super Art
Tiger Strike EX
qcb + p p 
H 80,120 16 3 45 hard knockdown -26 - 3 3 0 Chrg.png Ex.png **LC
Chargeable: 51F for Super Art
Wind Roll LK
hcf + lk 
- - - - 24 - - - - - - Projectile invulnerability frames 1-15
Wind Roll MK
hcf + mk 
- - - - 25 - - - - - - Projectile invulnerability frames 1-16
Wind Roll HK
hcf + hk 
- - - - 26 - - - - - - Projectile invulnerability frames 1-17
Wind Roll EX
hcf + k k 
- - - - 23 - - - - - - Ex.png
Projectile invulnerability frames 1-16
Tequila Sunrise Elbow Smash 1st
Wind Roll --- p 
M 50 16 7 35 +3 -20 - 3 3 0 Knockdown on airborne opponent
Tequila Sunrise Elbow Smash 2nd
Tequila Sunrise --- p 
H 80 25 9 13 knockdown +2 - 4 4 0 -
Hunting Tomahawk 1st hit
Wind Roll --- k 
H 60 8 4 33 -3 -13 - 3 3 0 Knockdown on airborne opponent
Hunting Tomahawk 2nd hit
Hunting Tomahawk --- p
H 100 25 7 23 knockdown -8 - 4 4 0 -
Wind Roll Explosion 1st hit
Wind Roll --- d + k 
L 50 17 2 35 -3 -13 - 3 3 0 Knockdown on airborne opponent
Wind Roll Explosion 2nd hit
Wind Roll Explosion --- p p 
H 100 18 7 23 knockdown -8 - 4 4 0 -


Super Art

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Iron Mountain Rush
qcb + 3p 
H 310 4 3 35 hard knockdown -16 - 3 3 - 68 frames cinematic freeze before attack begins, Invulnerability frames 1-4
Cross Art
qcf + mp + mk 
H 150+ 9 2 46 switch -26 - 3 - - **LC
63 frames cinematic freeze before attack begins, Invulnerability frames 1-10


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A