Aneesh Roy (talk | contribs) (→Combos) |
Aneesh Roy (talk | contribs) m (→Combos) |
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* cr.LP, b+MP>LP xx qcb+P ''(233)'' | * cr.LP, b+MP>LP xx qcb+P ''(233)'' | ||
* st.MP, b+MP>LP xx qcb+P ''(263)'' | * st.MP, b+MP>LP xx qcb+P ''(263)'' | ||
* cr.MP, b+MP>LP xx qcb+P ''(263)'' | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
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=== Low Combos === | === Low Combos === | ||
==== 0 bar ==== | ==== 0 bar ==== | ||
* cr.MP, b+MP>MP | * cr.MP, b+MP>MP | ||
** See [[#Combo Enders]] ''(277/340; '''2 bar''' 403/444)'' | ** See [[#Combo Enders]] ''(277/340; '''2 bar''' 403/444)'' |
Revision as of 17:34, 9 February 2020


Julia
Ideal Team Position: 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.
Julia is a well-rounded character who can work well in either the point or anchor position. She has the tools for playing a solid neutral game as a point character, including pokes, counterpokes, and anti-airs. She also has the damage, corner carry, and okizeme to be an excellent anchor. Not only that, she has a variety of tools for applying offensive pressure and mixups and an invincible reversal. Both her solo combos and tag-in combos have good damage as well as corner carry, with her juggles being able to switch sides easily in order to corner the opponent from virtually any situation. This makes her a valuable partner for characters who benefit from having the opponent cornered. On the flip side, Julia's launcher gives one of the lowest launches in the game, which can hurt synergy with tag partners who may not be able to get their optimal combo when following it up.
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
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
- cr.LP, b+MP>LP xx qcb+P (233)
- st.MP, b+MP>LP xx qcb+P (263)
- cr.MP, b+MP>LP xx qcb+P (263)
Hit Confirm Combos
0 bar
- st.LP, cr.LP, cr.HP xx qcb+[P]~f,f+MP, cr.LK xx qcb+P (267)
- cr.LP, b+MP>MP
- See #Combo Enders (247/310; 2 bar 373/414)
- st.MP, b+MP>MP
- See #Combo Enders (277/340; 2 bar 403/444)
- cr.LP, cr.LP, cr.HP xx qcb+[P]~f,f+MP, cr.MK xx qcb+P (285)
- Inconsistent/hard on Kuma
1 bar
- st.MP, b+MP>LP xx hcf+LP+HP, f+MP>MK xx hcf+K, cr.HP xx qcb+P (385)
- Harder to execute in the corner
Punish Combos
0 bar
- f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, cr.LK xx qcb+P (324)
- f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (343)
- (corner) cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, cr.HP xx qcb+P (380)
- f+MP>LP, f+MP>MK xx hcf+K, cr.HP xx qcb+P (373)
1 bar
- cl.HK, cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (422)
- (corner) cl.HK, cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP xx qcb+P (441)
- cl.HK, cr.HP xx hcf+LP+HP, f+MP>MK xx hcf+K, cr.HP xx qcb+P (455)
- Harder to execute in the corner
2 bar
- f+MP>LP, f+MK>MP_HP>f+P xx qcb+PPP (447)
- cl.HK, cr.HP xx qcb+[P]~f,f+MP, qcb+PPP (465)
Low Combos
0 bar
- cr.MP, b+MP>MP
- See #Combo Enders (277/340; 2 bar 403/444)
1 bar
- cr.LK~cr.MK~cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (320)
- cr.LK~cr.MK~cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP xx qcb+P (339)
- cr.LK~cr.MK~cr.HP xx hcf+LP+HP, f+MP>MK xx hcf+K, cr.HP xx qcb+P (349)
- Harder to execute in the corner
- cr.MK~cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (365)
- cr.MK~cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP xx qcb+P (384)
- cr.MK~cr.HP xx hcf+LP+HP, f+MP>MK xx hcf+K, cr.HP xx qcb+P (398)
- Harder to execute in the corner
Overhead Combos
0 bar
- hcf+HP, delay f+HP, f+MP>MK xx hcf+K, cr.HP xx qcb+P (413)
- (corner) hcf+HP, f+MP>LP, f+HP, st.MP, cr.HP xx qcb+P (421)
2 bar
- hcf+HP, delay f+HP, f+MP>MK xx hcf+K, cr.HP xx qcb+PPP (532)
Counter Hit Combos
- CH f+MK, walk forward cr.MK xx qcb+P (255)
- CH f+MK, (f+MK)>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (358/362)
- CH st.MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, cr.MP xx qcb+P (363)
- CH st.MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP xx qcb+P (374)
- CH f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, cr.MP xx qcb+P (363)
- CH f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP xx qcb+P (374)
Tag-in Combos
- cr.LP, f+HP, cr.HP xx qcb+P
- f+HP, cr.MP, cr.HP xx qcb+P
- f+MP>MK xx hcf+K, cr.HP xx qcb+P
- hcf+LK stays on same side; hcf+HK switches side
- j.HK/j.HP, cl.HK, cr.HP xx qcb+P
Anti-Air Combos
- CH cr.HP xx hcf+LK, cr.HP xx qcb+P (322)
Advanced Combos
- N/A
Combo Enders
0 bar
- b+MP>MP, cr.LK xx qcb+P
- (corner) b+MP>MP, cr.LP, f+HP, cr.HP xx qcb+P
2 bar
- b+MP>MP, qcb+PPP
- (corner) b+MP>MP, cr.HP xx qcb+PPP