Street Fighter X Tekken/Julia: Difference between revisions

From SuperCombo Wiki
Line 405: Line 405:
* 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 ===
Line 436: Line 437:
=== Low Combos ===
=== Low Combos ===
==== 0 bar ====
==== 0 bar ====
* cr.MP, b+MP>LP xx qcb+P ''(263)''
* 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

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: 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

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

  • 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
  • st.MP, b+MP>MP
  • 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

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