Street Fighter X Tekken/Julia: Difference between revisions

From SuperCombo Wiki
m (→‎Combos: Remove unused header)
m (fix motion tags)
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{{SFxTFrameDataHeader}}
{{SFxTFrameDataHeader}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far\Close LP | lp | H | 30 | 5 | 4 | 8 |  +5 |  +1 | SM,EX,SA,CA | 1 | 1 | 1
| Far\Close LP | {{lp}} | H | 30 | 5 | 4 | 8 |  +5 |  +1 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far\Close MP | mp | H | 60 | 8 | 4 | 10 |  +7 |  +3 | SM,EX,SA,CA | 2 | 1 | 1
| Far\Close MP | {{mp}} | H | 60 | 8 | 4 | 10 |  +7 |  +3 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far HP | hp | H | 90 | 11 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1
| Far HP | {{hp}} | H | 90 | 11 | 4 | 22 | -1 | -6 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far LK | lk | H | 30 | 5 | 2 | 9 |  +6 |  +2 | SM,EX,SA,CA | 1 | 1 | 1
| Far LK | {{lk}} | H | 30 | 5 | 2 | 9 |  +6 |  +2 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far MK | mk | H | 60 | 7 | 4 | 15 |  +2 | -2 | - | 2 | 1 | 1
| Far MK | {{mk}} | H | 60 | 7 | 4 | 15 |  +2 | -2 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far HK | hk | H | 90 | 13 | 6 | 23 | -4 | -9 | - | 3 | 1 | 1
| Far HK | {{hk}} | H | 90 | 13 | 6 | 23 | -4 | -9 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close HP | hp | H | 90 | 7 | 4 | 22 | -1 | -6 | SM,EX,SA,CA | 3 | 1 | 1
| Close HP | {{hp}} | H | 90 | 7 | 4 | 22 | -1 | -6 | SM,EX,SA,CA | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close LK | lk | H | 30 | 5 | 2 | 9 |  +6 |  +2 | SM,EX,SA,CA | 1 | 1 | 1
| Close LK | {{lk}} | H | 30 | 5 | 2 | 9 |  +6 |  +2 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close MK | mk | H | 60 | 6 | 3 | 16 |  +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1
| Close MK | {{mk}} | H | 60 | 6 | 3 | 16 |  +2 | -2 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close HK | hk | H | 90 | 11 | 4 | 15 |  +6 |  +1 | - | 3 | 1 | 1
| Close HK | {{hk}} | H | 90 | 11 | 4 | 15 |  +6 |  +1 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch LP | d + lp | H | 30 | 4 | 4 | 6 |  +7 |  +3 | SM,EX,SA,CA | 1 | 1 | 1
| Crouch LP | {{d}} + {{lp}} | H | 30 | 4 | 4 | 6 |  +7 |  +3 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch MP | d + mp | L | 60 | 5 | 4 | 11 |  +6 |  +2 | SM,EX,SA,CA | 2 | 1 | 1
| Crouch MP | {{d}} + {{mp}} | L | 60 | 5 | 4 | 11 |  +6 |  +2 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch HP | d + hp | H | 90 | 6 | 7 | 20 | -1 | -7 | SM,EX,SA,CA | 3 | 1 | 1
| Crouch HP | {{d}} + {{hp}} | H | 90 | 6 | 7 | 20 | -1 | -7 | SM,EX,SA,CA | 3 | 1 | 1
| Forces standing
| Forces standing
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch LK | d + lk | L | 30 | 5 | 4 | 10 |  +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1
| Crouch LK | {{d}} + {{lk}} | L | 30 | 5 | 4 | 10 |  +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch MK | d + mk | L | 60 | 8 | 8 | 12 |  +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1
| Crouch MK | {{d}} + {{mk}} | L | 60 | 8 | 8 | 12 |  +1 | -3 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch HK | d + hk | L | 90 | 9 | 2(20)2 | 23 | hard knockdown | -5 | - | 3,3 | 1,1 | -
| Crouch HK | {{d}} + {{hk}} | L | 90 | 9 | 2(20)2 | 23 | hard {{knockdown}} | -5 | - | 3,3 | 1,1 | -
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump LP | ub or u or uf --- lp | M | 40 | 5 | 4 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| Jump LP | {{ub}} or {{u}} or {{uf}} {{---}} {{lp}} | M | 40 | 5 | 4 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump MP | ub or u or uf --- mp | M | 70 | 7 | 7 | until ground+4 |  +16 |  +12 | - | 2 | 1 | 1
| Jump MP | {{ub}} or {{u}} or {{uf}} {{---}} {{mp}} | M | 70 | 7 | 7 | until ground+4 |  +16 |  +12 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump HP | ub or u or uf --- hp | M | 100 | 11 | 4 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| Jump HP | {{ub}} or {{u}} or {{uf}} {{---}} {{hp}} | M | 100 | 11 | 4 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump LK | ub or u or uf --- lk | M | 40 | 5 | 8 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| Jump LK | {{ub}} or {{u}} or {{uf}} {{---}} {{lk}} | M | 40 | 5 | 8 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump MK | ub or u or uf --- mk | M | 70 | 7 | 7 | until ground+4 |  +16 |  +12 | - | 2 | 1 | 1
| Jump MK | {{ub}} or {{u}} or {{uf}} {{---}} {{mk}} | M | 70 | 7 | 7 | until ground+4 |  +16 |  +12 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump HK | ub or u or uf --- hk | M | 100 | 12 | 9 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| Jump HK | {{ub}} or {{u}} or {{uf}} {{---}} {{hk}} | M | 100 | 12 | 9 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Launcher | hp + hk | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | -
| Launcher | {{hp}} + {{hk}} | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | -
| '''**LC''' <br> Crushes crouching attacks frames 1-14, Launches opponent while switching characters
| '''**LC''' <br> Crushes crouching attacks frames 1-14, Launches opponent while switching characters
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Guard Cancel | f + hp + hk (while blocking) | H | 120 | 14 | 7 | 23 | hard knockdown | -8 | - | - | - | -
| Guard Cancel | {{f}} + {{hp}} + {{hk}} (while blocking) | H | 120 | 14 | 7 | 23 | hard {{knockdown}} | -8 | - | - | - | -
| Invulnerability frames 1-20, Resembles Hunting Tomahawk 2nd hit
| Invulnerability frames 1-20, Resembles Hunting Tomahawk 2nd hit
|
|
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{{SFxTFrameDataHeader}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Kolda | f + hp | H | 80 | 12 | 3 | 27 |  +6 | 0 | - | 3 | 1 | 0
| Kolda | {{f}} + {{hp}} | H | 80 | 12 | 3 | 27 |  +6 | 0 | - | 3 | 1 | 0
| Ground bounce on airborne opponent
| Ground bounce on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Party Crasher | f f + mp | H | 60 | 8 | 3 | 21 |  +7 |  +2 | - | 3 | 1 | 0
| Party Crasher | {{f}} f + {{mp}} | H | 60 | 8 | 3 | 21 |  +7 |  +2 | - | 3 | 1 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| - | lp --- b + mp | H | 50 | 8 | 4 | 13 |  +2 | 0 | SM,EX,SA,CA | 2 | 1 | 0
| - | {{lp}} {{---}} {{b}} + {{mp}} | H | 50 | 8 | 4 | 13 |  +2 | 0 | SM,EX,SA,CA | 2 | 1 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| - | lp --- b + mp --- lp | H | 40 | 14 | 10 | 13 |  -2 |  -8 | - | 2 | 1 | 0
| - | {{lp}} {{---}} {{b}} + {{mp}} {{---}} {{lp}} | H | 40 | 14 | 10 | 13 |  -2 |  -8 | - | 2 | 1 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Baiyuan Sanshou | lp --- b + mp --- lp > lp | L | 70 | 12 | 3 | 26 | hard knockdown |  -7 | - | 2 | 1 | 0
| Baiyuan Sanshou | {{lp}} {{---}} {{b}} + {{mp}} {{---}} {{lp}} > {{lp}} | L | 70 | 12 | 3 | 26 | hard {{knockdown}} |  -7 | - | 2 | 1 | 0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| - | lp --- lp | H | 50 | 15 | 3 | 22 |  -4 |  -7 | - | 2 | 1 | 0
| - | {{lp}} {{---}} {{lp}} | H | 50 | 15 | 3 | 22 |  -4 |  -7 | - | 2 | 1 | 0
| Knockdown on airborne opponent, Doesn’t combo
| Knockdown on airborne opponent, Doesn’t combo
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Divine Impact | lp --- lp --- mp | M | 90 | 16 | 9 | 19 | knockdown |  -10 | - | 2 | 1 | 0
| Divine Impact | {{lp}} {{---}} {{lp}} {{---}} {{mp}} | M | 90 | 16 | 9 | 19 | {{knockdown}} |  -10 | - | 2 | 1 | 0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Divine Intervention | lp --- lp --- mk | L | 70 | 13 | 4 | 14 |  +3 | 0 | SM,EX,SA,CA | 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
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| - | b + mp | H | 50 | 6 | 5 | 19 |  -3 |  -6 | - | 2 | 1 | 0
| - | {{b}} + {{mp}} | H | 50 | 6 | 5 | 19 |  -3 |  -6 | - | 2 | 1 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Trickling Stream | b + mp --- lp | L | 60 | 15 | 7 | 10 |  +4 |  +1 | SM,EX,SA,CA | 2 | 1 | 0
| Trickling Stream | {{b}} + {{mp}} {{---}} {{lp}} | L | 60 | 15 | 7 | 10 |  +4 |  +1 | SM,EX,SA,CA | 2 | 1 | 0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Raging Rapids | b + mp --- mp | H | 70 | 13 | 5 | 26 | float |  -9 | - | 2 | 1 | 0
| Raging Rapids | {{b}} + {{mp}} {{---}} {{mp}} | H | 70 | 13 | 5 | 26 | float |  -9 | - | 2 | 1 | 0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| - | f + mp | H | 60 | 12 | 4 | 19 |  -2 |  -5 | - | 2 | 1 | 0
| - | {{f}} + {{mp}} | H | 60 | 12 | 4 | 19 |  -2 |  -5 | - | 2 | 1 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Slow Power Punch Combo | f + mp --- lp | H | 80 | 18 | 3 | 27 | float |  -6 | - | 2 | 1 | 0
| Slow Power Punch Combo | {{f}} + {{mp}} {{---}} {{lp}} | H | 80 | 18 | 3 | 27 | float |  -6 | - | 2 | 1 | 0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| 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 Low Kick | {{f}} + {{mp}} {{---}} {{lk}} | L | 70 | 12 | 2 | 32 |  -12 |  -16 | SM,EX,SA,CA | 2 | 1 | 0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Slow Power Punch to High Kick | f + mp --- mk | H | 80 | 12 | 4 | 25 |  -8 |  -11 | 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
| Float airborne opponent, Forces standing
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| - | f + mk | H | 60 | 9 | 3 | 20 |  -2 |  -5 | - | 2 | 1 | 0
| - | {{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
| Stagger (+35) on standing {{counter}} hit, (+18) on crouching {{counter}} hit, Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| - | f + mk > mp or hp | H | 50 | 14 | 4 | 28 |  -11 |  -14 | SM,EX,SA,CA | 2 | 1 | 0
| - | {{f}} + {{mk}} > {{mp}} or {{hp}} | H | 50 | 14 | 4 | 28 |  -11 |  -14 | SM,EX,SA,CA | 2 | 1 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Red Orchid Combo | f + mk --- mp or hp --- k | H | 90 | 11 | 4 | 31 |  +6 |  -15 | - | 2 | 1 | 0
| 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
| Knockdown on airborne opponent, Forces standing
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Mountain Crusher | f + mk --- mp or hp --- f + p | H | 50 | 14 | 4 | 28 |  -1 |  -12 | SM,EX,SA,CA | 2 | 1 | 0
| 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
| Knockdown on airborne opponent
|
|
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{{SFxTFrameDataHeader}}
{{SFxTFrameDataHeader}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Wild Stallion | lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | -
| Wild Stallion | {{lp}} + {{lk}} | {{throw}} | 130 | 5 | 2 | 20 | hard {{knockdown}} | - | - | - | - | -
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Mad Axes | b + lp + lk | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | -
| Mad Axes | {{b}} + {{lp}} + {{lk}} | {{throw}} | 130 | 5 | 2 | 20 | hard {{knockdown}} | - | - | - | - | -
| -
| -
|
|
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{{SFxTFrameDataHeader}}
{{SFxTFrameDataHeader}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Swift Step | hcf + lp | - | - | - | - | 31 | - | - | - | - | - | -
| Swift Step | {{hcf}} + {{lp}} | - | - | - | - | 31 | - | - | - | - | - | -
| Airborne frames 15-25, Input b,b between frames 1-27 to cancel into backdash
| Airborne frames 15-25, Input b,b between frames 1-27 to {{cancel}} into backdash
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Swift Step EX | hcf + lp + mp | - | - | - | - | 31 | - | - | - | - | - | -
| Swift Step EX | {{hcf}} + {{lp}} + {{mp}} | - | - | - | - | 31 | - | - | - | - | - | -
| [[File:ex.png]] <br> 1 point of armor during frames 1-14, Airborne frames 15-25, Input b,b between frames 1-27 to cancel into backdash
| [[File:ex.png]] <br> 1 point of armor during frames 1-14, Airborne frames 15-25, Input b,b between frames 1-27 to {{cancel}} into backdash
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Lashing Arrow | hcf + mp | H | 120 | 16 | 10 | 14 | knockdown |  -9 | - | 3 | 3 | 0
| Lashing Arrow | {{hcf}} + {{mp}} | H | 120 | 16 | 10 | 14 | {{knockdown}} |  -9 | - | 3 | 3 | 0
| Airborne frames 16-29
| Airborne frames 16-29
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Lashing Arrow EX | hcf + lp + mp | H | 100 | 16 | 10 | 14 | wall bounce |  -9 | - | 3 | 3 | 0
| Lashing Arrow EX | {{hcf}} + {{lp}} + {{mp}} | H | 100 | 16 | 10 | 14 | wall bounce |  -9 | - | 3 | 3 | 0
| [[File:ex.png]] <br> 1 point of armor during frames 1-14, Airborne frames 16-29
| [[File:ex.png]] <br> 1 point of armor during frames 1-14, Airborne frames 16-29
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Swift Step Explosion | hcf + hp | M | 100 | 39 | 8 | 15 | crumple |  -5 | - | 3 | 3 | 0
| 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
| Airborne frames 15-24, Knockdown on airborne opponent, Input b,b between frames 1-33 to {{cancel}} into backdash
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Swift Step Explosion EX | hcf + mp + hp | M | 100 | 39 | 8 | 15 | crumple |  -5 | - | 3 | 3 | 0
| Swift Step Explosion EX | {{hcf}} + {{mp}} + {{hp}} | M | 100 | 39 | 8 | 15 | {{crumple}} |  -5 | - | 3 | 3 | 0
| [[File:ex.png]] <br> 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
| [[File:ex.png]] <br> 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
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Backdash (swift step) | Swift Step / Explosion --- b b | - | - | - | - | 22 | - | - | - | - | - | -
| Backdash (swift step) | Swift Step / Explosion {{---}} {{b}} b | - | - | - | - | 22 | - | - | - | - | - | -
| Invulnerability frames 1-4, Airborne frames 5-18
| Invulnerability frames 1-4, Airborne frames 5-18
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Rising Kick LK | dp + lk | H | 130 | 6 | 6 | 44 | knockdown | -37 | - | 3 | 3 | 0
| Rising Kick LK | {{dp}} + {{lk}} | H | 130 | 6 | 6 | 44 | {{knockdown}} | -37 | - | 3 | 3 | 0
| Strike invulnerability frames 1-9, Airborne frames 6-40
| Strike invulnerability frames 1-9, Airborne frames 6-40
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Rising Kick MK | dp + mk | H | 80,60 | 7 | 1(1)6 | 36 | knockdown | -29 | - | 3,3 | 1,3 | 0
| 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
| Strike invulnerability frames 1-6, Airborne frames 7-39, 2nd hit: Whiffs on crouching opponent, On Block: -31 on crouching opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Rising Kick HK | dp + hk | H | 100,60 | 7 | 1(1)8 | 38 | knockdown |  -24 | - | 3,3 | 1,3 | 0
| Rising Kick HK | {{dp}} + {{hk}} | H | 100,60 | 7 | 1(1)8 | 38 | {{knockdown}} |  -24 | - | 3,3 | 1,3 | 0
| Airborne frames 7-42
| Airborne frames 7-42
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Rising Kick EX | dp + k k | H | 100,70 | 6 | 1(1)6 | 42 | knockdown |  -26 | - | 3,3 | 1,3 | 0
| Rising Kick EX | {{dp}} + {{k}} k | H | 100,70 | 6 | 1(1)6 | 42 | {{knockdown}} |  -26 | - | 3,3 | 1,3 | 0
| [[File:ex.png]] <br> Invulnerability frames 1-9, Airborne frames 6-38
| [[File:ex.png]] <br> Invulnerability frames 1-9, Airborne frames 6-38
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Tiger Strike | qcb + p | H | 50,100 | 13 | 3 | 28 | hard knockdown |  -9 | - | 3 | 3 | 0
| Tiger Strike | {{qcb}} + {{p}} | H | 50,100 | 13 | 3 | 28 | hard {{knockdown}} |  -9 | - | 3 | 3 | 0
| [[File:chrg.png]] '''**LC''' <br> Chargeable: 51F for EX Version and 100F for Super Art
| [[File:chrg.png]] '''**LC''' <br> Chargeable: 51F for EX Version and 100F for Super Art
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Tiger Strike EX | qcb + p p | H | 80,120 | 16 | 3 | 45 | hard knockdown |  -26 | - | 3 | 3 | 0
| Tiger Strike EX | {{qcb}} + {{p}} p | H | 80,120 | 16 | 3 | 45 | hard {{knockdown}} |  -26 | - | 3 | 3 | 0
| [[File:chrg.png]] [[File:ex.png]] '''**LC''' <br> Chargeable: 51F for Super Art
| [[File:chrg.png]] [[File:ex.png]] '''**LC''' <br> Chargeable: 51F for Super Art
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Wind Roll LK | hcf + lk | - | - | - | - | 24 | - | - | - | - | - | -
| Wind Roll LK | {{hcf}} + {{lk}} | - | - | - | - | 24 | - | - | - | - | - | -
| Projectile invulnerability frames 1-15
| Projectile invulnerability frames 1-15
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Wind Roll MK | hcf + mk | - | - | - | - | 25 | - | - | - | - | - | -
| Wind Roll MK | {{hcf}} + {{mk}} | - | - | - | - | 25 | - | - | - | - | - | -
| Projectile invulnerability frames 1-16
| Projectile invulnerability frames 1-16
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Wind Roll HK | hcf + hk | - | - | - | - | 26 | - | - | - | - | - | -
| Wind Roll HK | {{hcf}} + {{hk}} | - | - | - | - | 26 | - | - | - | - | - | -
| Projectile invulnerability frames 1-17
| Projectile invulnerability frames 1-17
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Wind Roll EX | hcf + k k | - | - | - | - | 23 | - | - | - | - | - | -
| Wind Roll EX | {{hcf}} + {{k}} k | - | - | - | - | 23 | - | - | - | - | - | -
| [[File:ex.png]] <br> Projectile invulnerability frames 1-16
| [[File:ex.png]] <br> Projectile invulnerability frames 1-16
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Tequila Sunrise Elbow Smash 1st | Wind Roll --- p | M | 50 | 16 | 7 | 35 |  +3 | -20 | - | 3 | 3 | 0
| Tequila Sunrise Elbow Smash 1st | Wind Roll {{---}} {{p}} | M | 50 | 16 | 7 | 35 |  +3 | -20 | - | 3 | 3 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Tequila Sunrise Elbow Smash 2nd | Tequila Sunrise --- p | H | 80 | 25 | 9 | 13 | knockdown |  +2 | - | 4 | 4 | 0
| Tequila Sunrise Elbow Smash 2nd | Tequila Sunrise {{---}} {{p}} | H | 80 | 25 | 9 | 13 | {{knockdown}} |  +2 | - | 4 | 4 | 0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Hunting Tomahawk 1st hit | Wind Roll --- k | H | 60 | 8 | 4 | 33 |  -3 |  -13 | - | 3 | 3 | 0
| Hunting Tomahawk 1st hit | Wind Roll {{---}} {{k}} | H | 60 | 8 | 4 | 33 |  -3 |  -13 | - | 3 | 3 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Hunting Tomahawk 2nd hit | Hunting Tomahawk --- p| H | 100 | 25 | 7 | 23 | knockdown |  -8 | - | 4 | 4 | 0
| Hunting Tomahawk 2nd hit | Hunting Tomahawk {{---}} p| H | 100 | 25 | 7 | 23 | {{knockdown}} |  -8 | - | 4 | 4 | 0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Wind Roll Explosion 1st hit | Wind Roll --- d + k | L | 50 | 17 | 2 | 35 |  -3 |  -13 | - | 3 | 3 | 0
| Wind Roll Explosion 1st hit | Wind Roll {{---}} {{d}} + {{k}} | L | 50 | 17 | 2 | 35 |  -3 |  -13 | - | 3 | 3 | 0
| Knockdown on airborne opponent
| Knockdown on airborne opponent
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Wind Roll Explosion 2nd hit | Wind Roll Explosion --- p p | H | 100 | 18 | 7 | 23 | knockdown |  -8 | - | 4 | 4 | 0
| Wind Roll Explosion 2nd hit | Wind Roll Explosion {{---}} {{p}} p | H | 100 | 18 | 7 | 23 | {{knockdown}} |  -8 | - | 4 | 4 | 0
| -
| -
|
|
Line 382: Line 382:
{{SFxTFrameDataHeader}}
{{SFxTFrameDataHeader}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Iron Mountain Rush | qcb + 3p | H | 310 | 4 | 3 | 35 | hard knockdown | -16 | - | 3 | 3 | -
| 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
| 68 frames cinematic freeze before attack begins, Invulnerability frames 1-4
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Cross Art | qcf + mp + mk | H | 150+ | 9 | 2 | 46 | switch | -26 | - | 3 | - | -
| Cross Art | {{qcf}} + {{mp}} + {{mk}} | H | 150+ | 9 | 2 | 46 | switch | -26 | - | 3 | - | -
| '''**LC''' <br> 63 frames cinematic freeze before attack begins, Invulnerability frames 1-10
| '''**LC''' <br> 63 frames cinematic freeze before attack begins, Invulnerability frames 1-10
|
|
Line 482: Line 482:
* (corner) b+MP>MP, cr.HP xx qcb+PPP
* (corner) b+MP>MP, cr.HP xx qcb+PPP


[[Category: Street Fighter X Tekken]]
[[Category:Street Fighter X Tekken]]

Revision as of 02:03, 9 December 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.png 
H 30 5 4 8 +5 +1 SM,EX,SA,CA 1 1 1 -
Far\Close MP
Mp.png 
H 60 8 4 10 +7 +3 SM,EX,SA,CA 2 1 1 -
Far HP
Hp.png 
H 90 11 4 22 -1 -6 - 3 1 1 -
Far LK
Lk.png 
H 30 5 2 9 +6 +2 SM,EX,SA,CA 1 1 1 -
Far MK
Mk.png 
H 60 7 4 15 +2 -2 - 2 1 1 -
Far HK
Hk.png 
H 90 13 6 23 -4 -9 - 3 1 1 -
Close HP
Hp.png 
H 90 7 4 22 -1 -6 SM,EX,SA,CA 3 1 1 -
Close LK
Lk.png 
H 30 5 2 9 +6 +2 SM,EX,SA,CA 1 1 1 -
Close MK
Mk.png 
H 60 6 3 16 +2 -2 SM,EX,SA,CA 2 1 1 -
Close HK
Hk.png 
H 90 11 4 15 +6 +1 - 3 1 1 -
Crouch LP
D.png + Lp.png 
H 30 4 4 6 +7 +3 SM,EX,SA,CA 1 1 1 -
Crouch MP
D.png + Mp.png 
L 60 5 4 11 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP
D.png + Hp.png 
H 90 6 7 20 -1 -7 SM,EX,SA,CA 3 1 1 Forces standing
Crouch LK
D.png + Lk.png 
L 30 5 4 10 +3 -1 SM,EX,SA,CA 1 1 1 -
Crouch MK
D.png + Mk.png 
L 60 8 8 12 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HK
D.png + Hk.png 
L 90 9 2(20)2 23 hard Knockdown.png -5 - 3,3 1,1 - -
Jump LP
Ub.png or U.png or Uf.png ---.png Lp.png 
M 40 5 4 until ground+4 +12 +4 - 1 1 1 -
Jump MP
Ub.png or U.png or Uf.png ---.png Mp.png 
M 70 7 7 until ground+4 +16 +12 - 2 1 1 -
Jump HP
Ub.png or U.png or Uf.png ---.png Hp.png 
M 100 11 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK
Ub.png or U.png or Uf.png ---.png Lk.png 
M 40 5 8 until ground+4 +12 +4 - 1 1 1 -
Jump MK
Ub.png or U.png or Uf.png ---.png Mk.png 
M 70 7 7 until ground+4 +16 +12 - 2 1 1 -
Jump HK
Ub.png or U.png or Uf.png ---.png Hk.png 
M 100 12 9 until ground+4 +20 +8 - 3 1 1 -
Launcher
Hp.png + Hk.png 
H 100 13 2 54 switch -34 - 3 - - **LC
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Guard Cancel
F.png + Hp.png + Hk.png (while blocking) 
H 120 14 7 23 hard Knockdown.png -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.png + Hp.png 
H 80 12 3 27 +6 0 - 3 1 0 Ground bounce on airborne opponent
Party Crasher
F.png f + Mp.png 
H 60 8 3 21 +7 +2 - 3 1 0 Knockdown on airborne opponent
-
Lp.png ---.png B.png + Mp.png 
H 50 8 4 13 +2 0 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
-
Lp.png ---.png B.png + Mp.png ---.png Lp.png 
H 40 14 10 13 -2 -8 - 2 1 0 Knockdown on airborne opponent
Baiyuan Sanshou
Lp.png ---.png B.png + Mp.png ---.png Lp.png > Lp.png 
L 70 12 3 26 hard Knockdown.png -7 - 2 1 0 -
-
Lp.png ---.png Lp.png 
H 50 15 3 22 -4 -7 - 2 1 0 Knockdown on airborne opponent, Doesn’t combo
Divine Impact
Lp.png ---.png Lp.png ---.png Mp.png 
M 90 16 9 19 Knockdown.png -10 - 2 1 0 -
Divine Intervention
Lp.png ---.png Lp.png ---.png Mk.png 
L 70 13 4 14 +3 0 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
-
B.png + Mp.png 
H 50 6 5 19 -3 -6 - 2 1 0 Knockdown on airborne opponent
Trickling Stream
B.png + Mp.png ---.png Lp.png 
L 60 15 7 10 +4 +1 SM,EX,SA,CA 2 1 0 -
Raging Rapids
B.png + Mp.png ---.png Mp.png 
H 70 13 5 26 float -9 - 2 1 0 -
-
F.png + Mp.png 
H 60 12 4 19 -2 -5 - 2 1 0 Knockdown on airborne opponent
Slow Power Punch Combo
F.png + Mp.png ---.png Lp.png 
H 80 18 3 27 float -6 - 2 1 0 -
Slow Power Punch to Low Kick
F.png + Mp.png ---.png Lk.png 
L 70 12 2 32 -12 -16 SM,EX,SA,CA 2 1 0 -
Slow Power Punch to High Kick
F.png + Mp.png ---.png Mk.png 
H 80 12 4 25 -8 -11 SM,EX,SA,CA 2 1 0 Float airborne opponent, Forces standing
-
F.png + Mk.png 
H 60 9 3 20 -2 -5 - 2 1 0 Stagger (+35) on standing Counter.png hit, (+18) on crouching Counter.png hit, Knockdown on airborne opponent
-
F.png + Mk.png > Mp.png or Hp.png 
H 50 14 4 28 -11 -14 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
Red Orchid Combo
F.png + Mk.png ---.png Mp.png or Hp.png ---.png K.png 
H 90 11 4 31 +6 -15 - 2 1 0 Knockdown on airborne opponent, Forces standing
Mountain Crusher
F.png + Mk.png ---.png Mp.png or Hp.png ---.png F.png + P.png 
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.png + Lk.png 
Throw.png 130 5 2 20 hard Knockdown.png - - - - - -
Mad Axes
B.png + Lp.png + Lk.png 
Throw.png 130 5 2 20 hard Knockdown.png - - - - - -


Special Moves

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Swift Step
Hcf.png + Lp.png 
- - - - 31 - - - - - - Airborne frames 15-25, Input b,b between frames 1-27 to Cancel.png into backdash
Swift Step EX
Hcf.png + Lp.png + Mp.png 
- - - - 31 - - - - - - Ex.png
1 point of armor during frames 1-14, Airborne frames 15-25, Input b,b between frames 1-27 to Cancel.png into backdash
Lashing Arrow
Hcf.png + Mp.png 
H 120 16 10 14 Knockdown.png -9 - 3 3 0 Airborne frames 16-29
Lashing Arrow EX
Hcf.png + Lp.png + Mp.png 
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.png + Hp.png 
M 100 39 8 15 Crumple.png -5 - 3 3 0 Airborne frames 15-24, Knockdown on airborne opponent, Input b,b between frames 1-33 to Cancel.png into backdash
Swift Step Explosion EX
Hcf.png + Mp.png + Hp.png 
M 100 39 8 15 Crumple.png -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.png into backdash
Backdash (swift step)
Swift Step / Explosion ---.png B.png b 
- - - - 22 - - - - - - Invulnerability frames 1-4, Airborne frames 5-18
Rising Kick LK
Dp.png + Lk.png 
H 130 6 6 44 Knockdown.png -37 - 3 3 0 Strike invulnerability frames 1-9, Airborne frames 6-40
Rising Kick MK
Dp.png + Mk.png 
H 80,60 7 1(1)6 36 Knockdown.png -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.png + Hk.png 
H 100,60 7 1(1)8 38 Knockdown.png -24 - 3,3 1,3 0 Airborne frames 7-42
Rising Kick EX
Dp.png + K.png k 
H 100,70 6 1(1)6 42 Knockdown.png -26 - 3,3 1,3 0 Ex.png
Invulnerability frames 1-9, Airborne frames 6-38
Tiger Strike
Qcb.png + P.png 
H 50,100 13 3 28 hard Knockdown.png -9 - 3 3 0 Chrg.png **LC
Chargeable: 51F for EX Version and 100F for Super Art
Tiger Strike EX
Qcb.png + P.png p 
H 80,120 16 3 45 hard Knockdown.png -26 - 3 3 0 Chrg.png Ex.png **LC
Chargeable: 51F for Super Art
Wind Roll LK
Hcf.png + Lk.png 
- - - - 24 - - - - - - Projectile invulnerability frames 1-15
Wind Roll MK
Hcf.png + Mk.png 
- - - - 25 - - - - - - Projectile invulnerability frames 1-16
Wind Roll HK
Hcf.png + Hk.png 
- - - - 26 - - - - - - Projectile invulnerability frames 1-17
Wind Roll EX
Hcf.png + K.png k 
- - - - 23 - - - - - - Ex.png
Projectile invulnerability frames 1-16
Tequila Sunrise Elbow Smash 1st
Wind Roll ---.png P.png 
M 50 16 7 35 +3 -20 - 3 3 0 Knockdown on airborne opponent
Tequila Sunrise Elbow Smash 2nd
Tequila Sunrise ---.png P.png 
H 80 25 9 13 Knockdown.png +2 - 4 4 0 -
Hunting Tomahawk 1st hit
Wind Roll ---.png K.png 
H 60 8 4 33 -3 -13 - 3 3 0 Knockdown on airborne opponent
Hunting Tomahawk 2nd hit
Hunting Tomahawk ---.png p
H 100 25 7 23 Knockdown.png -8 - 4 4 0 -
Wind Roll Explosion 1st hit
Wind Roll ---.png D.png + K.png 
L 50 17 2 35 -3 -13 - 3 3 0 Knockdown on airborne opponent
Wind Roll Explosion 2nd hit
Wind Roll Explosion ---.png P.png p 
H 100 18 7 23 Knockdown.png -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.png + 3p.png 
H 310 4 3 35 hard Knockdown.png -16 - 3 3 - 68 frames cinematic freeze before attack begins, Invulnerability frames 1-4
Cross Art
Qcf.png + Mp.png + Mk.png 
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)

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