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Street Fighter X Tekken/Julia

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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

{{{5}}}

Weaknesses

{{{6}}}


Moves

Normal Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far\Close LP

{{#motion: Lp.png }}

H 30 5 4 8 +5 +1 SM,EX,SA,CA 1 1 1 -
Far\Close MP

{{#motion: Mp.png }}

H 60 8 4 10 +7 +3 SM,EX,SA,CA 2 1 1 -
Far HP

{{#motion: Hp.png }}

H 90 11 4 22 -1 -6 - 3 1 1 -
Far LK

{{#motion: Lk.png }}

H 30 5 2 9 +6 +2 SM,EX,SA,CA 1 1 1 -
Far MK

{{#motion: Mk.png }}

H 60 7 4 15 +2 -2 - 2 1 1 -
Far HK

{{#motion: Hk.png }}

H 90 13 6 23 -4 -9 - 3 1 1 -
Close HP

{{#motion: Hp.png }}

H 90 7 4 22 -1 -6 SM,EX,SA,CA 3 1 1 -
Close LK

{{#motion: Lk.png }}

H 30 5 2 9 +6 +2 SM,EX,SA,CA 1 1 1 -
Close MK

{{#motion: Mk.png }}

H 60 6 3 16 +2 -2 SM,EX,SA,CA 2 1 1 -
Close HK

{{#motion: Hk.png }}

H 90 11 4 15 +6 +1 - 3 1 1 -
Crouch LP

{{#motion: D.png + Lp.png }}

H 30 4 4 6 +7 +3 SM,EX,SA,CA 1 1 1 -
Crouch MP

{{#motion: D.png + Mp.png }}

L 60 5 4 11 +6 +2 SM,EX,SA,CA 2 1 1 -
Crouch HP

{{#motion: D.png + Hp.png }}

H 90 6 7 20 -1 -7 SM,EX,SA,CA 3 1 1 Forces standing
Crouch LK

{{#motion: D.png + Lk.png }}

L 30 5 4 10 +3 -1 SM,EX,SA,CA 1 1 1 -
Crouch MK

{{#motion: D.png + Mk.png }}

L 60 8 8 12 +1 -3 SM,EX,SA,CA 2 1 1 -
Crouch HK

{{#motion: D.png + Hk.png }}

L 90 9 2(20)2 23 hard Knockdown.png -5 - 3,3 1,1 - -
Jump LP

{{#motion: Ub.png or U.png or Uf.png---.pngLp.png }}

M 40 5 4 until ground+4 +12 +4 - 1 1 1 -
Jump MP

{{#motion: Ub.png or U.png or Uf.png---.pngMp.png }}

M 70 7 7 until ground+4 +16 +12 - 2 1 1 -
Jump HP

{{#motion: Ub.png or U.png or Uf.png---.pngHp.png }}

M 100 11 4 until ground+4 +20 +8 - 3 1 1 -
Jump LK

{{#motion: Ub.png or U.png or Uf.png---.pngLk.png }}

M 40 5 8 until ground+4 +12 +4 - 1 1 1 -
Jump MK

{{#motion: Ub.png or U.png or Uf.png---.pngMk.png }}

M 70 7 7 until ground+4 +16 +12 - 2 1 1 -
Jump HK

{{#motion: Ub.png or U.png or Uf.png---.pngHk.png }}

M 100 12 9 until ground+4 +20 +8 - 3 1 1 -
Launcher

{{#motion: 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

{{#motion: 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

{{#motion: F.png + Hp.png }}

H 80 12 3 27 +6 0 - 3 1 0 Ground bounce on airborne opponent
Party Crasher

{{#motion: F.png f + Mp.png }}

H 60 8 3 21 +7 +2 - 3 1 0 Knockdown on airborne opponent
-

{{#motion: Lp.png---.pngB.png + Mp.png }}

H 50 8 4 13 +2 0 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
-

{{#motion: Lp.png---.pngB.png + Mp.png---.pngLp.png }}

H 40 14 10 13 -2 -8 - 2 1 0 Knockdown on airborne opponent
Baiyuan Sanshou

{{#motion: Lp.png---.pngB.png + Mp.png---.pngLp.png > Lp.png }}

L 70 12 3 26 hard Knockdown.png -7 - 2 1 0 -
-

{{#motion: Lp.png---.pngLp.png }}

H 50 15 3 22 -4 -7 - 2 1 0 Knockdown on airborne opponent, Doesn’t combo
Divine Impact

{{#motion: Lp.png---.pngLp.png---.pngMp.png }}

M 90 16 9 19 Knockdown.png -10 - 2 1 0 -
Divine Intervention

{{#motion: Lp.png---.pngLp.png---.pngMk.png }}

L 70 13 4 14 +3 0 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
-

{{#motion: B.png + Mp.png }}

H 50 6 5 19 -3 -6 - 2 1 0 Knockdown on airborne opponent
Trickling Stream

{{#motion: B.png + Mp.png---.pngLp.png }}

L 60 15 7 10 +4 +1 SM,EX,SA,CA 2 1 0 -
Raging Rapids

{{#motion: B.png + Mp.png---.pngMp.png }}

H 70 13 5 26 float -9 - 2 1 0 -
-

{{#motion: F.png + Mp.png }}

H 60 12 4 19 -2 -5 - 2 1 0 Knockdown on airborne opponent
Slow Power Punch Combo

{{#motion: F.png + Mp.png---.pngLp.png }}

H 80 18 3 27 float -6 - 2 1 0 -
Slow Power Punch to Low Kick

{{#motion: F.png + Mp.png---.pngLk.png }}

L 70 12 2 32 -12 -16 SM,EX,SA,CA 2 1 0 -
Slow Power Punch to High Kick

{{#motion: F.png + Mp.png---.pngMk.png }}

H 80 12 4 25 -8 -11 SM,EX,SA,CA 2 1 0 Float airborne opponent, Forces standing
-

{{#motion: 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
-

{{#motion: 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

{{#motion: F.png + Mk.png---.pngMp.png or Hp.png---.pngK.png }}

H 90 11 4 31 +6 -15 - 2 1 0 Knockdown on airborne opponent, Forces standing
Mountain Crusher

{{#motion: F.png + Mk.png---.pngMp.png or Hp.png---.pngF.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

{{#motion: Lp.png + Lk.png }}

Throw.png 130 5 2 20 hard Knockdown.png - - - - - -
Mad Axes

{{#motion: 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

{{#motion: Hcf.png + Lp.png }}

- - - - 31 - - - - - - Airborne frames 15-25, Input b,b between frames 1-27 to Cancel.png into backdash
Swift Step EX

{{#motion: 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

{{#motion: Hcf.png + Mp.png }}

H 120 16 10 14 Knockdown.png -9 - 3 3 0 Airborne frames 16-29
Lashing Arrow EX

{{#motion: 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

{{#motion: 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

{{#motion: 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)

{{#motion: Swift Step / Explosion ---.pngB.png b }}

- - - - 22 - - - - - - Invulnerability frames 1-4, Airborne frames 5-18
Rising Kick LK

{{#motion: 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

{{#motion: 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

{{#motion: 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

{{#motion: 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

{{#motion: 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

{{#motion: 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

{{#motion: Hcf.png + Lk.png }}

- - - - 24 - - - - - - Projectile invulnerability frames 1-15
Wind Roll MK

{{#motion: Hcf.png + Mk.png }}

- - - - 25 - - - - - - Projectile invulnerability frames 1-16
Wind Roll HK

{{#motion: Hcf.png + Hk.png }}

- - - - 26 - - - - - - Projectile invulnerability frames 1-17
Wind Roll EX

{{#motion: Hcf.png + K.png k }}

- - - - 23 - - - - - - Ex.png
Projectile invulnerability frames 1-16
Tequila Sunrise Elbow Smash 1st

{{#motion: Wind Roll ---.pngP.png }}

M 50 16 7 35 +3 -20 - 3 3 0 Knockdown on airborne opponent
Tequila Sunrise Elbow Smash 2nd

{{#motion: Tequila Sunrise ---.pngP.png }}

H 80 25 9 13 Knockdown.png +2 - 4 4 0 -
Hunting Tomahawk 1st hit

{{#motion: Wind Roll ---.pngK.png }}

H 60 8 4 33 -3 -13 - 3 3 0 Knockdown on airborne opponent
Hunting Tomahawk 2nd hit

{{#motion: Hunting Tomahawk ---.png p }}

H 100 25 7 23 Knockdown.png -8 - 4 4 0 -
Wind Roll Explosion 1st hit

{{#motion: Wind Roll ---.pngD.png + K.png }}

L 50 17 2 35 -3 -13 - 3 3 0 Knockdown on airborne opponent
Wind Roll Explosion 2nd hit

{{#motion: Wind Roll Explosion ---.pngP.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

{{#motion: 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

{{#motion: 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


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