Julia Chang Combo Thread

I hold LP and HP leaving MP free to use PC.

You can either hold LP and HP as Diveman mentioned, or you can negative edge the inputs, meaning hold down LP+MP or MP+HP after pressing them to activate EX Tiger Crush, then let them go after inputting the dash to activate Party Crasher.

Yea, I was thinkin abt doing negative edge. I’m going to try both to see which is easier for me. Thanks to the both of you.

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Finally getting used to her CADC into PC. Still practicing everyday tho.

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-6 seems to mostly do the following combo with Julia after her coming in on launchers:
:f: :hp:, :f: :mp: > :mk:, :d::db::b: :hp: (charge)

Anyone know why he might be doing that over the combo mentioned in OP?

Might be more damage. It’s what I’d go for if I could get the timing down. Instead I just go for :b::mp:>:mp:, :d::hp:, :d::db::b::hp:

Ok, I have tested it and the damage is as follows:
raw launcher > :b: :mp: > :mp:, :d: :hp:, :d::db::b: :hp: (347 dmg)
raw launcher > :f: :mp: > :lp:, :d: :mk:, :d::db::b: :hp: (344 dmg)
raw launcher > :f: :hp:, :f: :mp: > :mk:, :d::db::b: :hp: (charge a bit) (362 dmg)

A good 15 extra damage for timing that is slightly harder. Just hold :f: and press :hp: as soon as you see Julia on screen, hits pretty consistent for me. Shoulder needs a slight charge, else it will whiff under.

off raw launcher I think fwd+mp xx mk xx wind roll xx cr.hp xx hp tiger strike does more damage (368) and you don’t have to mess with timing the fwd HP. :3

After tagging in Julia off of a launcher, you don’t even need to do the Wind Roll in that combo. You have enough time to do cr. HP after f+2, 4.

You can do it for the sake of gauge. More meter

Some of these have been posted already but I’ll be throwing a slight variation on them because it works better as such. Some of these combos may be ones that haven’t been posted(I hope <_>) and then I’m also going to post some resets and combos I found with Rufus tag stuff as Julia/Rufus is my team at the moment.

Off SSE ALWAYS go into f. MP to MK string, then you can do cr. HP(no windroll needed) into tiger strike. This has been posted I think but with windroll, no matter where you’re at(even midscreen) you don’t need to do it, it’s just unnecessary inputs that may increase your chances of screwing it up. http://www.youtube.com/watch?v=9q790m5U-L8j. HK, f. MP -> LP, cr. MK, tiger strike 344 dmg. Good confirm off a jump in for what I’ve found to be maximum damage.

Resets. Found one decent one and another one that I think is amazing because it’s pretty hard to see.

j. HK, b. MP, LP, swift step explosion. This one is decent, not great since SSE can always be beaten out but what will generally happen here is they block j. HK high, they continue to block high so they block the first hit of trickling stream high, get hit by the low hit, expect you to do something AFTER the low hit, but then you do SSE and it hits because they start low blocking since low blocking is most common. This is nice because it makes them have to go through a lot of different blocking in a short amount of time. If you’re not confident in doing SSE at the end you can continue the combo, but having the option of a reset is a good mixup.

j. HK(it hits), divine intervention(LP,LP,MK), into whatever you feel like doing. This one is really awesome because after you land from j. HK the first hit of divine intervention will hit, but after the first one, the second jab will NOT connect, however because it comes out at a fast speed, it can be hard to see that it didn’t combo and therefore allows you to do a full combo on top of 180 dmg that the j. HK into the first LP it originally got you.

Combos with Rufus. These are all going to START with Rufus as an fyi so if you don’t use him then ignore but nonetheless they’re pretty good.

Corner only
Dive kick(hit it low), st. HP, HP tornado(move toward them), TC, fragrance palm, HP messiah kick -> LK followuip. tag to Julia, b. MP to MP, cr. HP, tiger strike. 466 dmg. Good corner combo for only one bar. My BnB for the corner with them two for now.

Dive kick(hit low once again), st. HP, EX tornado, fragrance palm x3, HP messiah LK followup, tag to Julia, b. MP to MP, cr.HP, tiger strike. 533 dmg. Two bars. More than half power on most the cast however.

Midscreen

Dive kick, st. HP, EX tornado, st. HK x2, j. HK TAG IMMEDIATELY to Julia, b. MP to MP, cr.HP, tiger strike. 517 dmg. Two bars once again. Somewhat similar to the corner variant but this is nice because it lets you do it midscreen and still get a TON of damage.

Having trouble finding any starter things with Julia to go into Rufus though =/. Sucks too because I want to play her on point but I get more dmg if I play Rufus first. Need some midscreen stuff with her actually because I found corner stuff into Rufus.

that combo is 378

j.hk > f.mk ~ mp ~ f.mp xx hcf.lk > c.hp xx qcb.p = 389

also, using f.mk ~ mp ~ f.mp xx hcf.lk gives you all the cadc ff.mp options.

edit: additionally, if you commit to the f.mp ~ lp and they block the jump-in, you’re at -6. after the red orchid string, you can cancel into tiger strike (or cadc) rather than wind roll if they’re blocking.

So what is Julia’s best combo off a jump in meterless?
Preferably no 1 frame links.

Probably something like…
j:hk:, f:mp:> :lp:, f:mp:>f:mk: xx :lk: Wind Roll, cr. :hp: xx :hp: Tiger Strike

Why do people do wind roll?
Also is there any way to ease the timing after :f::mp:>:lp: to f:mp:>:f::mk:? I can rarely get it but I like julia so :’(

The windroll in this case it to cancel the recovery of :f::mp:>:f::mk: and to position you to hit with cr:hp:

And yea, the link from :f::mp:>:lp: to f:mp:>:f::mk: is a bit tough. If you find it too difficult. One alternative is:
:f::mp:>:lp: to :f::mk:>:mp:>:mp:/:hp: xx Tiger Strike. Though the Tiger strike would only combo in the corner cause the last hit before it knocks the opponent away. A midscreen variant is just :f::mp:>:lp: to :f::mk:>:mp: xx Tiger Strike

dp+K and things like that can be just as difficult to understand, and they take longer to say and often, to type. If I’m talking to a friend at a tournament, it’s much easier to say “Tiger Strike” rather than “quarter circle back punch”, and it’s MUCH easier to say “Mountain Crusher into Wind Roll into Baiyuan Sanshou canceled into Rising Kick” than to say “forward middle kick forward middle punch forward middle punch into quarter circle forward light kick into back light punch, back middle punch canceled into dragon punch motion kick.”

So it’s best to become conversant with the move names, especially for a character you main. There aren’t that many, after all.

In any case, on the forums it’s easier to use the pretty notations, i.e. :f: :d: :df: :hk: for Rising Kick.

Well you have to think about people that never tried the character and are looking at combos to do. No one wants to have to look up names while learning combos.

True, I guess it’s a matter of taste, then. Personally I think it’s better that we all learn the names, then we’ll be better off as a whole. I do see your point that it’d be more accessible to people who’re new to the character, though.