I play Julia/Asuka with Julia on point.
My general game plan:
Julia is a well rounded character with gd mix ups, gd damage, has an uppercut, 1k health and while she can’t really qualify as a ‘battery’ type, she isn’t a meter reliant character which is great. Her mobility going forward isn’t the greatest so I find her to be a patient build up type and as a result, her come back factor suffers. I feel Julia needs the clock so I put her on point plus the above several reasons.
Asuka on the other hand has pathetic range hence suffers greatly in footsies and her mix ups are really bad. However, she has one of the best block strings in the game IMO and her counter is really good. Her EX anti air is REALLY strong as it’s a grab so it will never trade and scores a hard knock down.
So, as I play patient with Julia going forward, that will need a fair amount of time. By tagging in Asuka, she don’t have to play footsies to get in. Asuka can then keep the pressure on my opponent with her safe, uninterruptible block strings (Outside Alpha Counters). My opponent will find it difficult to keep the offence on as Asuka has her counter and has the meter for anti airs. Most likely, the clock will be running down so my opponents will be forced to go forward more and this is godsend for Asuka as it brings down the footsies game. Not to mention, her command grab sends my opponent flying full screen away if I need it.
Some weaknesses, at least for me, is this team is heavily reliant on conditioning. If I don’t have the clock on my side, then I will have to rely on agility and rush downs , which isn’t really present in this team. 2nd problem is that this team is centred on close range mix ups and pressure so grapplers like geif and zoning characters like Chun are really a pain to fight with.