SEASHELL EYES AND A WINDY SMILE - A GUIDE TO JULIA
This guide will note everything you need to know to be a good Julia player. It assumes a fair knowledge of all terminology associated with fighting games, and a decent level of knowledge of the metagame. If you are a beginner and have any questions or are confused by anything, please feel free to stick the message on the board (which I will be following) and I will get right back to you. Enjoy!
MINI GLOSSARY
Spoiler
CADC: Charge Attack Dash Cancel. This means charging Julia’s Tiger Strike (qcb+P) and then dashing forward or backwards while keeping the move charged.
PC: Party Crasher. One of Julia’s command normals, the command for PC is a forward dash followed by MP. This allows for the CADC PC technique.
SPP: Slow Power Punch, one of Julia’s Tekken Chains.
Oki/Okizeme: the ability of a character to exploit a situation where the opponent is getting up after a knockdown.
Normals notation:
cr. - Crouching
cl. - Close
f. - Forward
b. - Back
j. - Jumping
LP - Light Punch/Jab
MP - Medium Punch/Strong
HP - Heavy Punch/Fierce
LK - Light Kick/Short
MK - Medium Kick/Forward
HK - Heavy Kick/Roundhouse
Combo notation:
cr.HP xx Tiger strike: “xx” denotes a normal cancelled into a special.
cr.MP, cr.MP: “,” denotes a link between two moves. [/details]
OVERVIEW
[details=Spoiler]What is Julia good at? In order of importance
- Excellent okizeme (opponent waking up after knockdown) off every tag in
- Strong up-close frame trap game with several safe options and strong normals.
- Ability to mount comebacks with Swift Step Explosion
- Decent footsies ability with some strong pokes and effective anti-air options.
- Good jumping offence with two good cross-up normals and useful jump-arc
**
What is Julia not good at? In order of importance** - Waking up against opponents with strong oki
- Getting in against a strong zoner
- Enabling difficult tag-in combos
- Winning footsies wars against strong footsies characters
- Escaping consistent pressure, such as corner pressure
Who is a good partner for Julia? In order of importance
- Highly mobile point characters who find it easy to get in (Blanka, Law, Chun)
- Characters who find a lot of opportunities, but lack damage output (Poison, Vega, Rolento)
- Characters who have a difficult time making comebacks (Guile, Sagat, Dhalsim)
Who is not a good partner for Julia? In order of importance
- Grapplers and others who have a lot of trouble getting in (Marduk, Zangief, Hugo)
- High-damage anchors who need to be led to water (Paul, Steve [yes, I think Ryan Hunter’s team is sub-optimal], Bob)
- Characters who benefit from high-damage but difficult tag-in combos (Ken, Lars, Bison)
**
Execution level: Medium.** Most of Julia’s important links are 2f or easier, meaning you can master Julia’s main techniques without having to dip into 1f links and plinking. However, almost everything Julia does relies on these links, and additionally Julia has a very wide toolset of moves to familiarise yourself with. Mastering her cr.HP CADC Party Crasher technique is also essential to even average Julia play, and this presents a moderate execution barrier to overcome.
GENERAL INFORMATION
[details=Spoiler]Health: 950
A victim of the SFxT 2013 Vagina Tax, Julia was reduced from 1000 health to 950. This was a blow, but doesn’t really change her gameplan in any significant sense. It just means mistakes are a little more costly.
**
Walkspeed: 35 forwards, 25 backwards**
This is one of the most annoying parts of playing Julia – she constantly feels like she’s walking a little more slowly than she should. This affects her footsie game heavily, as well as weakening her frame traps significantly. Probably one of the major flaws in Julia’s design.
Julia also used to have one of the best backdashes in the game, but this was also heavily nerfed. Now her dashes are poor, and are usually not a good option.
**
Jump-arc: 35f forward jump, 37f backward jump**
Julia has a decent enough jump-arc: not that fast, but it has a good trajectory for creating ambiguous cross-ups from footsie range. Her back jump is slightly floatier, which is actually a benefit in certain situations, as it creates more space and can be advantageous in certain air-to-air exchanges.
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NOTABLE NORMALS
[details=Spoiler]cr.LP: 30 damage, 4f startup, +7 on hit/+3 on block
Fairly typical for most of the cast, this is nonetheless a strong move in Julia’s arsenal. With good startup and excellent frame advantage on hit and block, its main disadvantage is that it has poor range. It’s totally unsuitable for poking, and is best used as a disruptive up close tool. There are many situations in which her cr.MP is a better option.
cr.MP: 60 damage, 5f startup, +6 on hit/+2 on block
This is one of Julia’s outstanding normals. Besides the fact that it easily links into itself, on block it also creates an almost perfect frame trap with itself. It has great startup for a MP, and to top it all off it hits low, making it a fantastic starter to empty-jump-low attempts, a great option in her oki mixup, and an excellent way to catch people trying to walk backwards out of Julia’s frame pressure game. You will be using this move a lot.
**
cr.HP: 90 damage, 6f startup, -1 on hit/-7 on block**
One of Julia’s most commonly used normals, this is part of the key to her game. This is the best move to use her essential CADC PC technique with. Blessed with a fast startup, this technique (cr.HP CADC PC) is one of the best options to test your opponent during frame traps. Easily hit-confirmable, the technique then leads on to multiple options for good damage. It also does duty as an excellent anti-air, with a deceptively huge hit-box.
st.MP: 60 damage, 8f startup, +7 on hit/+3 on block
This move is like a poor man’s cr.MP. It is much slower, and it doesn’t hit low, but the important thing is that it isn’t launchable. All of Julia’s best normals are launchable, which makes this move an important tool to keep your opponent honest. It also has excellent frame advantage on block, leading into Trickling Stream very well.
cr.LK: 30 damage, 5f startup, +3 on hit/-1 on block
Back when Julia used to be a footsies monster, this was the reason why. It had fantastic range and was safe when buffered into cr.MK. No longer. Now, this move has merely average range, with decent startup. The problem is that it doesn’t lead to anything safe without using meter, which pretty much killed off Julia’s footsies game. This move is sometimes useful as a punisher, but besides that only use it when you have the meter to make it safe.
cr.MK: 60 damage, 8f startup, +1 on hit/-3 on block
This is one of Julia’s main poking tools. Julia suffered heavily in the great cross rush nerf of 2013, and this is one of the casualties. Today, this move is best used on its own. It doesn’t combo into anything safe, and if you hit with it, it won’t link into a CADC Party Crasher (CADC PC). It still has great range and an okay startup and recovery, but it gets beaten consistently by better moves like Akuma’s cr.HK and Ryu’s cr.MK.
j.MK: 70 damage, 7f startup, +16 on hit/+12 on block
Julia’s air game is entirely composed of two moves. The first of these is j.MK, which is an excellent and versatile aerial attack. It works very well as a cross-up, as a long-range jump-in, and as an air-to air to achieve counter-hit combos. This move forms a central part in Julia’s offence, so learn to become very comfortable with the ranges at which it hits, and where you need to be to have it cross up ambiguously.
Also, note that Julia’s j.MK has a ridiculous amount of frame advantage on block, better than pretty much any other jumping attack. Use this to your advantage. This is one of the reasons Julia can start her Slow Power Punch options safely off a jump-in
j.HK: 100 damage, 12f startup, +20 on hit/+8 on block
The secondary and far less frequently used move in Julia’s aerial arsenal is j.HK. This is a very slow dropkick, but it has the benefit of an excellent hit-box, meaning it will beat a surprising amount of anti-air normals. It also crosses up, but this is slightly tricky (similar idea to Nina’s j.HP, but slightly harder). Use this as a more difficult cross-up to evade, and also as your default full punish starter.
Launcher: 100 damage, 13f startup, -34 on block
Julia’s Launcher is relatively unique. It’s cursed with the lowest launch height of the cast, which means that a lot of the more optimised tag-in combos simply won’t be feasible with Julia as your partner. For example, Blanka’s cl.HP xx Surprise Forward, cr.MK, cr.MK xx HP Upball is almost impossible to do off of Julia’s launcher. This is something to consider when adding Julia to your team – test your partner’s tag-in combo.
On the other hand, Julia’s Launcher has noticeably better range than many other Launchers, so it may be more effective at footsies range than some others.
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NOTABLE COMMAND NORMALS AND TEKKEN CHAINS
[details=Spoiler]Kaida (f.HP): 80 damage, 12f startup +6 on hit/+0 on block
Kaida isn’t really useful outside of combos, but it’s one of her most commonly used moves to convert a floating state into a ground bounce, and so deserves mention. A very infrequent application of this move outside of its normal context is the optimised 1-bar combo after Swift Step Explosion, which requires a 1-frame link from Kaida into cr.HP xx EX Lashing Arrow. In this case, the Kaida needs to be done before the opponent crumples completely, leaving them standing and allowing you to continue the combo.
**Party Crasher (f.f.MP): 60 damage, 8f startup, +7 on hit/+2 on block **
Without this move, Julia would be a genuinely awful character. The CADC PC technique we’ve already discussed is key to Julia’s gameplan. This is because CADC PC is a fully safe (indeed frame advantageous) technique which is confirmable on both hit and block, with great options whether it hits or is blocked. Indeed, even if the cr.HP is blocked, you can CADC backwards and stay safe. Party Crasher is also sometimes used as a poke on its own, which can be surprising and effective.
Ryan Hunter is a major proponent of the back-to-back use of PC against opponents stuck in the corner. Although following a +2 frame trap with an 8f startup move isn’t the tightest frame trap in the world, the forward movement of PC means that in practice not many pokes can beat it out.
Red Orchid Kick (f.MK): 60 damage, 9f startup, -2 on hit/-5 on block
The only situation in which this move is good is off a counter hit, where it staggers (+35) or slips (+18) the opponent, depending on whether they are standing or crouching, respectively. Otherwise, this move has poor startup and unremarkable range. It can sometimes catch your opponent off guard, and has some use if you charge the CH.
**Red Orchid (f.MK>MP>MK)/Mountain Crusher (f.MK>MP>f.HP) **
This Tekken Chain invariably deals less damage than sticking to cr.HP CADC PC, but it has the advantage of excellent corner carrying, especially if ended with a Tiger Strike. Using this, you can almost take an opponent clean from one side of the screen to the other.
Trickling Stream (b.MP>LP): 50+60 damage, 6f startup, +4 on hit/+1 on block
Hands down Julia’s most useful Tekken Chain, this technique has a good startup and is confirmable on hit or block. Best of all, it’s +1 on block, meaning you’re gaining whether it hits or not. It doesn’t have the best range, so to use it you’re going to be competing with your opponent’s fastest normals, but it’s easily used after establishing frame advantage already, such as after a cr.MP or a CADC PC. Try following up Trickling Stream with a Wind Roll or even a CADC PC, to give the opponent a gap to hang himself in.
Divine Intervention (LP>LP>MK)/Divine Impact (LP>LP>MP) 30/50/70 or 30/50/90, +3 on hit/0 on block or KD on hit/-10 on block
This three hit Tekken Chain either ends Low with Divine Intervention or Overhead with Divine Impact. Either option does not combo with the second two hits of the string,although the Low option is then special cancellable.
Both of these options are highly risky simply due to the gap between the first hit and the second and third hit. Additionally, the Overhead option is unsafe on block and the Low option, while being safe on block, doesn’t yield enough hitstun or blockstun to make CADC PC a viable follow-up. As a result, if you go Low, you pretty much have to commit to one of Julia’s many unsafe specials.
Slow Power Punch Strings (f.MP>LP OR f.MP>LK OR f.MP>MK): 60+80/60+70/60+80, 12f startup, see below
This is a Tekken String that can end in three different ways. SPP Combo follows up with a punch that floats the opponent. SPP to Low Kick follows up with a Low-hitting kick that’s special-cancellable, and SPP to High Kick follows up with a High-hitting kick that is also special-cancellable, and additionally allows you to extend a juggle.
All three versions are very unsafe on block, so you should only use SPP Combo when you have confirmed a hit. You can make the other two versions relatively safe by using CADC or alternatively cancelling into Wind Roll.
So why would you use these strings? See Combo 9 below for applications. [/details]