st.:mk: startup 7
active 4
recovery 15
adv on hit +2
adv on block -2
cr.:mk: startup 8
active 8
recovery 12
adv on hit +1
adv on block -3
i am pretty sure we have discuss this b4 but i have caught SSSSOOO many ppl with party crasher into fwd mk Counterhit lets me do a full jump-in combo XD (only on standing opponents) the stumble is crazy!!!
Not sure if this has already been posted somewhere or not, but if you only use the first hit of the elbow smash overhead after windroll, you can hit super after it. The timing seems tight and it does 362 damage. So nothing all that crazy really, but it’s nice to know it’s there.
I played in a tournament Thursday and got some casuals in as well. Here’s what I’ve noticed:
-It is very easy to tell if your cr.mk is going to hit. If you’re at its max range and your opponent is standing it’s probably a good idea to buffer it into Tiger Strike. This is NOT safe but again you should be able to tell if your cr.mk will hit. As with most tactics, abusing it is not recommended.
-As people have said her strings beginning with towards+mk are crucial to her game. You must learn to confirm a counter hit or regular hit with this string. If your opponent blocks anything beyond the first hit you have two options. You can cancel the second or third hit of Mountain Crusher (Red Orchid Combo seems pretty useless IMO) into a Tiger Strike xx backdash to reset the situation/bait a reversal OR you can Windroll xx Tequila Sunrise. You’re left at +2 and still have your pressure, but you also assume the risk of eating a reversal during the Windroll.
-As others have mentioned before, her standing lk is her go-to hit confirm. Start practing st. Lk st. Lk cr. Mp xx Tiger Strike until you’re comfortable with it. If it gets blocked try to end on the second st. Lk so you have a +2 advantage.
-IMO you should not be trying to rely on her overhead/low mixup game that much as it isn’t all that safe and the damage you get from it isn’t really worth the risk. The option to do so is nice, but I wouldn’t consider it an integral part of her game at high level.
-What IS important to her game is setting up frame traps and knowing when and how to punish over-aggressiveness.
-I can see Julia having trouble with people downbacking her and she doesn’t seem all that great for making comebacks. On the other hand if you have a life lead and know your spacing it will be tough to crack her open without getting supered.
-Early on in a game it’s tempting to abuse tactics that work only to untrained eyes and I would strongly recommend against this with Julia. She benefits from being played smart and picking her spots wisely. If you’re gonna take a risk you better be sure the damage you can get off it is worth it because her pressure after a knockdown is not as great as other characters IMO.
EDIT*** Just found this out in the lab. On hit you can charge cancel Mountain Crusher into Party Crasher and continue your combo. This is just another reason why charge canceling that string is a good idea.
Frame traps are good and all if you make them scared of throw. But then again, in this game throws are horrible. Throw in Julia’s horrible forward dash, a smart player will just down back her all day. She just boils down to a bait and punish character. Her charge move gives it away. She has great tools, but really, they’re all for baiting a jump or random dp. Nothing about Julia makes me want to stand block or let her mount up an offense. Again, she is reserved for turtling, you’ll see this backfires once the opponent has the life lead and down-backs you coupled with activated fortitude gems. She honestly feels like an incomplete character. I’m getting that Makoto SSF4 vibe all over again.
As for right now, I’m using her on a sub team consisting of her and Claw.
I find that both characters have great frame-traps and pokes, with Claw being better at rush-down while Julia is better at turtling and conter-hitting moves.
I find her really fun to play since she kinda feels like Yun/Yang without a divekick.
Need to find better combos for her instead of playing her like Yun in AE, but it works for now.
She just need better over-heads like the rest of the Tekken cast, and I’d find that she’ll be a great character.
As much as I’m not feeling the negativity I’m inclined to agree with you. She really could’ve used a command throw to discourage people from down backing her. In a game like this with no comeback mechanics it’s already hard enough as it is to deal with a poor start to the match. There’s a lot of characters out there with easier ways to do damage and less gimmicky mixups. I still think she is better than SSF4 Makoto (I mained her too) and I can see people getting wins with her, but I don’t see many Julia’s making top 8 =\
In basketball terms they call people like Julia a tweener. Not rushdown but not defense either. And if anyone mentions the one frame super=good defensive tool, I would rather have Heihachi’s AA’s, counter, and full screen super anyday over a 1 frame super and a watered down shoryuken.
All that said, I’m still not dropping her completely, but she may become a strictly casuals character. She’s still fun and I like her despite all the above shit.
IMO, her not having a command throw makes her incomplete. There are so many situations with her offense where a command throw would work perfect. I wouldn’t be surprised if they made her with one, but then they took it out. That’s how obvious it is. It’s the most glaring missing tool I think I’ve never seen a character in any fighting game. She has a very (in)famous command throw in Tekken. Why doesn’t she have it in this when it’s obvious that that is exactly what this character is missing?
It seems like people can just down back, or even up back against Julia. If b+mp,lp hits, they can just hold up back and get out of pressure. This is very saddening…
Party Crasher and cr. HP are really good moves in my mind at the second. You can setup counter hits pretty easily with doing cr. HP->QCB+HP->DashCancel->Party Crasher. Also if Party Crasher hits you can always do cr. LK->chain->Launcher to get some solid damage off it.
Her party crasher seems to let her setup a lot of frame traps, and in general she has a lot of + on block moves. f. MK is also a great poke tool because of the counterhit, and so is f.MP as it easily hit confirms into LP on hit for big damage. I think her whole purpose is to setup with respect with that and kill mashers doing that. Once someone respects just start blowing them up with DP baits, HCF+K mixups, LPLP MP or MK. I just wish she could get a combo off her special overhead : (
Her f.MP->MK Poke string is easily hit confirmable into a knockdown and it seems like it’s one frame but I’ve got part crasher off the MK a few times. Honestly once you get someone in the corner they almost have to dp to get out of her pressure. She’s gonna take a lot of work though as her execution requirements seem pretty strict.
I think the incoming character is actually at frame advantage. I messed around with bob and I’m not able to interrupt him mashing cr. LP afterwards. That’s actually really strong.
So I think the brady guide may be wrong. I think her super starts up in 2 frames not 1. I was testing punishing stuff and i couldn’t punish moves that were -1 only -2.
I dunno… Julia lacks in a few areas, but footsies is not one of them. What characters have normals with better range then Julia’s st. hk, cr. Mk and st. hp?
Hey guys…
Is there a way to extend the reach of part crasher? I am having trouble connecting it after dash cancels. The most successful attempts I got after delaying the dash cancel.
Alpha Counter if you have 1 bar of meter. If the opponent’s Rolento is doing jab strings crouching, you could just go for a launcher, which goes through low attacks. Just make sure that you are confident enough to where you know when your opponent is going to try to hit low.
I’ve been wondering who to run on my team with Julia. Right now I’m considering Kuma as a second character, but what might be some option potential options.
On that note, is Julia more a point or secondary character in your opinions?