The Julia Chang Thread

Haha, probably not, unless your name is Pandeeesal and play on PSN. But seriously the assist gems can shut so many characters down, with the already horrible throw game.

From which blockstring are you going into Windroll+LP? Everything I tested, if you cancel into WR, the opponent can jab/short out and no followup is fast enough to stop them.

you can also try j.hk. I found this video

[media=youtube]1oKGKdu2CCA[/media]

Ya same here. I’d like to know as well.

It’s like makoto. Its all about conditionning your opponent to not mash lights.

For example, sometimes, cancel your 2nd hit of moutain crusher with wind roll, instead of always doing 3hits.

Why does the Yoshi forum have a video thread but the Julia Forums don’t? Seems like Julia is the rising star in this game and I’d like to know if what people think about my Yoshi/Julia team, which I think is pretty good

yeah if anyone has some good videos please start a thread, I’ve been waiting for it. so much crap on youtube its hard to find good gameplay.

Is there a way to extend the reach of part crasher? I am having trouble connecting it after dash cancels.

Sorry if this has been asked: are any of her target combos true block strings?

Has anyone found a way to punish QCB+P? Can only Supers punish this? Seems to put her at a good distance away.

If it is punishable, I was thinking a good technique would be (utilizing her chain, I don’t know the actual notation, I just hold forward during the whole thing):

(F+MK, MP, MP) xx QCB+P and on block, charge the QCB+P and just back dash to safety.

However, if that chain (or other, similar chains) are not true blockstrings, it doesn’t seem like an effective abusable tactic to make attempts at pressure safe.

Things like Abel’s st.lk (easy mode punish) into boost can punish QCB+P. It’s -9 so I’m sure at least half the cast has something fast enough to punish it.

Instead of doing the launcher after the ground bounce, do f. MP>MK, Wind roll, cr. HP, tiger strike. does 403 damage if i remember correctly.

Yep. This is the combo I’ve been doing after Swift Step Explosion.

This reset stuff that I’m seeing is really good also. Can’t wait to test some of this out and see what I can come up with on my own. J

How do you guys go about making people scared to press buttons? As it is important to Julia for her mix ups. I feel like its very hard to do anything against characters like Kazuya who have really fast jabs ( 4 frame? ).

The way I do it is by really taking advantage of he mid range normals which are really good, and when you get in on your opponent you have got to frame trap them. Currently I’m using Party Crasher as a poke then following with crouching LK. Party Crasher is such a good tool IMO and you can really abuse your opponent with it if you know what they can punish you with and pressure accordingly. But just look at her frame data and make sure you’re always doing pokes/normals that leave you at an advantage on block like St. LK, St. LP, Cr. LP, Party Crasher, B+MP~LP (Can’t remember the name of that move) ect.

Having such a blast playing Julia. I’ve been playing 2v2 and it’s super hard trying to get my partner in just because Julia is too beast. Party crasher after numerous strings just puts you at +2 for a nasty low 3f trap.

Couple problems I’m having though. Doesn’t have any good low hit confirms. B+mp, lp is easy to see coming (no reason not to block low), and cr.mp and cr.lk have to be canceled into special to get anything. I was thinking cr.mp xxCADC party crasher. Anyone having success with this? I’m wondering if it combos.

Also, I feel her AA options are a bit rough. At a very frequent range, cr.hp gets snuffed for a full combo. Auto correct lk rising kick is okay, but it’s really tough to rely. Tried using f.HP but it seems like she might just have to dash out of some situations.

With Julia, you MUST, and I mean MUST punish every jump in. You have to be on point with her dp at all times. Once you established that the opponent cannot jump in, that’s when you start to focus on her poking and ground game. I feel that she is a counter-poke/punishment character and should be played as a sort of fireball/dp character sans fireball. She may not have fireball but her cr.:mk: and st.:hp: should be used like them. Like how st.:hk: is to Bison as is hadouken is to Ryu in SF4.

Do not use cr.:hp: as anti air. All she needs is :lk: dp. This anti air is definitely her best one and there’s no reason to use anything else except for pure lazyness. If you do get caught with your opponent going for a cross up ( :lk: dp is useless in this situation), try to dash forward to get out of there or jump back attack (which is the riskier option).

Never throw out cr.:mk: or st.:hp: unless you’ve confirmed that the opponent is still on the ground. If the opponent reacts to the poke and tries to jump in, you always have enough time to dp the jump in, unless it’s a well time’d dive kick from Rufus when you throw out your st.:hp:.

If you throw out your poke and have enough time to block, you’re doing it wrong. If you have enough time to block, why not dp instead? Practice buffering dp motion after :mk:, :mk: os Tiger Strike, or st.:hp:.

The only time they should get a clean jump-in on you is when they jump the same time you throw out your cr.:mk: or st.:hp:. Basically they have to make a guess as to when you do this. If they guess right, props to them for reading you.

To change up your predictability. Throw out fakes with st.:lk:, cr.:lp:, or cr.:lk:.

st.:hp: is a great poke, but DO NOT WHIFF. It is perfectly punishable on whiff. The range is just beyond the range of cr.:mk:

You’ll find that Julia plays extremely like Ryu or Sagat at just outside of cr.:mk: range. Punishing reactive jump ins with solid anti-air. All the Julia’s I see online don’t seem to take these things into consideration, most likely because they haven’t played Ryu in the past. The result is the other person pressuring Julia for free.

ok some things:

  1. currently using for low combo setups such as:
    back throw / super > walk forward > empty jump > cr.lk x cr.mk x cr.fp x EX CADC x Party Crasher > Mountain crusher > cr.fp x CADC x Party Crasher cr.lk x tiger strike or cr.mk x cr.fp into launcher tag > ender.
    (if it is a larger character you can do extended/varied combos instead for more damage, just listed a combo that works on the entire cast)

  2. don’t use cr.fp as anti-air… as said, lk DP. every time. if not. mk dp x tag > combo. and like option said. dash under if you are afraid of crossup. it’s the safest bet. safer play = consistent wins.

  3. cr.mp x CADC x Party crasher does not combo. never tested on counter hit, it may. and if so could have some reset potential but atm just use cr.hp or if you want the low spend a bar.

Ive been workin with julia, and ive noticed a couple wierd things.

  1. Is it just me, or is julias launcher launch the opponent a little lower into the air compared to other launchers? I find it really hard to combo after, especially with dhalsim.

  2. What multihit moves does julia have to tag out to her partner? Is mk uppercut pretty much her only option? Seems like julia has a hard time tagging out when she needs to. I guess u can also tag out with that b+mp~mp, but thats kinda meh

MK dp is the best option for tagging. Just do it in combo if you’re afraid.

BTW, i found something strange.
When you finish a long juggle combo with MK/HK dp, it often does only 1hit. BUT, when you push MP+MK to tag cancel, the second hit occurs. Even if it’s very late.
With this, you can launch opponent higher in the air after a HK dp.

And last thing, (juggle) f+MP~MK -> LK dp -> ambiguous jump HK, against quick recovery.
It’s good after a launcher.
launcher -> (julia) f+HP -> f+MP~MK -> LK dp -> jump HK

I’ve been rocking Julia for the past 2 days or so online and I must really say I like her on point with her speed and mixups. However, when I get in, and the opponent keeps on blocking everything solid. What are some good blockstrings and what are some solid mixups when you finally get in? Thanks in advance.