I was messing around in training mode and found something confusing. Party Crasher is +7 on hit. Cr. Fierce is 6 frames. That should be a 2 frame link, right? But it doesn’t combo. The only reason I can think of is that Julia is too far away after PC so the cr. fierce won’t hit until the 3rd active frame.
That is indeed the case. It will combo on certain characters though due to their hitbox being in range to hit in time, such as Abel.
That sucks. It would’ve been a great link for her.
I have never been punished for doing tiger strike and having it blocked is it just that safe or the ppl i play not using the right moves?
Still practicing, I love Julia!
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Yea I was going to see if this had been put up anywhere (answer, yes it clearly has, at least twice). I’d call anti c.HP xx Windroll a ghetto OS. If you trade, it won’t come out, if you whiff well you’ll have failed probably eat a jump in, but it won’t come out. On hit, you get the mixup, but on counterhit, it also puts you in range for capitalizing on the juggle. LK DP is pretty amazing though so I suppose it limits the effectiveness of c.HP a bit considering the lack of guaranteed solid damage off it unless its a CH.
Also in terms of capitalizing on the hcf+HP meaty overhead gimmick, I personally like to never throw it out all of round 1, and ideally spend as little meter as possible. I run a Juri/Julia and inevitably catch them with Juri’s stupid-good c.HP antiair that leads to a 420-odd damage tag combo ending in Tiger Strike that sets up the hcf+HP overhead. And assuming that hits I’ll hopefully have the 1/2 bar I need to do ANOTHER 500 damage combo which depending how squishy their character is, is often enough to nearly win the round off of 1 anti-air that sets up one meaty overhead. It’s pretty disgusting when it works.
According to the guide, it’s -9 on block. It has three active frames, so if you make contact on the last frame, it’s still -7. I guess it could be relatively safe, depending on spacing. I’ll have to go into the lab and check. Ryu/Ken low forward, and chars with far reaching boost chains should punish it, though.
EDIT: I tested it in training mode against some random characters. I used cr. MK, Tiger Strike, since no Julia player is just going to throw out raw Tiger Strike. Ryu/Ken low MK punishes it, as expected. But it puts you in so much block stun, that you can’t react immediately. You have to wait to come out of blockstun first. Even then, you have 2 frames to punish it. If you aren’t expecting it, you lose your chance. None of the shoto Dragon Punches can reach you. Akuma’s cr. MK has a weird hitbox and it goes through Julia’s leg at that distance, so he can’t use that to punish. But his sweep and st. HK do punish it. Hugo’s cr. LK, cr. MK chain can punish you, as well as his low jab, but I don’t know if he can get anything that good off of that. Against another Julia, her cr. LK will hit you, so she gets a full Cross Rush into launch from that. Julia’s cr. MK is too slow to do the same combo back to you. Of course her super punishes it, since it’ll punish almost anything.
I watched some replays on PSN where Japanese player FUCU-T2 is actually using this as a frame trap. He’ll throw out cr. MK, Tiger Strike and then go into Cross Rush starting with cr. LK. People tend to hesitate, attack too late and get hit. I don’t think this tactic is very good in the long run, obviously.
damnit stupid shortcuts makes it really hard to walkforward and then windroll on reaction. sometimes it comes out as a dp. -.-’
It can be punished by a lot(all?) of the cast but people are having trouble with distinguishing it from party crasher (ff+mp) I’ve noticed. People should start seeing the difference and punishing accordingly as time goes on.
cr. HP is a terrible, terrible anti-air. It trades at best most of the time it connects but most of the time it just gets stuffed. Julia’s only real anti-air is her DP, which is slowish and stupidly easy to safe jump.
I had her on point for a while but her terrible AA threat seriously hurts her neutral game, people can jump in all day. I’ve switched the team to Juri/Julia and it is indeed amazing, Juri’s tools make up for what Julia lacks and calling Julia in blows them up.
I have never played ryu in the past and was having major issues with her AA game, using c.hp and only dp from far range. going to apply all that you have said. thanks
I swatted a ex tiger knee out of the air with f.hp online, the srk guide does mention that is knocks down airborne opponents. this was a complete accident on my part but that sagat never did ex tiger knee again. SO there is that. not tested anything after but if it can swat other full screen ex moves that could be a awesome bait and punish wake up ex. It may only work on horizontal flying moves.
I have a question about Divine Intervention (LP~LP~MK) and Divine Impact (LP~LP~MP). They don’t combo after themselves only if you use them on a airborne foe. What is the appropriate use of these moves? so you can cancel intervention to a move, so next special except DP we can backdash cancel from to be safe. But someone mentioned earlier that between 1st and 2nd lp you can be punished. as these didn’t combo and i didn’t check further that divine impact was an overhead and only just learnt swift explosion was a overhead. With those two moves and wind roll + P are those her only overheads? 3 in total?
lp-lp-mp can be used as a overhead poke from quite a distance away because of how far it reaches. On top of that by doing it further away you are more likely to be safe if it is blocked because of spacing/active frames. It is telegraphed though, so you can always just stop after the second lp to see how they react and dp if they jump in or go for the low which is safe on block. Up close don’t forget that right after st.lp you can go into a throw without walking forward on block or go into a cr.lp into a full combo if it hits. On block it’s +1 so st.lp into cr.lp is a good frame trap to blow up crouch techs if they are expecting the throw after the st.lp. You can also just block or backdash after the single st.lp if you expect they will dp.
Not the most useful string but it still has some situational uses.
For myself and every Julia player PC, crHp works on Abel, Kuma, Geif, Sagat, Boxer, Claw,Hugo, King, Marduk, Ogre the last one makes me the happiest
You mean normal PC into cr HP? Not Counter Hit? That’s pretty nice to know.
Hey fellas, just wanted to let you know of a stream that some friends of mine are running tonight over at our new project, SDUnity. At least for tonight, the play is to run a ft10 between BT Viscant (Dictator/Gief) vs Steinmania (Julia/Jin) live with commentary in between matches. After they finish, they’ll be taking calls and questions via skype and streamchat.
Regardless of character selection, these are 2 great players that are more than willing to answer any technical or general questions you may have about the game. We here in San Diego play a lot, and even though Steinmania hasn’t played Julia since launch, she is already a huge threat around here thanks to him. Hope to see you guys there at 8:00 PM PST, and I thank all of you in advance for your support.
party crasher is +7 on hit and cr. HP has 6 frames of start-up. so the only limiting factor is if they are close enough for cr. HP to hit.
Ah right. Thought it was a bit smaller for some reason.
anyone know a good meaty move for the woman?
When I get a hard knock down from Tiger Strike, I use this as a time to begin my Swift Step mix up. I’ll see how they respond to the overhead crumple and when they’ve begun blocking high, go for the light version for a low chain combo. If I think they’re going to forward roll, I can jump back/neutral jump, or see if they’re smart enough to block low.
More often than not the opponent is dead after two-three good guesses.
Are there any good frame traps Julia can do? I’ve been looking through her frame data and everything after Wind roll is bad except the K variant. It feels like Julia can get jabbed out of everything that has to do with Wind Roll and Swift Step. :c