The Julia Chang Thread

Thanks for all of the help!

So the input for EXCADCPC is…

:d::db::b::p::p: (hold a little) xx :f::f::mp:

with the two :f:'s being both the dash and the inputs for Party Crasher?

Unfortunately, I live in the US and I’m also definitely in no shape to be playing anyone soon, but thank you very much for the offer and the help!

Yup, thats the input. You basically press mp the moment you input the second forward. The hold part of qcb is really small, but you´ll get the timing eventually.

Hey thanks for the tips.

What should i do against Heihachi’s frame trap (you know the one).

Hm, you mean that string which starts with the awkward standing uppercut, then goes into either a low or the overhead?

If you´re speaking of this, just block patiently. If he goes for the low, it´s a blockstring and you can only escape after the low is blocked. If you know he´s going for the overhead, input a DP (with tag for maximum damage) between both hits, as the overhead isn´t a true blockstring. Also, be very cautious with attacking after blocking either second hit, Heihachis love to do the counter immediately afterwards to catch any counter attacks. Luckily Julia´s backdash is awesome (!!!) so you can rhythm block the two hits and then backdash to escape, forcing him to go after you with his inferior normals and horrible walkspeed. If he jumps at you, he´s dead anyway if your reactions are on point.

What are some of Julia’s crossup combos.

I always go for a simple but effective combo that can be adjusted to switch her out with a launcher, or keep her in if I don´t want to switch.

j.mk, cr.hp xx Tiger Strike charge

May sound weird but thats the start of the combo. You´ll have to confirm hit or block up to this moment and decide on your next action accordingly.

On hit [launcher version, 0 meter, midscreen]: j.mk, cr.hp xx CADCPC, cr.lk>cr.hp>launch — Deals ~330 meterless with Jin in the back.

On hit [no launch, 0 meter, midscreen]: j.mk, cr.hp xx CADCPC, cr.lk xx Tiger strike — OK damage, but I rarely use this one. If I want to keep her in, I´ll go for the 1 meter version nearly all the time.

On hit [no launch, 1 meter, midscreen]: j.mk, cr.hp xx CADCPC, cr.lk>cr.mk>cr.hp xx EXCADCPC, f.mk>f.mp>mp xx Wind Roll, cr.lp, b.mp>mp, cr.lk xx Tiger Strike — Not to shabby damage for a meter, corner carry like crazy and definitely stylish :wink:

On hit [no launch, 1 meter, corner]: j.mk, cr.hp xx CADCPC, cr.lk>cr.mk>cr.hp xx EXCADCPC, f.mk>f.mp>mp xx Wind Roll, cr.lp, b.mp>mp, lk, f.hp, cr.hp xx Tiger Strike — Just like midscreen, just a different ender after b.mp>mp.

On hit [launcher version, 1 meter, anywhere]: j.mk, cr.hp xx CADCPC, cr.lk>cr.mk>cr.hp xx EXCADCPC, f.mk>f.mp>mp xx Wind Roll, cr.lp, cr.hp xx CADCPC, cr.lk>cr.mk>cr.hp>launch

On Block 1: j.mk, cr.hp xx Tiger Strike charge backdash — If they´re reversal heavy and start to get annoyed by your endless frame trapping, do this one and they´ll shoot into the sky, ready to be comboed by you.

On Block 2: j.mk, cr.hp xx CADCPC, cr.lk — Frame traps heavily and can be extended after the cr.lk [chain into cr.hp, then EXCADCPC or backdash. You can do whatever you want after that]

Woah, long post :slight_smile:
Now you know the exact play style of my Julia, change it to suit yours. As you can see, I´m relying heavily on CADCPC, but my setups keep her strong mixups quite safe and always result in a guessing game for the opponent. You need to find out if your opponent is reversal heavy or not, when you know what to expect from them the above combos should cover nearly every situation of you offense.

Hope this helped.

Piepmatz you are a god!! Thank you so much. You’ve helped my Julia a lot.

Any tweaks to Julia in this patch?

No she’s still the same =]

Nice combos, very well done!

One thing, though, you shouldn’t be using cr. lk after Party Crasher. You can go straight into cr. MP (same startup, more damage), or you can even link into cr. HP (one more frame of startup, so it’s a tougher link, but it’s easily plinkable). Besides that, your combos look good! :slight_smile:

Also, remember that you’re at big frame advantage on block after Party Crasher, so sometimes it’s worth not backdashing and going into PC if they’re blocking. You can follow up with cr. LP and catch a LOT of people out.

The range on cr.mp is a lot shorter then cr.lk. Maybe if you do the PC point blank it’ll work, but just to be safe you’re better off relying on cr.lk. Cr. hp after PC only works on bigger characters iirc. For example on sagat you can do cr.hp xx CADCPC xx cr.hp xx CADCPC xx followup, but on most characters it won’t connect (again, iirc).

You’re right about cathing people after a blocked PC, people just really like to push buttons :). I like to either poke with cr.lk xx cr.mk (beware of pushback against some chararcters tho), or go into a full cross rush EXCADCPC (sometimes delaying the PC to fish for a counter hit). Or if I’m feeling particularly ballsy: her f.mk
chain :stuck_out_tongue:

TBH I’ve never whiffed due to the range of cr. MP, it has a deceptively extended hitbox. That said, it should be noted that I almost always use this combo off a jump-in, cross-up or not. It might be more difficult to space if you’re just walking up to them and doing cr. HP, or using PC directly in footsies, but I don’t know if those are good ideas.

I think cr. HP after PC works on all characters, but I’ll double check when I get home and let y’all know.

BTW if you’re feeling REALLY ballsy, just do f. mk once after a PC. If they are throwing something out and you counter hit them, they’ll slip at around -23 frames and you can do a huge combo!

> from one of the earlier threads (not sure if it’s still accurate tho, with the patches and all)

I use her cadc mostly in hitconfirm combo’s/block strings (like cr.lp, cr.lp, cr.hp cadc), and in that case the range on her mp comes out a bit short. If you go straight into the cr.hp, then I guess your better off using cr.mp :).

Out of curiosity, what combo do you do after a CH f.mk? The reason I just go with the full chain is because I feel I don’t have enough time to confirm if it’s a CH or not. And less damage is still better than no damage :frowning:

Haha it’s certainly not a lot of time to confirm the CH, you really just need to do it enough times that you get used to expecting it.

I’ve been sometimes doing the :f: :mk: then going into Mountain Crusher, but you can, if you’re really on point, actually combo a full jump-in attack after that slip. Basically you have to be holding up immediately after you input the :f: :mk: so you jump on the first available frame after recovery. After this you can go into j. HK, cr. HP CADC PC and so on.

If you jump and notice they’ve blocked or that you haven’t CH, you can do j. MK instead and then try to crossup or otherwise keep the pressure on.

Muay’s jump in suggestion is probably the most damage, but the combo I’d go for after CH :f: :mk: is :f: :mp: - :f: :lp:, :f: :mp: - :f::mk: xx :lk: Windroll, cr.:hp: xx Tiger Strike

Yes! I actually managed to ‘confirm’ the CH and finish with this combo in a real match :smiley:

I found some tech regarding the CADCPC that is either new or not mentioned enough, so scroll to the bottom if you want to see it, or keep reading to see the mindset behind the tech’s effectiveness in my opinion. Its a theory thing. =D

I picked up Julia about a week ago and I’ve mostly been hitting the lab. I took the CADCPC as it is, a move that is dash cancelled from a normal with tons of advantage frames. So I just thought, “Oh, ok, its a frame trap and a decent hit confirm.” But how well of a frame trap is it? Julia is pushed too far to grab or walk up and grab, which means opponents shouldnt be crouch teching. I know that people online tech anyway, so keep using passing it off as a frame trap if you want…But since the opponent cant exactly poke at you, Julia can instead safely continue pressure while the opponent sits there and blocks. From here I thought, “I can always just wind roll into an overhead, but I didnt need CADPCP to do that. Other than that cr.lk cant be my ONLY other option. That would make my CADCPC nothing more than an extended block string.” I tried jumping forward after PC with a j.mk and it crossed up. Its a start, but thats like throwing out 2 cr.lp and then jumping. Thats when it hit me. J.hk can cross up and itll look like it wont but itll only hit at the right distance and CADCPC sets up that distance perfectly. And once people catch on to the cross up, you can walk back just a bit and hit the opponent on their front side. Its a crazy mixup to have with +2 frames of advantage.

To sum it all up, an immediate j.hk will always cross up after a PC. You can walk back in inch to mix it up.

Hmm, on Ryu, I only get the cross up if I slightly walk forward after a cr.hp cadcpc :s If I hold jump forward immediately after the PC and press hk, it only looks like it crosses up, but doesn’t (which is also pretty ambiguous, of course). Can you give some more info on how you set up the PC? Is it point blank? Or cr.hp xx cadcpc? Other normal xx cadcpc? Or is the timing to press hk just very strict?

Side note: when trying this, I noticed that j.hk always crosses up after a cl.hk. Didn’t know that before :smiley:

I’ll keep testing this stuff, but I think that the timing for letting out the j.hk will matter. It wasnt strict, but I remember having to let it out a bit early.