The Julia Chang Thread

Do you mean it’s an instant overhead? Does it work on crouchers, confirmed?

Could be neat, but instant overheads usually leave you open to a full punish, which in SFxT is especially bad. I’ll check it out at home, though.

Oh Im sorry, I didnt mean it as an instant overhead. Rather, the jump itself is immediate. Its not a timing thing, you just have to jump from where you are because move back or forth a bit will cause a whiff or non-crossup.

Ok, after some testing, this is what I found out.
[LIST]
[]Distance wont matter unless you do PC by itself from a pretty far distance. Something about the dash property cause Julia to be in the perfect distance for the jump in.
[
]You actually dont have to move at all to mix up. The jump doesnt have to be immediate either. Just jump forward and time the j.hk. I was able to hit either side and continue to combo.
[*]I had a dummy replay the setup and crossup, and unfortunately, I can avoid the mixup if I hold back early enough. Just a short moment of walking back will make the crossup hit my frontside. The question now is “Do people block high THAT early?” I blocked high early because I knew the jump in was coming, but now I need to test this in an actual match.
[/LIST]

Is anyone using the cl. :hk: 1-frame link into cr. :hp: ? It’s tough to hit, but it could lead to fairly optimised meterless damage. Something like j. :hk:, cl. :hk:, cr. :hp: xx :hk: Rising Kick might be a pretty decent full punish…

I use it on short - solo - punish combos. If you extended out the combo with a partner the damage gain can be minimal, and it then becomes hardly worth the technical effort to hit the link. The j. :hk:, cl. :hk:, cr. :hp: xx :hk: Rising Kick is [imho] about the right length of combo to best utilize the link.

As I said, if you do the math or try to apply the link in extended combos (even opening with the j. :hk:, cl. :hk:, cr. :hp:), there is overall very little gain on the combo (assuming you are maximizing damage at each point in the combo).

I guess to spark some life into the thread. With the announcement of a major balance patch on the horizon, what changes would you like to see for Julia?

Thats comment isn’t going to Spark life into anything but if you want a discussion then we can only speculate on the EX swift dash wall bounce change. I mentioned in the general discussion that although its still up for speculation the change wont effect Julia too much. The change makes her combo shorter, but its dealing more damage on the first hit so it balances out. 5f Grab is a buff for all rush down characters so her cr jab > cr jab > slightly walk forward cr jab (counter hit setup) will be more viable. As it is now you gatta space it perfectly otherwise the grab will whiff, soo thats something to look forward to. More recovery time on life is also a buff for Julia in 2013 cause once she gets the life lead she can zone with cr lk magic series hit confirm and adjusting the space for a ff mp counter hit set ups. If they raw tag you can do qcf HP for have life so thats not a viable option for your opponent. Basically by the looks of it she will still be top 10 and may move up the tier list but we have to see more changes to confirm this.

Keeping changes practical, if they buff her walk speed that would be pretty cool.

Only thing I hate about the EX Lashing Arrow wallbounce is that it’s on EX (as opposed to say on counter hit), meaning to get anything out of it for a tag partner is going to take two bars. Still, seems like one of those things to take to the lab and figure out some stuff with.

My next goals with Julia are to work on my neutral game (it’s pretty bad overall with all characters), and getting the PC CADC more consistent so I can add that to my pressure. Right now I end up jumping too much once I get frustrated trying to get in.

Right now I’m thinking it’s likely you’ll be able to get the standard f.MP > f. MK, cr. HP xx Tiger Strike combo (possibly even with Kaida beforehand!) after the wall-bounce, this could mean Julia being able to deal a fuckload of damage with one meter without having to switch out.

Currently, after the standard PC crossup combo (j. MK, cr. HP xx CADC PC), the best thing you can generally do without tagging out is Trickling Stream xx HK Rising Kick, for a total of 359 damage. If you can do Trickling Stream xx EX Lashing Arrow, and then continue with the combo above, then you’d be getting 415 for one bar (more like 2/3 of a bar, considering how much meter that combo is likely to build).

Plus, if it still has armour (which it probably will), then EX Lashing Arrow could become a really great footsies tool. Being able to threaten 377 damage (again, if the above combo works) at footsies range WITH ARMOUR gives Julia another obscenely useful tool, as if she needed one.

I think I’m really going to like this buff. :smiley:

It’s going to be amazing vs fireballs with the wall bounce now, wasn’t really any reason to use it now because it costed a bar, but now with the wall bounce, we’re gonna get a lot of reward off it. Julia is going to be a monster (she kinda already is now).

Well finally posting in these forums after months.
And here are the Julia changes for version 2013:
http://www.capcom-unity.com/dubindoh/blog/2012/10/22/sfxt-ver-2013-change-log-for-megaman-toro-cole-and-some-tekken-characters
Vitality - 1000->950
Back step - Reduced distance by 40%
Close/Far MP - Reduced frames by 3 (+7F on hit/+3F on block)

  • 5F added to Boost combo (-5F on hit/-9F on block)
    Close MK - 2F added to Boost combo (-5F on hit/-10F on block)
    Close HK - Frames added to Boost combo (-9F on hit/-10F on block)
    Far MP - 5F added to Boost combo (-6F on hit/-10F on block)
    Far MK - 2F added to Boost combo (-6F on hit/-10F on block)
    cr. LK - Hit box reduced
    cr. MP - Reduced frames by 4 (+6F on hit/+2F on block)
  • 5F added to Boost combo (-6F on hit/-10F on block)
    cr. MK - Push back on block when used in boost combo reduced
    Tiger Strike - Damage 50+80(130)->50+100(150)
    Rising Kick (L) - Startup 8F->6F
  • Damage 120->130
    Rising Kick (L and M) - Block stun reduced by 10F
  • Screen freeze reduced by 3F
  • Push back on block reduced
    EX Lashing Arrow - Hit causes wall bounce
  • Damage 70->100
    Iron Mountain Rush - Startup 1F->3F
    Wild Stallion - Damage 120->130
    Mad Axes - Damage 120->130
    Special move meter gain:
    Tequila Sunrise Elbow Smash: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
    Hunting Tomahawk: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
    Wind Roll Explosion: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
    Rising Kick (L): On hit 60->40
    Rising Kick (M and H): On hit 60+60(120)->20×2(40)
    Tiger Strike: whiff 15->0/On hit 10+10(20)->20+50(70)

My opinion: Not really gonna make a big deal out of the health nerf, though that did give her honor of having more health than any female character, aside from She-Hulk.
Like that she has some damage buffs too, as well as some meter gain buffs.
I think the only major downgrade of all the changes is the back step nerf.
And the biggest upgrade is EX Lashing Arrow having wallbounce properties now.
Don’t know how much it will effect her game, but I will want to check some visual guides on said changes. Not really good at getting the meaning of some changes by words alone.

These changes are ridiculous.

Tiger Strike:

more dmg on tiger strike will encourage people to use it earlier in a combo and is a good buff.

CR.MP:

making cr.mp +6/+2 on block makes it so that you will be able to link another cr.mp or cr.hp on hit. cr.lk will connect and even frame trap characters who dont have a 3 frame normal.

CADC PC requires 21-22 frames (13 frames for earliest possible dash cancel + 8 frame start up)

cr.mp has 4 frame active, 15 frame recovery, 6 hit adv.

time frame from 1st active frame until opponent leaves hit stun = (3 + 15 + 6) = 24 frames, which should make it possible to CADC PC off of a confirmed cr.mp and easier if on counter hit. cr.hp will link off of cr.mp but cr.hp 1st active frame isnt that far reaching.

just for reference CR.hp xx CADC PC

cr.hp has 7 frame active 20 frame recovery and 1 frame disadvantage

time from 1st active until opponent leaves hit stun = (6 + 20 - 1) = 25 frames.

now lets do the math on block.

cr.hp on block is -7, so (6 + 20 - 7) = 19 frames, not to sure if cadc pc is 21 or 22 frames it would depend on if there eneds to be 1 frame between the cadc and PC. But if it’s 21 frames to use, its a 2 frame frame trap.

cr.mp on block will now have +2, so (3 + 15 + 2) = 20 frames, it takes 21 frames for CADC PC… 1 FRAME!

rising kick:

easier to aa with light version obviously.

mk rising kick no longer a safe tag cancel on block?

EX Lashing Arrow:

will now be a good wake up attack and will be able to punish some strings. will beat out some opponents wake ups and catch their back dash for a full punish. assuming armor frames still activite on frame 1.

Iron Mountain Rush:

:frowning:

Throw dmg buff:

??? i’ll take it

If something is wrong with my math or there are disagreements feel free to discuss and/or call me retarded.

the back dash nerf was going to happen and the vitality nerf is fine. not having a meterless throw invincible reversal will hurt now due to the back dash nerf. just be glad capcom didnt catch onto julia’s st.lk, it’s a beast.

Julia got off pretty lightly for a top character tbh, I’ll still use her, the cr.mp buff and tiger strike damage buff and throw buffs are pretty nice, Julia’s gonna be a lot more effective as a frame trap character with the 5f throws now, backdash and cr.lk nerf were pretty much guaranteed so I’m not bothered, super nerf is a bit :frowning: though, ex arrow wallbouncing is pretty amazing tbh, faster/more damaging DP is nice too altho useless as reversal tag cancel now I guess.

Yeah I have to say I’m liking everything I see for her right now. Only thing that bothers me is the nerf to super’s startup but can’t have everything, lol.

I’m pretty much fine with Julia’s changes. I would complain about the super nerf but… 2 frames longer start up doesn’t ruin the super for me.

Yeah I hardly ever use her super as a punish as it stands, although that’s mostly because although it’s really fast, the range on it isn’t that amazing, so it makes punishing certain cross rush strings difficult. I predict I’ll be using a lot more meter tag canceling anti-air DPs and especially using EX Lashing Arrow mid combo,

I can see j. MK, cr. HP CADC PC, cr. MP xx EX Lashing Arrow (wall bounce), f. MP > f. MK, cr. HP xx Tiger Strike being my new BnB. With the damage buffs, that’s 416 damage for one bar off a very common situation (any crossup jump in), which is decent, but what’ll make it really good is that you can stop this combo at the CADC PC on block and still retain frame advantage. Or you can dash during the CADC and go in for those damage-buffed, speed-buffed throws! Win win win.

I pictured all that in my head and I…

http://cache.thisorth.at/00000/00133/009.460x325.jpg

A thought with that BnB you predict. After the EX Lash Arrow - do you think you can add in a f+:hp: before the remainder of the combo and still finish it with Tiger Strike hitting?

I’m just wondering in the case that f :mp: doesn’t connect that f :hp: might instead

In general, f. :mp: > f. :mk: is better for juggles… it is possible that f. :hp: will connect, giving you essentially the optimised combo after her overhead lunge punch, but I really doubt it for some reason. If you can add it in, it’ll only end up doing 421, so a gain of about 6 damage, so it’s not a huge deal if you can’t. Certainly one to test, if it does, though!

Thanks. Without visually seeing that wall bounce, I guess we can’t really make a call on what’s possible, but it certainly seems plausible that f.:mp: would connect.

The patch can’t come soon enough, been practicing the theory (what I can of it) combo like crazy