The Julia Chang Thread

Yeah it’s certainly going to be interesting. I think Julia’s going to look like a very different character in 2013. A lot less focused on footsies, and more focused on close range frame traps, and some high low mixups thrown in for good measure. She might even have a decent oki game, now that rolls are punishable, and given Julia’s fairly good air-approach moves.

You can do f+hp after a juggle/launcher into st.mp > cr.hp xx w/e. I’ve seen Ryan Hunter do this on stream and I’m using it now.

Is the st.mp > cr.HP a chain or a link? If it’s a chain, it might be better for ending with super (depending on the damage scaling from the chain). Otherwise, I think it might be better to try and link a f.mp > f.mk target combo after a launcher, then either cancel into windroll and combo into cr.HP xx Tiger Strike, or just recover normally and do the same (depends on positioning really) - Does more damage, is meterless, and sets up for meaty Swift Step Explosion

It’s a link. After a raw launcher, f+hp > st.mp > cr.hp xx tiger strike does 369 while f+mp f+mk windroll > cr.hp xx tiger strike does 365, very minor damage difference.

f+mp F+mk is probably better for the slightly more corner carry midscreen while f+mp st.mp cr.hp is probably better to do in the corner for the extra damage.

thought up of some hypothetical julia post patch combos:

j.mk, cl.hk, cr.mp, cr.hp xx tiger strike = 361 dmg, 0 bars
j,mk, cl.hk, cr.hp, ex lashing arrow, f.mp > mk xx wind roll, cr.hp, tiger strike = 459, 1 bar
cr.lp, cr.lp, cr.mp, st.lk, cr.lk xx tiger strike = 222 dmg, 0 bars (cr.lp confirm / frame trap)
j.mk, cr.mp, cr.mp, cr.lk xx cr.mk xx cr.hp xx launch = 283.8 dmg, 0 bar launch combo
cr.lp, cr.mp, b+mp > mp, cr.lk xx tiger strike = 272 dmg (4 frame punish)
cr.lk xx cr.mk xx cr.hp xx ex lashing arrow, f.mp > mk xx wind roll, cr.hp, tiger strike = 362.6 dmg 1 bar (cr.lk 5 frame punish)

lots of bnb possibilities, dont know about st.mp as a footsie tool, it is +7 on hit post patch, it’ll be interesting to see it in use.

I remember the main problem Julia had was that she had trouble against people who just downbacked her all day long. Is anything changing in this patch to help her out in that department? I know her tequila sunrise special is an overhead, but you can’t tack on additional dmg after connecting it and it’s easily interruptable/punishable if the first hit is blocked. Seems like a very poor risk to reward payoff.

She did? I’m not being flip btw, I’m asking legitimately because I really haven’t had this problem with her. Her overheads may all be readable (to an extent), but it always seemed like once you could could condition your opponent to block one way, they could be stuck forever trying to guess high/low from her, with SSE being pretty big damage if you can eek that in too. That along with PC CADC seems like more than enough to stop people from down-backing her.

Maybe I’m wrong but that’s what I remember ppl talking about a while back, but I haven’t visited her section in a while. PC CADC is good for continuing pressure but ppl can just hold downback and wait for her to try one of her risky overheads.

I think the quick overheads in Julia’s case are more footsie based, sort of as a reminder. “Hey! You can’t downback forever!” With SSE being the source of major damage after a hard knockdown, and then once you’re trained them to block high after a hard knockdown, you instead do just SS and go low.

This is what I was pretty much thinking and how I usually “try” to work in her damage.

“Try” being the key word because I fail more often than I succeed. :sweat: But yeah, the other overheads she has are just quick hits to get them to start blocking high, then SS -> low or PC CADC to a low during pressure (this part I’m bad at, still working that into my brain), then eventually hit them with the “oh yeah you forgot about this didn’t you” SSE overhead when they start db’ing again.

I actually think she’s kind of annoying to block consistently.

Actually, looking at the patch notes her cr. mp now being +6 on hit means that she finally has a low that she can safely confirm into a combo. I guess that will help her out in her mixup game.

Julia’s overhead out of Wind Roll is really fast and links into her super art. I don’t think that will still work in 2013, though.

Nah it won’t, it feels like a 1f now so I doubt it will work in 2013 with the startup nerf.

Hey has anyone figured out that you can combo off the first hit of her overhead follow-up after wind roll? I have recently figured out that if you do some (I use backdashes, you can do whatever) crazy set-ups on your opponents wake-up , if you wind-roll and meaty over-head you can combo off of it, currently testing how safe it is on block, but im sure its pretty good. So far I have just been doing BnB cr.lp, cr.hp CADC, chain etc afterwards, but this might have some interesting new combo potential in general, anyone think you can switch into this and combo if done right? Im gonna keep testing. Just remember who found this stuff first! lol

Ah that’s been known for a while sorry :frowning:

You can do forward throw, heavy windroll and get a meaty overhead and combo off it, although it’s really telegraphed from that setup and depends on them not rolling.

Do you think if you predict a roll in 2013 that you could not do the follow up and do a cr.MK to catch them during their vulnerable frames or would you be too far to hit?

I assume you mean from forward throw, windroll, then yeah you should be able to hit them, cr.mk has mad range like.

If you feel a roll is coming, best is to just do cr.mk cr.hp xx launcher/ex lunge (buffed ex lunge)

The roll nerf will help Julia, she can go between hcf hp for if they don’t roll (mostly likely won’t) or hcf lp for fake low or to punish roll if they rolled after tiger strike.

That totally makes my day. The patch can’t come soon enough.

I’d imagine it would be tricky though to do forward throw, windroll, walk forward cr.mk though, the vulnerable window on rolls is small enough (7-8f?)

How long does it take to do a roll? It would be about 34 frames (optimally) til the cr.MK would hit after a windroll. I’m thinking it might be possible if really tight