Her back dash from cancels is the same as before patch.
My new favourite thing: empty jump low with cr. MP, link into itself to hit confirm, then profit.
Having a lot of trouble kicking the cr. LK habit. Like, a lot of trouble. Any tips?
Rip the LK button out entirely?
Seriously though. Just try to not use it. This works better for me as the only time I did use it was after a swift step or a PC
Ha! Good advice. Speaking of swift step, it’s probably better to just go straight for cr. MP for the swift step high-low mixup from now on. More damage, you can confirm off it, etc.
Also, anyone notice that close MP is now +3 on block and freakin’ +7 on hit? I’m using it a lot to go into Trickling Stream to keep distance and pressure.Trickling Stream is easy to hit-confirm into Rising Kick for tag cancels or EX Lashing Arrow for good damage.
Julia got GAME now.
It’s super early, but I honestly don’t know what this character’s weaknesses are. She just feels dominant. Just adding off the cuff wall bounce, f.HP, cr.HP. HK DP to a combo is giving silly results. They had to put in those other nerfs just to keep her from being bonkers and I’m not sure they succeeded. I have yet to be punished in any way from backdashing all I want and even if you are outplayed her lk DP/Tag cancel is so strong it’s almost a comeback mechanic. Her tick grab game, her frame traps…it all seems so good.
Still early, though. Have to play more of the cast. BTW, Ricky Ortiz got mudstomped by a Julia player yesterday.
Julia still has a lot of flaws, even though the loss of her main footsies tool was shared by a lot of the rest of the cast.
She still has some problems anti-airing certain jump-ins. Her 6f LK Rising Kick is much better for this now, and her cr. HP is also a good anti-air, but neither are as dominant as Law’s somersault, or Cody’s b.MP.
Her frame trap game, while decent, is diminished slightly by her slow walk speed. She can also have some trouble fighting at mid range now, since the main way Julia now gets in is by jumping, which is less safe than it’s ever been in SFxT.
She’s also got some major flaws in her wakeup game, like the fact that her DPs get beaten by throws and projectiles. The nerf to rolls and her backdash mean that her options on wakeup are pretty bad.
If you want my sober assessment, I think she’s a good character now, but she’s definitely gone down in the tier list since 2012, due almost entirely to the loss of her cr. LK as an easy damage tool. Her main functions now are as an ambiguous cross-up character with a couple of good frame traps and a couple of nasty gimmicks (her Swift Step Explosion, for example). She has good-to-great damage output and is a great comeback factor character, but she can be paralyzed by a strong zoning and footsies game if you’re not great.
That said, I still really like her play style, and she’s got a lot of really neat, almost unique tools (like her linkable, low-hitting cr. MP, or her Party Crasher shenanigans).
What jump ins are beating her LK Rising Kick?
Her walk speed isn’t great, but I think her overall mobility is good. A lot of her moves push her forward, she’s got a great jump and her forward dash is fine. Kinda like Makoto. Except if Makoto had a great DP and could get in after using it.
cr.lk is still good for punishing at a distance that other normals wouldn’t reach, it still is one of her fastest longest reaching pokes. I’m still playing julia just differently.
edit: also ya i picked up law and learning hwao and asuka
If I may ask, what is julias best option to get in? her target combos? does she have any good TCs that are + on block? once I do get in, what are good pressure options?
I usually just walk people down with Julia. If you’re going to jump in with her, make sure you’re spacing is good so that you won’t get smacked with a AA. or some sort. Otherwise just walk em down and stick out s.LK at times. If you have her 2nd, then that depends on your character in the front for her incoming tag cancel.
once you’re in, you can still annoy people with s.LK or cr.lk. cl.MP is a great tool that’s pretty much in your favor regardless if it’s hit or blocked. Her Tekken strings are good for mixups (and honestly also a way to test to see if your opponent knows the gaps in her strings.) but don’t heavily rely on them too much. Depending on how your opponent reacts should give you a gauge on how much you should rely on her strings. Party crasher (elbow/ ff+MP) is great for both Tag canceling to get Julia out and your partner in safely as well as safe on block. It’s also one of her few tools to set up her frame trap game.
just a few tips from my view of how I somewhat play Julia.
hmm…well ive been in the lab with her working on her combos and such, and ive played only a handful of games with her but when im in close all I find myself doing is cr.lp cr.hp xx PC > cr.lp…stuff like that…im still not exactly sure which buttons or strings to use and when/how. I just feel like im not playing her right at all. When I get a chance to combo with her, I can and do (good combos…at least I think so. 325-400+ depending), but I feel like I dont create enough openings for myself and im struggling in learning what I should do in close with her normals / chains.
Julia is slow, but I usually try to walk my way in just because it’s the safest option. Occasionally, I might throw out a Wind Roll, Swift Step or 6MK series if I’m feeling more aggressive.
honestly that’s fine. Julia isn’t the fastest and she really doesn’t need to be because once she’s in, she has options to stay in, open people up, get big damage, AND get the oki mixup to basically kill. If you’re landing damage (and solid damage at that) don’t fret at all about that. Julia has the tools to play footsies and work her way in. It may take some more time but she gets there. No need to rush things.
But this is why I have her second so off a launcher or tag cancel, she gets in, does tiger strike, and automatically starts her offense without wasting 10-20 seconds trying to outfootsie or feel the match. Just poke em to death with your good normals.
s.LK
cr.LK (still good but not the end all move.)
s.MK
f.MK (CH standing or crouching = combo and your offense starter.)
s.MP ( your advantage on hit or block.)
cr.MK (mad range and have all day to hit confirm into whatever.)
as for her tekken strings, I always favor s.LP>s.LP string. But most people know the first 2 hits aren’t a natural combo so they’ll poke you to death. if they don’t, then they’re eating the high/low mixup. (the low is neutral on block, high is overhead and can start your offense. Both enders can be cancelled into a special move.)
just a general rundown on small stuff. Not going to do a whole write up on it. Fool around, experiment with stuff.
Could anyone else give any input as to how to keep pressure applied and what mixups / pressure ideas (other than tick throws) I can use? Any particular sequence that’s good? Any particular tekken chain? I know she gets mad damage from her launchers, but aren’t they unsafe as hell on block (her tekken string launcher i mean). What should I be trying to land ideally?
And what is so great about cr.lk? I understand the range and that it can be chain cancelled > ex PC, but is that pretty much it? Am I missing something??
Sorry for all the questions…I just still feel like my up close game with Julia is kinda ass and I want to rectify this
2012 cr.lk started your oki/offense and was just a fast ass far reaching low short. Not many people get a fast easy hit confirm to start your pressure. (some do but Julia gets a hard knockdown off Tigerstrike into a free left/right/up/down/meaty/bait mixup. No one else gets all these options off of 1 hard knockdown and a command dash.) it really was like a lighter version of Cody’s cr.LK except it lead into what she wanted to do. On top of that, cr.LK>cr.MK boost chain from midscreen or corner meant she was out of opponent’s footsie range and can literally counterpoke with cr.lk if they threw out a button. It was just that good.
in 2013, it’s still decent but not as abuseable from max range. It still does everything above (minus the boost combo being safe and the range) but it’s not as good due to the range nerf. she still has st.LK which also cancels into specials and a decent standing poke (so no worries of eating a raw launcher in thinking of poking low.) shorts are just great hit confirming moves because they’re fast, low, and safe on block. Low risk/high reward for many. (in julia’s case, it was nothing but low risk/high reward even if canceled into tiger strike or CADC>Party crasher since party crasher is +2 on block and tiger strike is hard for most of the cast to punish.)
and asking questions is fine. I don’t think anyone would fault someone willing to learn more on a character they’re interested.
so, this is something that ive been looking at regarding her mixup / pressure options…does this look good so far?
On BLOCK
b+mp ~lp xx windroll > P > P (+2) (low to overhead)
cancels into PC (+2)
cr.lp (+3)
mountain crusher > PC (-2 frame gap, +2 on PC block)
cr.hp xx PC (-2 frame gap, +2 on PC block)
lp~lp~mk (+0) > xx windroll P~P (low to overhead)
b+mp~lp (+1 on block, +4 on hit)
tick throw
anything yall can add? any comments or suggestions? I would love any and all input
There’s a huge gap in between the P>P Wind Roll follow-up and the first P is like -500 on block anyway, as well as there being a fairly open gap in the b.mp,lp xx Wind Roll string (Not sure about the lp,lp,mk xx Wind Roll string, never used it), although sometimes their attempt to interrupt can trade, netting you a full combo since Wind Roll > P puts them in a huge stagger state meaning that while they might be good once or twice, they won’t be good against people with good reactions or those that have seen that string before.
I actually forgot about this string which is pretty good and safe on the second to last hit:
b+lp>s.MP>s.Lp>s.LP
really easy hit confirm into a knockdown you see it hit. If you don’t, stop at the second to last hit (s.lp). the last s.LP is a low.
It’s also worth noting that the s.mp in that chain is special cancellable.