The Julia Chang Thread

oh jesus christ, fucking forget it. Thanks for my one solitary option, which is unsafe as fuck, to POSSIBLY open someone up if theyre crouch blocking. you dont seem to understand that frametraps mean NOTHING if the opponent isnt pushing buttons, god damn. If you go for tequila sunrise and I block the first hit, I get a free full punish. I dont really consider that a good option for opening people up.

You need to calm down, bruh. No one else is cursing and what not in here. Let’s keep this thread on the helpful strategic vibe, k?

If you look at Julia match footage, you’ll see that after sitting in frame traps for awhile, taking some ambiguous jump-ins and catching a tick throw or two, people are gonna push buttons which is the road to counter hit death. Many characters don’t have (good)overheads either, but they have a style that when performed properly entices the opponent to push buttons. Yes, if the opponent is robotically disciplined, throwing them to death isn’t all that threatening, but on the flip side the penalty for pushing the wrong button(which is most buttons) against Julia pressure results in near death.

Plus Julia is fairly well equipped to play the counter hit game.

sorry for the outburst, that last comment just irked me. I apologize.

So from the sounds of it, I don’t have to drop Julia. Back before I dropped this game a while ago I mained her. I decided to get back into the game after the patch but figured Julia got nerfed too hard to pick her back up. Do you guys still think she’s pretty viable? It looks like I was playing her completely wrong in the first place. Especially if she’s a frame trap character. What notable new things did they give her to compensate for all those nerfs?

no, I picked up the sarcasm - I was merely trying to translate.

The nerfs weren’t actually too bad. Her cr.LK and backdash are still decent moves, and her super art still punishes a lot of things. I also don’t think the 50 point health reduction is big enough to matter in most cases. Boost combo and DP nerfs are universal, so that’s not a big deal. She got frame advantage buffs on st.MP and cr.MP, giving her some new link and frame trap options, and she got a wall bounce on EX Lashing Arrow. Right now, I’m thinking she still has the potential to be a top 15 character at least.

Her LK DP is amazing now. It’s reduced to six frames but feels almost instant. It hasn’t traded with anything yet in my experience and you can do it at any point your opponent leaves the ground. Early, late, doesn’t matter. This plus the throw buffs, which cater to her style, make her an overall better character, imo.

AND it does a little more damage than it used to! It’s a very nice buff overall

Julia’s still completely viable in 2013, you just have to play a little smarter since there’s less abusable stuff to fall back on (c. LK into medium chain easier for opponents to punish, blocked LK DP a less safe way of tag cancelling), but she still has plenty of great tools. I’m still working s. MP into my gameplan now and I must say I’m liking it a lot.

off any DP she gets a safe jump setup IIRC. just hold upforward after a DP (either AA or a combo ending with DP.) I’m also pretty sure you can mix it up between j.HK and j.MK (since j.HK is just ambiguous like that.) Though because i’m not playing at the very moment, I don’t remember if it’s a cross up setup off a combo ending with DP or not. I have to go try it out again.

You don’t get much set up off her throw due to distance and how the animation ends. Last I checked or tried stuff.

Also, jump back j.HP is a really good air to air move. Beats out alot of things that it looks like it wouldn’t in the air.

Is Julia viable as a point character? I run anchor Marduk if that helps

She can be on point. You just have to actually work to get in rather than get a free way in off launcher to start her game.

You could run her on point, but I don’t think it’s ideal. She’s okay on point because she holds spacing fairly well and doesn’t need meter to be effective, but she also doesn’t have fantastic ways to get in, and her footsie game isn’t good any more. Essentially, she needs to jump, get a lucky Wind Roll, or get a lucky EX Lashing Arrow. Once you’re in, her frame traps and normals are solid.

She works better as an anchor now, where her damage and oki game can really shine through.

and what makes her footsie game bad again? Because I don’t see anything wrong with it.

Julia may not have the best footsies, but they’re still pretty decent. I find that cr.MK xx Tiger Strike, st.MK, and f+MK work well as pokes.

We lost the one of the best cLKs in the game, and got it replaced with simply a very good cLK.

Julia still kept her absurd cMK. It’s a tad slow but nothing will screw with that hitbox. Also, keep in mind that Lashing arrow, like Abel’s tackles can be space well. Perfectly spaced it’s possible to be 0 to +1 on a blocked arrow.

So I’m under the impression that cr. LK still has further range than s. LK despite the nerf and seeing a bunch of posts that state otherwise. Maybe it’s just me?

Anyways, what are your guys thoughts on EX Lashing Arrow? I can’t seem to find a good combo use for it since my tag combos seem to do more. Also is the move safe to toss out at all or is it only safe at certain distances?

it’s only safe at certain distances. Though this move shouldn’t really be thrown out unless hit confirmed. But usually she has better options than lashing arrow. The only bit i’ve used EX Lashing Arrow for so far (and i’m still somewhat experimenting) is at the end of her damaging BnB that would end with Tiger strike. (just replace with EX lashing arrow for a little more damage.) Otherwise I haven’t see too much use out of it. It’s a nice addition but it’s not changing her overall gameplay.

cr.lk got the nerf bat but it’s still overall fine. It’s just not abusable at max distance. I use s.LK overall for everything now so I can’t really tell. Plus you poke pressure with s.LK which helps from eating a read low with a launcher. I get the nerf but I feel like the range that it has now makes it very forgetful since Julia has so many other options at that range.

So what’s generally considered to be a good follow up after a blocked party crasher? All I’ve been doing is c.LK, fishing for the counter hit. But I know there has to be a little more I can do.

Also completely irrellevant to the queation above, but does anybody get kind of angry at the fact that for say a punish combo it requires us to do like 3 one frame links in a single combo for that good damage? Meanwhile there are other characters just derping around getting 400+ damage easy. Maybe I’m just over thinking it or still playing Julia wrong.

Julia can get good punish damage without needing to do a bunch of 1f links…she can easily get 411dmg (prepatch) by just punishing whatever with a j.hk > f.mp ~ lp > stuff. If you cant get the jump in, she still gets solid damage off of just f.mp ~ lp > stuff. Julia does slightly above average damage per combo. Her damage output isnt as dumb as Nina / Law / Heihachi / etc…she doesnt excel at huge damage all at once. She excels at putting the opponent into very dangerous mixup situations after a tiger strike. The other characters I listed dont have as good of a mixup as she does. That being said, she DOES have very solid damaging combos. Hell, if I boost into julia I get 304 + tiger knockdown oki…if they guess wrong, they eat another 400+ damage…thats already 700+ damage.

regarding your other question about PC on block, shes +2 so shes got a LOT of options. Most characters in this game dont have a 3 frame normal, so you can push basically (almost) any button afterwards and itll technically be a frametrap. After a PC on block, I like to either hit cr.lk, or cr.hp xx pc again. After a blocked PC, youre also at perfect range for a 50/50 jump in. if you use hk, it stays in front. j.mk crosses up. both lead into the combo I posted recently in the combo thread (does 420+ damage, although it contains three 1 frame links). Also, ive found that after a blocked PC, a lot of the time I can throw out a full mountain crusher and get counterhits a lot of the time since its startup is so long, it hits a lot of moves during their recovery frames. from there, you can either windroll or cadc backwards or whatever. youve got a lot of options honestly

What f.MP ~lp stuff are you talking about exactly? I honestly have never seen any Julia player use it to my knowledge, even back when I used to play in early 2012.

Also after a successful tiger strike what’s the best way to go. I know its a mix-up between empty swift step and SSE. But after an empty one what kind of mix-up am I supposed to be trying besides grab? Or is it just that it puts you back in their face for frame trap and pressure shenanigans? If so that’s good then because that’s what I’ve been basing my game around after an empty swift step.