Ohhhh, thanks. By the way, what does CH mean? ~_~
counter hit
Thanks again!
Most of the time I’ve seen people block between the first and second hits, but the overhead/low mixup on the last hit still gets them.
Does Julia have any sort of reliable overhead? I’ve found two so far, but neither be thrown out on a whim: L, L, M chain (which can be blocked/reversaled before the second L) & one of the followups to wind roll. I really wish that her f+HP was an overhead.
Hey guys. im having trouble with some people just just hold downback and playing pokes. Her overhead are risky and if i jump in i just get anti-air’d. Any help?
beat them at their own game. Walk in and out of range and counter poke with a buffered qcb+p for a knockdown. jump only when they can’t react and AA. Use her backdash to bait and punish. Use throws to beat block. After a knockdown do mega ambiguous j.hk (dirrrrrty), close hk for a frame trap
Julia honestly doesn’t look that great. She seems like a punishment character, or a reactionary type. It seems like people can just lame her out if they have the life lead. Anything blocked into wind roll isn’t a valid mixup since she’s negative. Her only positive move is :f::f:+:mp: which pushes her out and leaves her only to link cr.:mp:. I don’t think cr.:fp: can connect unles the :f::f:+:mp: is a counter hit. Her damage isn’t that great either comparing to the other chars. Her health is at 1k, but seriously, she either needs more health, or more tools to open people up. Baiting won’t work if the other person has no desire to attack.
Do you have any options off a far cr. mk other than a chain into launcher? Someone said close st.hk is very plus on hit, but I guess the frame advantage is different if you chain into it?
Dope.
Not that useful but I found this cool setup after a hcf.:mp:. A cool setup if they decide not to roll.
- :db::d::df::f::mp: > s.:lp: > s:lp: > jp.:hk:
You barely cross-up with this set-up and is really ambiguous. To make sure you land on front, you can stick a input in between the two light punches.
Use
Usee b,2,2. After a cross rush from anywhere. If your mid screen do the attack earlieer so you can recover in time to do her forward :hp: do get a bind. Than do her dp or her :qcb: :p: to finsht the combo
I don’t know if Julia is good or not just yet so I won’t speak on that, but she certainly has more then f,f+mp that’s advantage on block. All these moves are plus frames on block according to the Brady Guide.
f,f+mp
b+mp,lp
Close Standing hk
Close Standing lk
Standing lp
Standing lk
Crouching lp (+3!)
So yea…, not just one move that’s plus on block.
didn’t read the whole thread but just found out the hard way her lp,lp,mp or mk mixup can be srk’d out of after the first lp is blocked making it useless for pressure. friggen lame
any chance you will bore yourself to death for our benefit and transcribe the frame data?
f,f+mp +2 on block, +7 on hit
b+mp,lp +1 on block, +4 on hit
Close Standing hk +1 on block, +6 on hit
Close Standing lk +2 on block, +6 on hit
Standing lp +1 on block, +5 on hit
Standing lk +2 on block, +6 on hit
Crouching lp +3 on bloc, +7 on hit
You’re welcome :china:
YOu could block the Shoryuken if your opponent gets happy with it, punish with a big combo. Then once they stop, start the mixups.
Got some games in with Julia. I’m on the fence with her. It really sucks that she can’t really hit confirm any of her lows. This would be totally fine if she had a command throw. Leave her exactly how she is now and give her command throw and this is a complete character. It’s so obvious that she should have one.
I’m really surprised they didn’t give her the Mad Axes (not 100%) throw. Having fun with her though, I really love the amount of mixup she has. Also Trial 20 makes me want to kill myself.
Also, FYI…, she can be thrown out of her DP. So she clearly loses to all grapple characters. Again, this would be fine if she had a command throw. Then she would at least be able to beat the characters she “should” beat. I would totally be ok with her if she only lost to grapple characters.
I love her okizeme game off of her hard-knockdown QCB+P. You know: the QCB+P that you can land off of a full range d+MK? :3
After the throw animation, follow up with HCF+LP/HK and, no matter whether your opponent rolls or not, you’re at the perfect range to stuff him with a meaty d+MK > QCB+P and start the fun all over again. There really isn’t much that the d+MK can’t beat out if they push buttons, though I haven’t tested it against back dashes yet in the lab. (Oh, and were raw HP+HK launchers low invincible? I should probably test those too…)
So, yeah, if they’re going to roll, alternate between LK and HK spin steps to control whether they cross you up with the roll, creating a left-right mix-up with the d+MK as they come forward. QCB+P hits and they’re back in the same situation.
If you anticipate they’re just going to sit in place, mix it up between HCF+LP and HCF+HP. The two look identical, and create a high/low 50/50 mixup that will either reset the okizeme, or crumple them for huge damage. (Be advised, I think both of these will cross over the downed opponent if you landed QCB+P with their back up against the wall (which is good, unless you used the HP version…).)
Safety wise, it’s not too bad as long as the overhead isn’t blocked. If they block the d+MK > QBC+P, there is a good deal of push back, and it seems that the majority of the cast has a lot of trouble punishing. Otherwise, if they roll out of the HCF+HP, you’re also at a pretty safe distance against most characters.
How are the rest of you playing her? Poor girl’s on less than two percent of SRK teams, and I can’t say I’ve seen a single other Julia player online.