Originally posted by ShinkuuR
d/f+2,1_CH 1,2,1_CH f+1+2:
-f+3~1, d/f+4, f,f+1x2, d,df+1,2-staple juggle for high launchers
CH 1,1,1:
-d/f+3, f,f+1x3, d,df+1,2-standard juggle for low launches. d/f+3 takes off more damage than f,f+1, so you always want to start off with that if possible.
-d/f+3, f,f+1, d,df+1~3,1, f,f+1, d,df+1,2-timing is required to get the d,df+1 to hit in the middle. If you can do this one with ease, try dropping the 1 ender and replace with another f,f+1(d/f+3, f,f+1, d,df+1~3, f,f+1x2, d,df+1,2). If you can do that one consistently, then you're ready for the hard juggles.
f+1_u/f+4,3:
-f,f+1x7-don't mock this, as this is still the easiest way to get people to the wall where Julia is strongest, and you really can't mess it up if your timing is good.
-f,f+1, d,df+1~3,1, f,f+1, d,df+1,2-same combo as above. If you want to evolve this alittle, try (f,f+1, d,df+1~3, f,f+1, d,df+1~4, f,f+1, d,df+1,2)
b+1+2:
-d/f+4_f+3,2, f,f+3, d,df+1,2-you'll have to dash in to get the d/f+4, but it's easier to time than the f+3~2. The f+3~2 does more damage though.
Wall finishers(when you juggle them close to the wall):
-u/f+4,3,1-While 1+2, 4, b,f+1+2 does more damage(by like 5~7 points), the hopkicks are much more versatile in execution and position.
WS+3:
-D, df+4,3, f,f+1x3, d,df+1,2-the first elbow is pretty hard to time because they can teck roll right before that if you're too late. If that happens, do f, F+1 to track them otherwise they'll be at your side.
-CC 4~2, f,f+1x3, d,df+1,2-It's more reliable than the combo above, but you really have to have good timing with the crouch cancelled 4~2 for it to be usable.
Those are some good staples to work with. If you can't do the harder ones consistently then don't attempt them in match play, since it's not worth dropping a combo just to get 5~10 more points of damage.