Julia Chang Move List

Grappling Arts

Command Throw Name Type Damage Escape Properties
1+3 Death Valley Bomb Front 35 1
2+4 Fisherman Suplex Front 30 2
d/f+1+2 Arm Lock Suplex Front 37 1+2
d,D/B+1+3 Waist Suplex Front 30 1
FC,d/b,d,d/b+1+2 Cross Arm Lock Front 45 1+2
qcb,f+2 Mad Axes Front 14,14,14 1+2
(1+3_2+4) Running Bulldog Left 40 1
(1+3_2+4) Twisted Sister Right 45 2
(1+3_2+4) German Suplex Back 50 None

Special Arts

Command Move Name Stance Damage Hit Range Properties
1+2 Twin Arrow 25 m GB
f+1 Flash Uppercut 15 m JG
(WR_d,d/f)+1 Flash Punch 14 m
 = <2  = Flash Elbow 21 m FSc
1~1 G-Clef - Club Fist 10,5 hm
 = 1  = Flash Uppercut 21 m JG
 = 4,3  = Bow & Arrow 12,15 Lm
d/f+1 Club Fist 8 m
 = 1  = Flash Uppercut 21 m JG
 = 4,3  = Bow & Arrow 12,15 Lm
1~2 G-Clef - Gut Punch 5,8 hm #5
 = ~1  = Skyscraper Cannon 21 m CH #4
 = 3  = Low Kick 10 L RC
 = 4  = High Kick 20 h
f,f+1 Party Crasher 10 m
 = <4  = Skyscraper Kick 15 m JG
f+1~2 Palm Explosion 21 m FSc
1+4,3 Club Fist - Bow & Arrow 12,12,15 mLm
d/f+2 Gut Punch 10 m
 = 1  = Skyscraper Cannon 21 m JG #3
 = 4  = High Kick 20 h
 = 3  = Low Kick 10 L RC
(d+2~N+3_2+3),1 Ultimate Cannon 10,9,25 smm JG
(WR_FC,d/f)+2 Flash Elbow 20 m FSc
(b+2_2~b) Arm Whip 12 h OB #1
(WS+2_3~2) Tequila Sunrise 15 m
 = 2  = Flash Elbow 22 m
 = 1,1  = Club Fist - Flash Uppercut 5,21 mm JG
 = 1,4,3  = Club Fist - Bow & Arrow 5,12,15 mLm
 = 4  = Razor Sweep 12 L RC
   = 4    = High Kick 23 h
   = d+4    = Low Kick 10 L RC
   = 1    = Razor's Edge 21 m JG
u/f+3+4 Earthquale Stomp 35 M
3+4 Counter Clockwise Spin - - #2
d+4 Razor Sweep 10 L RC
 = N+4  = High Kick 23 h
 = d+4  = Low Kick 10 L RC
 = 1  = Razor's Edge 21 m JG
4,4 Spinning Razor Kicks 20,12 hL RC
 = 4  = High Kick 23 h
 = d+4  = Low Kick 10 L RC
 = 1  = Razor's Edge 21 m JG
WS+4 Skyscraper Kick 15 m
FC,d/f+4,3 Bow & Arrow 12,15 Lm
(FC_d)+(1+3_2+4) Low Parry - -
2+3+4 Wave Taunt - -
Foot Notes #1 The Arm Whip needs to hit for Julia to spin around the opponent.
#2 Chains into Spinning Razor Kick Variations. First kick will do 20 damage.
#3 Has to hit from the front to work.
#4 The 3rd only occurs if the 1st hit was a counter hit or the 2nd hit connected on the opponents side.
#5 If the 1st hit is a counter hit, the damage of the 2nd hit will be 16. If the string is complete (1~2~1) the damage is 15.

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
f+1+4 Heaven Cannon 50 ! JG

String Hit Arts

Command Hits Damage Hit Range
2,1,1,2,3,3,3,4,4,1 10 8,6,6,6,6,6,6,7,8,25 h"mm"hLm"hh"Lm
2,1,1,2,3,3,2,3,2,1 10 8,6,6,6,6,6,7,5,5,30 h"mm"hLm"mL"m!
2,1,1,2,3,3,2,1,4,3 10 8,6,6,6,6,67,7,10,25 h"mm"hLm"mm"Lm