*********************************************************************** A Player's Guide to JULIA CHANG version 1.0 by Dayful (David Fulstow) and iLuvMomo (Lee Kian Chong) last updated: 15/01/2K1 ----------------------------------------------------- Contacting Dayful E-mail: DayFul@totalise.net ICQ: N/A Website: N/A ----------------------------------------------------- Contacting iLuvMomo E-mail: helsmley@yahoo.com leekianchong@netscape.net ICQ: 6477770 Website: http://www.geocities.com/helsmley/ *********************************************************************** This guide is written using Wordpad usings Courier New (Western) Size 10 Fonts. 1234567890 .......... If the dots and numbers are alligned then you are set. ************ Legal Stuff ************ Tekken and all the characters in Tekken are copyrighted by Namco. Feel free to print this guide for your personal use. If you wish to distribute this guide, make sure that it is distributed free of charge and in its unaltered state, even with typo and grammatical errors. If you want to put this on your site, make sure that you have our written permission before you in anyway distribute this guide. Please give credit where credit is due. EGM, keep your hands off this guide. ******** Content ******** Using this FAQ Whats New? About the Authors - About Dayful - About iLuvMomo Why a Julia FAQ? - Dayful's View - iLuvMomo's View Why Julia Chang? Changes to Julia from T3 Conventions Julia's Move List (courtesy of Catlord and Tekken Zaibatsu) Move Analysis - Throws - Special Techniques - Unblockable - Pre-canned Ten Hit strings Julia's Juggles - Juggle List - Favourite Juggles Setups Okizeme OB Trap Movement Positioning Poking and Custom Strings Chickens Throwing and Throw escapes - Throwing - Escaping Throws Tagging Parry or Not to Parry? Character Specific Strats (Vs. Strats) Suggestions for Partners - Partner Analysis - Dayful's Favourite Partners - iLuvMomo's Favourite Partners Credits ************** Using this FAQ ************** This FAQ is targetted at readers of all level, beginner thru intermediate thus the title "A Players Guide to JULIA CHANG". Throughout writing this FAQ, we found that co-writing an FAQ for Julia would have its pro's and con's. Having two authours, the reader can easily see the difference in opinion players will have with certain moves and strategy. We hope that by co-authouring this FAQ, we would be able to bring to you a diverse and different methods to approach playing Julia. Remember, No two players are the same. We have written this FAQ in such a way that you can easily look up info on a certain topic which you need to refresh on. For instance, if you want to know more about Julia's 1~1,1 just go to her "Move Analysis" section to read about its uses. Likewise if you want to know more about setting up her 1~1,1 then refer to her "Poking and Custom strings" section. This method provides for easier reference and is not as confusing in the long run unlike certain faq (Hint: RevC) We hope you will enjoy this FAQ as we have writing it. Dayful & iLuvMomo *********** Whats New? *********** v1.0 - This is it. The release of the FAQ. We hope that it will provide sufficient information. As always should there be any errors or new tricks discovered, we will undoubtedly make revisions to the FAQ. ****************** About the Authours ****************** About Dayful ------------ I'm 18 I live on the outskirts of Liverpool in England, I'm curently studying A levels in Chemistry and computer science. First time I played tekken was just when Tekken 1 first came out on the PS1, it wasn't mine I just went to one of my friends houses and I sucked at it anyway. I started playing a lot more when T3 came out once I had a playstation of my own and had nothing better to do than go to the arcades. Using Julia as my first character was an easy choice for me realy she's easily the best looking character (IMO of course). The only problem there was Julia was very difficult to use but I wasn't going to give up even though I sucked. Now I'm playing TTT a lot as I'm one of the lucky people in the UK who actualy managed to get a PS2 (slow as shit sadly). Also I played in the arcades for over a year with the constant motivation to show everyone Julia didn't suck (Peope in the UK got duped in to thinking Ling was something special and Julia got ignored by most people). I spend most of my time playing in Casears in Southport, hopefully soon I'll be going to the Trafford centre a lot. So if you see a guy playing Julia, Yoshi, True Ogre, Kazuya, Bruce and Armor King it may be me. I'm not an expert player but I feel I'm able to give good advice to any one who wants to play Julia. About iLuvMomo -------------- I am an 18 year old boy who lives in Ipoh, a small town in Malaysia. I have moved to KL, studying my second year in A levels at Taylors College. I would consider myself a hardcore gamer and have been playing games in the arcades since I was 6 playing the then popular Street Fighter II series (the ironic thing about this all is that people under 18 are banned from going to arcades!... so you would say I had to illegally sneak into arcades time and time again) Anyways, back to the topic. My first taste of Tekken was Tekken 2 on the Playstation and I have to say I never liked it in the first place. (to slow for me) I really got into Tekken when Tekken 3 was released for the Playstation, and I addictively play Tekken Tag Tournament right now, spending most of my allowance in the local arcades learning new combos or practising new strategies. If any of you readers live in Ipoh (or KL for the matter), do e-mail me as I would be glad to have a game or two with you. When I am in Ipoh, I always hang out at Capcom Station in Jaya Jusco during the weekends from 2-6pm. It doesn't matter if you are better than me and if you beat me because if you do , I will still be learning something new. Anyways, I am NOT a player with Mad skillz, just an average player who wishes to pass a tip or two to would-be Julia Players. Writing this FAQ has not been easy as one would think since it invovles a lot of time and patience. This FAQ has gone through numerous revisions to make it better for you the reader. I hope you will therefore enjoy reading it. ********************** Why a Julia Chang FAQ? ********************** Dayful's View ------------- Well she's my favorite character (Blatantly obvious to anyone on TZ) and I feel that a character of her quality defianately deserves a realy good FAQ. At the moment the only FAQ involving Julia is the Julia/Michelle one which doesn't go in to enough depth pretty strange seen as there are countless Jin FAQ's and a few other charcters have many FAQ's as well. Also of all the types of scrubs you can come across Julia scrubs are among the worst as she isn't easy to use giving some people the wrong impression of her. Hopefuly as well as helping the many Julia players out there get the best out of her it will put an end to the people who still live in the early T3 days when people thought she was weak. LOL it's blatantly obvious when you think about it realy she is overpowerd but few people can use her properly. A lot of people think abuse mad axes and elbows and you will be fine well that's why they still suck. Julia is a very deep character and hopefuly this guide will show people how to get the best out of her. iLuvMomo's View --------------- This is my second attempt at writing an FAQ. When I first wrote my Kazuya FAQ I was quite new to FAQ writing and never discussed much strategy be it at forums or on IRC. Needless to say, there were numerous mistakes in the FAQ. Fastforward almost ONE whole year since the release of my initial FAQ to this one. Over the period of time, I have learnt a lot on FAQ writing, and also loads of new tricks from the pros and fellow players alike. Besides the lack of an FAQ solely on Julia, I feel that a lot of players do not use Julia to the fullest of her capabilities. The reason I am writing this FAQ is much like when I wrote my Kazuya FAQ, to promote other lesser used moves of Julia and provide a different view from the "Boring Boring Changs" label which is fixed on Julia. I am so sick of seeing Chang scrubs all around who do nothing but mixups. Most parts of my FAQ have been written from scratch except for certain sections where I have been too lazy and just copied relevant details from my own Kazuya FAQ. I know that some of my ideas may prove to be radical to people, but before you start flaming me, just consider the countless nights I spent staying up till 4 a.m. to make sure that this Julia gets the best FAQ treatment. **************** Why Julia Chang? **************** She is a top tier character, 'nuff said. LOL. Julia is a great pitbull character. She can be played in a boring manner or very interestingly (using her lesser used moves) both which are effective. Although she tends to rely a lot on her CH moves, she has the right bunch of tools to drive turtlers to near insanity. Her quick pokes will keep even the Mishima's on their toes because they cannot get careless with their pokes. Speaking of her CH moves, they do a lot by themselves, but better still lead to easy extremely damaging juggles that rival 's cheese knees. Her Mad axes is prolly the best throw in the game, if not THE throw of any fighting game, period and she has the command low parry which creates one of the best confusion in the game. No character even comes close to her when it comes to usefulness of her command low parry. Julia's universal parry is also augmented by powerful GURANTEED follow ups which depletes almost half of your opponent's life. Movement is also a key to any players game, and fortunately for Julia, she has great movement with her double/ triple sidestep. More often that not, this double/triple sidestep will allow Julia to get behind her opponent for loads of free stuff. Also, being a small character, her opponents will find juggling Julia extremely hard. Some combos that will hit other small characters will even whiff Julia. She packs this all in one good package by also having better stamina than her mother, Michelle... not to mention Netsu friendliness with a lot of characters. Why not her then? Julia is not without her weaknesses. A good Julia player will know that she has no single launching move like WGF or power hits like Deathfist. Her elbows can hardly be considered a powerhit even though it is quick, safe and knockdowns since it does pitiful damage. Neither can her hopkick or df+2,1 be considered good launching moves because they either are to slow to initiate or have extremely bad recovery time. Also if your opponent is a very good turtler, Julia is very SCREWED in her gameplay. Of course you can say that not everyone can turtle well against Julia, not when Mad Axes is 10 frames away. And of course if you want to nitpick, Julia does not have as much stamina as T.Ogre or Kings. ************************ Changes to Julia from T3 ************************ RedKing did a similar section in his Jin FAQ and I feel it can be useful for anyone who played T3 Julia and hasn't yet played TTT Julia. Overall Julia is definitely a much easier to use character than she was in T3, she still isn't easy but getting the best out of T3 Julia is very difficult although if you have d,d/f+1 down you're a long way there as most of her very powerful combos in T3 depended on it. Well I think the biggest difference to Julia is the huge improvement to her elbow, it recovers much faster and is much safer to throw out now and increaces her ability ot presure her opponent as she couldn't do much safely after her elbow in T3. Her juggles are far easier to use now with the adition of her mountian chrusher it does a handy 28 damage on its own and can be used as juggle ender. Her elbows recover much faster and allows her to get in a lot more elbows. 6 elbows isn't that difficult to do (IMHO), in T3 she could get in two elbows then they could tech roll which was pathetic. Considering when the tech roll is taken off in practice you can hit 7 elbows on the big characters it's a bit sad realy. The juggle propeties of her d,d/f+ 1,2 have been changed as well it can now be used as a juggle ender which is great but you can't use it at the beginning of juggles now If it had stayed like that her juggle damage would have probobly broke 50 damage, her main juggle weapon for T3 would be F+2,d,d/f+1,2 that did a nasty 26 damage on it's own add in the significant increase in elbows and her wonder juggle would have been obsolete, but it can't sadly so don't think it's an improvement it isn't. Also very significantly her command low parry has been butchered the best you get now is an u/f+4 off a parried low kick and that's not always garunteed. Anyone who played Julia in T3 knows the deal she had a garunteed u/f+4 and juggle of a parried low jab and d/f+2,1 off a parried low kick, hell even f+1 was gaunteed off a parried low kick and that's pretty slow. Julia's okizemie is now much better due to the mountian chrusher more specifically the d/f+4 it has very good range and will float your opponent if they roll for some very good damage. The d/f+4 is a vital move for Julia IMO due to the increase in range from T3. Also it doesn't push your opponent away making it a much better set up tool. One small difference to mention 2+3 is not sm not low so I'm sure you realise this is completely crap now. *********** Conventions *********** This is the general convention used in Zaibatsu and is the most widely excepted. It has been around since the days of Tekken 2 I think. Anyways veterans of Zaibatsu or any other Tekken FAQs should just skip this part. Was kinda lazy on doing this so I just copied PMartin's abrevation and modified it with the legend in Tekken Zaibatsu as needed. Command ------- 1 = Left punch 2 = Right Punch 3 = Left kick 4 = Right Kick 5 = Tag out N = Neutral f = Tap forward (toward opponent) F = Hold forward b = Tap back (away from opponent) B = Hold back u = Tap up U = Hold up d = Tap down D = Hold down uf = Tap up/forward diagonal UF = Hold up/forward diagonal ub = Tap up/back diagonal UB = Hold up/back diagonal df = Tap down/forward diagonal DF = Hold down/forward diagonal db = Tap down/back diagonal DB = Hold down/back diagonal QCF = Quarter circle forward (d,df,f) QCB = Quarter circle back (d,db,b) HCF = Half circle forward (b,db,d,df,f) HCB = Half circle back (f,df,d,db,b) Notations --------- FC = Full Crouch animation SS = Sidestepping/ while sidestepping. SSL = Sidestep left SSR = Sidestep right WS = While standing (up from a crouch) WR = While Running [] = Optional command Input = = next in sequence + = Do the commands before and after '+' simultaneously. ~ = Do next command immediately after the previous command. , = Do next command quickly after the previous command. < = Next command is delayable. _ = Do either previous command or next command. Move Property ------------- BT = Backturned to opponent OB = Force opponents back to face you JG = Juggles RC = Recover Crouching CH = Counter hit DS = Double Over Stun FS = Fall back Stun GS = Gut Stun TS = Trip Stun CS = Crumple Stun GB = Guard Breaker # = See corresponding footnotes c = CH modifier (ie FSc is Fallback stun on CH) Hit Ranges ---------- h = Move hits high. m = Move hits mid. M = Move hits mid and grounded opponents. l = Move hits low. L = Move hits low and grounded opponents. sM = Move hits special mid (i.e., can be blocked high or low). *!*= Move is unblockable, hits big grounded. " = Block/break point in string hits. Grounded Position ----------------- KND = Knockdown position (face up, feet towards) PLD = Playdead position (face up, feet away) SLD = Slide position (face down, feet away) FCD = Facedown position (face down, feet towards) Extra Combo Conventions ----------------------- cc = Crouch cancel (ie tap u while crouching) WGF = Mishima's Wind Got Fist, f,n,d,df+2 EWGF = Mishima's Electric Wind God Fist, f~n~d~DF+2 big = big characters like Kuma, Jacks, also referred to as fatties () = missing hit in a combo ***************** Julia's Move List ***************** Throws: ------- Command Name Escape Property 1+3 Death Valley Bomb 1 2+4 Fisherman's Suplex 2 d,DB+1+3 Front Suplex 1 b+2(~5) Arm Whip (tag) d #1 df+1+2 Armlock suplex 1+2 FC,db,d,db+1+2 Cross Arm Suplex 1+2 QCB Before starting Julia's wonder juggle is d+1_d+2,d/f+4,3,d/f+4,2,b>f+1 as I can't be bothered typing it as it's referred to constantly. I don't see why it's named the wonder juggle and I don't know who started it it does craploads of damage but Jin's scrubby lazer cannon juggles do just as much. Throws ------- Command Name Escape 1+3 Death Valley Bomb 1 Well this is one of Julia's 1+3 throw. The special thing about this throw is that it does 35 points of damage which is 5 more than your normal throws (not including King). Besides after the Death Valley Bomb, you are guranteed d+3 to raise the damage up even more to 47. This throw is also a very good setup for OB traps. For those who don't know what is OB trap, it is a method of baiting your opponent so that they will get up with an attack which you promptly interrupt with a d+1 to backturn them (and thus score subsequent free hits). Overall, the Death Valley Bomb is certainly one of the better throws that Julia has. Its downfall is its easy escape (1 which most scrubs default to) and the huge escape frame for breaking (you can break it as long as you input 1 before your Julia gets you on her shoulders) You might have to switch to other throws, since most opponents default to 1 as their instinctive throw break. Even though it's a 1 break which is the most commonly escaped throw it's still very good it's does 35 and a garunteed d+3 so the damage is pretty dam good. You must use this throw even if its easy to escape as all of Julia most useful/damaging throws are a 1+2 escape. This and Julia's other basic throw are excellentfor OB traps as explained above. I personly use this throw fairly often as overall the damage is better than mad axes so even though it's easy to eascape it's worth using just to make mad axes even more of a headache. 2+4 Fisherman's Suplex 2 The fisher mans's suplex is your "other" generic throw. It does 5 points less damage though you can prolly follow up with d+3 (which is not guranteed by any extent) Use this only if your other throws are being broken because it certainly isn't one of the best throws that Julia has. Not as much damage but still you have a garunteed d+3 (Not sure but you have better options anyway). And as mentioned in the 1+3 description this is excellent for OB traps. Basic throws are easy to escape but most of the time your opponent will need to expect mad axes Or else they will struggle to break it, hell it's hard to break anyway so as I said it's very important to mixup your throws to make mad axes even more of a pain. d,DB+1+3 Front Suplex 1 Why on Earth would Julia want to use this move? For one thing, it does 5 points less than DVB and has the same break button (1) So unless you are a dumb ass, you'd rather stick to DVB for easier and more damaging throw. The command for this throw just doesn't make this throw worth doing especially in a tight battle. Well this is sad it's inferior to death valley bomb in every way. Add to what iLuvMomo said to make this even worse you have no garunteed followups whlie DVB has an ideal OB trap situation. it doesn't even look that good keep far away from this one. b+2(~5) Arm Whip (tag) d Worthless, since your opponent (assuming he knows anything bout tekken) can easily escape the tag out to Michelle. This is not one of the better (and safer) tag throws you'd wish for. Stay clear from it. Oh yeah, btw, this works like a charm on the computer, even on Ultra hard mode... thats if you can get b+2 to connect. Well in one way it sucks ass badly but once your opponent knows they have to duck to escape you could mix this up with d+1 which will result in a very damaging OB trap. Don't use it often but it can realy be a pain in the ass if you use it right. df+1+2 Armlock suplex 1+2 This is a good throw to use in close (and to mix up with DVB) since it is a double break throw. Besides it does very good damage (37 pts) and is a very easy double break command throw. The downfall is this throw is prolly its poor range (its range is even less than her generic throws!) and the fact that the window for breaking this throw is larger than that of Mad Axes. Use this only if you are tired of seeing mad axes for the 58321681254th time. It's a bit more powerful than her basic throws sadly the reach is poor. It can catch people who get up off the floor and recover standing (In fear of d/f+2 which you realy don't want to get hit by) but 1+2 is a very common escape for Julia. One strange feature this has is that the grab is for a right throw so if your opponent looks at the throw animation for the escape You can trick them in to this well (Thanks to Notti for pointing that out to me). Then on the flip side of the coin your opponent may be wary of that it can completely confuse there throw escapes and this and 2+4 can create an extra throw headache along with mad axes. This also has garunteed followups I.e d+3. And this is also very good for OB traps. This is best incorporated in to Julia's running game as she has two fast mid hitting moves and you opponent realy has to block and try to escape the grab unless they want to eat the running 1 or 2. FC,db,d,db+1+2 Cross Arm Suplex 1+2 This throw is an excellent throw to pull out of FC position and is almost similar to King's DDT. It does 45 pts damage and has a double break. Use this throw like you would use Kazuya's WS+2 - after ducking scrubby high attacks like ermm.... Hwoarang's 3,3,3,3 (last hit can be ducked you stupid scrubs) d+4,4, 1,1,3,3, Mishima's 1,2,2 or anything which gives you an opportunity to get into FC position. Besides that you prolly can get into FC position via the recovery of your Party crasher, f,f+1 (more on that later) which is used to good effect by Shafi in the World tourney (FYI its shafi vs nappi 4) After the Cross Arm Suplex, you are guranteed at least a d+3 or b+3 or other okizeme attacks, since your opponent is very close to you (and to the side). It has limited oppourtunites for use but when you hit it the damage is very good it has a garunteed d+3 with you opponent off axis. But why do d+3 when your opponent must either roll to the side or stand up I normaly use d+4,1 to flip them over sadly the face down tech roll has ruined the d+4,N+4 followup to that she had in T3 which took the damage to 80+. Actualy this gives you such a big advantage you could try and SS so that your opponent is in PLD and d+1 for an OB trap the SS is pretty good bait to get your opponent up. You can play the fake low parry game very well with this and seen as Julia has a lot of mixups in it (high, mid, low she has everything covered here, too many options). You can tick this in to d+1 easily (Among others I'll get in to that later). Looks very painfull too. QCB Abuse this move, thats all I can say. It is the sole reason why Julia is anywhere near Michelle. Mad asses, as I like to call it, is just so damn good a move that I can't stop thinking of its Pros. Come on.... its the best throw in the entire game and also in the entire history of tekken if you want any reason to use it. For one it is just so damn bufferable into any attack. Buffer it into 1, WS+1, f,f+1, d,df+1, d+1+3 heck even 1~1 anything! Second this throw has such an INSANE range that it surely puts King's long arms and G. Swing to shame. Third, you can delay it so much so you can do a sidestep, dash in or just pause (go to neutral) before initiating the throw, which of course gives the throw more mobility. The neutral pause also adds to the throw's deceptiveness. Dashing during the motion of this throw gives the throw even MORE range than it has naturally, and sidestepping adds to its evasiveness. Moreover, this throw is the fastest throw to initiate (in terms of frames) which is at 10 frames and has the smallest escape window possible (if I remember correctly its 5 frames). And damn... its even double break! Even good players find it hard to escape this throw unless they expect it coming. Heck I think you prolly have to be pressing 1+2 when the throw connects to have any chance to break this damn throw. You'd think a throw such as this which is so good has a catch in the damage? Well NO. It does very decent damage which amounts to 42 fat points (3 points short of the harder to do Cross Arm Suplex) However, there is no guranteed okizeme attack after the Mad axes but you can of course run towards your opponent and set up other things. More on that later. The only bad thing about this throw is, if you do sidestep during the throw, you could end up with a side throw. Why is that bad you ask? Side throws are easily escaped by good players. Oh and if your opponent starts breaking from Mad Axes you really KNOW your gameplan is going right down the drain and you need to get some FRESH setups. Best throw in the game by a mile IMHO I'll argue that with anyone unless they are a scrub (Actualy I will argue with them but they don't understand the huge advantages this has). Mad axes is very fast 10 frames which is as fast as the Mishimas jabs. The range on mad axes is just plain unfair you would expect a character with Julia's short arms to have poor throw range but that isn't the case. This looks so cool and it takes a long time to execute very annoying for your opponent and a reat time waster. Mad axes can be used in Julias game very easily you can buffer it in to pretty much any move Julia has (There's a section dedicated to that later expect it to getbigger and bigger with every update ;p). As well as her different moves you can buffer this in to spins and backdashes (Very good one the reach of mad axes makes that possible). If someone tries to punish a backdash throw them out of whatever they tried to do. LOL you can even buffer mad axes in to blocked moves same with her FC,d/b,d,d/b+1+2 on low attacks. If you're brave buffer this in one of Baek's kick strings and find a window where you can throw him out of it. You can use this in the fake low parry guessing game but for that purpose I would rather use FC,d/b,d,d/b+1+2 which overall will do much more damage. Mad axes does some decent damage (42) her other throws have a bigger payoff potentially but this hits much more often due to the speed and tiny escape window. This is an excellent way to get plenty of easy damage which is why she realy doesn't need a power shot, other from her CH's throws are an excellent source of damage for Julia. Mad axes has no garunteed followups but she has her very good running game to get in to. BTW can't agree for a second about the Michelle comment there's lots more advantagesother than mad axes. 1+3_2+4_2+5 Running Bulldog 1 Normal left side throw. Does 40 points of damage, easily broken by good players but looks kinda flashy. Unless your opponent doesn't know how to break throws, stick with SS, 1~1,1 or the likes. Nothing special to look at (IMHO of course), no garunteed followups and easily escaped, use 1~1,1 or f+1+2 please it hurts more. 1+3_2+4_2+5 Spinning Frankensteiner 2 45 pts of damage which is a lot for a right side throw. Looks real cool but sadly like all side throws, is easily broken. After sidestepping to your right I feel it is best for you to use 1~1,1 or maybe f+1+2 than go for an easily broken throw. The damage is good but sidethrows are very easy to escape as you have no guessing game normaly. However I do use this in some okizemie situations if you run up to your opponent and throw you may hit this instead of d/f+1+2 but the potential escape confusion is a bit redundant that d/f+1+2 has a right throw animaton. So realy I mainly get this by accident other than that you have better moves off the SS. 1+3_2+4_2+5 Spinning Air Neckbreaker n/a The Spinning Air Neck breaker is Julia's back throw and is inescapable. Does a cool 50 points of damage, which isn't much compared to the damage done by Ogre, Yoshi, Heihachi etc. Still, with Julia's superior SS ability, you will prolly be getting behind your opponent a lot. Anyways here is a tip to set up Julia's back throw. After any launch, lets say f+1, wiff a move (standing punch, 1 works great). If your opponent should tech roll and rise with an attack, then sidestep in the opposite direction and grab him. Lo and Behold... a back throw. Anyways to see this example in action download the a1 Japan Honor Videos at s8n's (look for the website under the webpage section) Although this is done by Michelle in stead of Julia (and I feel it was more of a coincidence than anything else), it still works the same. However it is better served that you do 4,4,1 than risk a back throw since the back throw can be ducked. Inescapabe and it looks so cool even mad axes can't touch this if a little unlikely to happen (People do say yea right when they see this). 50 damage isn't bad and with Julias 3xSS you can get this once in a while. Whenever you use this do remember you could have used 4,4,1,f,f,N+1,1,d+4,1 just remember that. Basic Arts: ----------- *Note* Only selected moves are chosen here to be commented on. It would proof redundant to comment on all her hopkick variations. Command Name Range Property 1 Standing Left Jab H Julia's best poke move. If you don't use this in ANY Julia game, quit her and play someone else. This is where all your CH's will come from, and at 8 frames (which is the fastest other than Yoshi flash) you WILL gain a lot of CH's from it when it interrupts your opponent. Interrupting is only one thing. A standing 1 is also setup for her throws as well as a quick tick move for Julia. Julia's basic jab at 8 frames is among the fastest in the game, this gives her a very big advantage against characters witout an 8 frame jab as you canget CH's considerably easier. The main strength of this is if it counterhits, your opponent can say goodbye to around 60% of there life and that's without netsu. It's also very easy to buffer mad axes off this (I'll be sorting out all the mixups with this later as a mad axes setup). You can be pretty safe throwing out a couple of jabs in succesion, sadly this gives no frame advantage when blocked like Law or Bruce but you can still setup some stuff. Hell buffer mad axes in to a blocked 1 as well there's no frame disadvantage and if your opponent ducks you have the mid hitting 1 followup (That's a simple minded idea I'll be going for a safer followup later which gives even more advantages). 2 Standing Right Jab H Often overlooked by even some of the best Julia players, because of its inability to produce mass damage and being a tad slower than her left punch. In most cases, I would say the right punch is pretty useless and should not be used when you could use a left punch except if your opponent has 10 frames or more disadvantage and is very close to you. Should it hit, you can either link with b to go to his back (not advisable) or buffer a throw (mad axes again) since you have 9 frames of advantage. If he does ANYTHING but duck, he will be thrown. No where near as deadly as her 1 but it does give you a +9 frame advantage making mad axes easy to hit. I think you actualy have to buffer this in to the recovery of the 2, I sometimes find myself buffering mad axes in to the jab and getting her spin behind which sucks so make sure you avoid buffering it at the wrong time. Also using F+2 is my choice first hit when juggling you can easily get d,d/f+1 after this to bring up the damage. I find that so easy to mess up this gives you a bit more air time to get it right. also it does one more point of damage than f,f,N+1 anyway. d+1 Low Jab sM Most important move in the game and a move you can't live without. It sets up Julia's FC mix up game. It interrupts all those annoying 10 strings with ease. It stops WGF dead in its tracks (assuming you time it right). It is goddamn 8 frames. It is excellent in OB traps. It is so useful in Okizeme. It is DA Move of the game. It is off course none other than d+1. If it hits, you gain +9 frames advantage, so you might want to buffer a FC,db,d,DB+1+2 throw to capitalize on the situation. Again if your opponent does ANYTHING but duck, he will be thrown. Well now Julia's low parry is wrecked d+1 is no longer dangerous to use as a poke. Anyway enough bitternes d+1 as iLuvMomo said the most important move in the game it interupts pretty much everything and it's safe even when parried your opponent has nothing more than a d+1 if there not of axis. It's also a very easy way to get in to FC and it gives you a +9 frame advantage so at worst you can hit another d+1 or go in to er FC mixup. Do be wary though use too many of these and a fellow Julia player for example could stick a CH 4 on you this will happen if your opponent tries to d+1 and you beat them to the 4 this is more commonly seen with Willimas players who use lots of strings with d+1,N+4 after a blocked move of course (Will they ever learn?). WS+1 Standing Left Jab m Many players ignore this move of Julia because of her other more damaging options, but at least in my gameplay, I don't. There will be a lot of situations where you need a faster poke to outpoke your opponent, and this is it. WS+1 acts like Kazuya's WS+1 of his twin pistons, with equally short range, but FASTER! If she wiffs it, it recovers pretty fast and she is safe. If it is blocked you are completely safe, and should it hit you get 8 frames of advantage which is ideal to buffer Mad Axes or any other throw. WS+1 is guranteed after blocking certain moves like King's f+2+3 shoulder ram for example. Well I never realy notice this move much but I do find myself using it as it's very safe sounds weird? well it just flows in to my gameplay realy it's not something I think about. I usually use this when I'm in FC and I don't see an oppourtunity to use her FC mixups or I need to interupt. It's a very good mad axes buffer if it hits but the range is poor but even if you whiffs you can't be punished. 4 Standing High Kick h JGc Even though this isn't listed under her move list, I feel that her standing 4 is still a very good good move to be mentioned here. Also it deserves more recognition than its crappier 4,4,X variations. The kick is one of the fastest move (other than her d+1 and standing 1) at 10 frames. On CH, like all other high kicks, it juggles and Julia can get a free 4,(4),4 or f,f+1, f,f+1, f,f+1, d,df+1,2 combo. Pop out this move once in a while since it has more range than her standard 1, has very good priority and is bound to catch a lot of pitbull players on CH. 4 is pretty much abusable. You could just stand outside jab range and try 2 or 3 of these consecutively without being punished usually. Also because of its speed, you will rarely see opponents duck it unless of course you do 10 of these in a row. A 10 frame kick 20 damage on normal hit and it's pretty easy to connect with and you have a free 35 damage juggle on CH making for a nice 65 damage. It's safe when blocked and gives a nice frame advantage (+4) on normal hit you can buffer mad axes in to this resulting in some very good damage, you need to move forward VERY slightly for it to connect however. This can link it to the spining kick strings but you wan't to train yourself out of using them as good player will parry the second hit often. Also this kills d+1 for a free CH for a so called safe move as I explained in the d+1 description. WS+4 Skyscraper Kick m KD I wonder why Zaibatsu never put this move in Julia's Special arts since it definitely does not act like other character's WS+4. If it connects, your opponent will be knocked down and you can get a free d+4. Plus you will be in FC position and should your opponent move you can get a free FC,df+4,3 combo. Although some may think it is so, WS+4 properties differ from f,f+(1),4 properties since you can't do her elbow juggles after the WS version of the skyscraper kick. The skyscraper kick also comes out relatively fast and although the frame suggests that it recovers poorly at -17 frames, done at the correct distance, it will push your opponent away to avoid any major damage done. Of course long pokes and certain powermoves (like Bryan's Mach Punch or Jin's f,f+2) are still guranteed. If you are in FC position and want a mid hitting attack and yet fear the long recovery of FC,df+2, use the Skyscraper kick instead. Otherwise, I'd stick with WS+1 any day. The only drawback to this is if this is blocked up close Julia will get raped, at maximum distance this will push your opponent away and leave you safe from retaliation apart from long pokes like Kuma's f+1 and some fast power shots. Also as iLuvMomo said you can get in an FC,d/f+ 4,3 if they move and an MC on the end for some very good damage. This is very fast 11 frames and has excellent priority and suprisingly good range range. It can be sidestepped just don't use it up close unless you are certain it will hit. I actualy find this most useful when you use it from instant WS there are a number of methods that people use, I personaly use d~d/f it seems a bit more natural that way you can use d~d/b or d~b there's more as well but there the most common ones. You can use this of the fake low parry it's one of the moves you should be using most frequently off it. uf+4 Hopkick m JG Another standard move of Julia's which should be given recognition. Julia's hopkick is prolly one of the best in the business (bar the Kings of course) It has good priority (like most of Julia's moves btw) comes out quite fast and the potential damage she can do after the hopkick is quite unfair. Just ask Dayful and he will go on all day about Julia's wonder combo. If there is one thing so wrong about her hopkick it is prolly cuz it recovers very badly (free juggle) and because Julia is so small in size, she can't do it u+4 like the Kings or even heihachi and still be relatively safe. However the uf+4 is still very powerful since she can do a hopkick (+juggle) off the d,df+ (1)<2 stun and also off a parried low kick (not entirely guranteed though) Julia's basic hopkick is among the best it comes out in 14 frames and has very high priority. Also this does loads of damage and allows Julia to hit her infamous wonder juggle on the end taking the damage for hitting this well over 70 damage. BTW I did not brand it the wonder juggle some guy was whining about it in TZ and refered to it as the wonder juggle I just took it from there, pretty much everyone uses that term now. The only drawback is the poor recovery if it's blocked you will get hit very hard but you shouldn't intend it to be blocked(Like many of Julia's moves). Also this is an excellent first hit for class 1 juggles on normal characters, on the big guys b+4 would be better as you can flip them over for some far more damaging combos this is very useful though and does more damage. I think the range problem is an execution flaw the Changs leg reach (Or more specificly Julia's leg reach) isn't that bad realy, it's just it's done so sloppy but it's very effective. Special Techniques ------------------ Command Name Range Property 1+2 Twin Arrow m GB Chicken command : f+1+3 (for everyone except Anna who is f+2+4) You can't chicken Wang's reversal since it is considered a lp reversal. This move is both an excellent and yet not so excellent move. It has good range and does quite a significant amount of damage yet its downfall is its slow execution time (21 frames) However it does make up for it somewhat with a guard stun which gives you a +3 frame advantage. While nothing is guranteed with that small advantage, it is an excellent opportunity for Julia to set up her subsequent attacks, like buffering Mad Axes for example or a simple d+1 to set up her FC/WS attacks. If it hits, then the effect is quite comical as it sends your opponent flying away (your opponent can hold DB of course to recover from the power hit) The Twin Arrow is a good move to use when you are trying to catch an opponent who is rising from the ground with an attack due to its good range. You can also use this to of course punish whiffed/ slow recovering attacks or even people who try to carelessly tag out (not in). Good damage (25) and if it's blocked you have a +3 frame advantage has dam good reach, it's a bit slow though. this is the closest thing Julia has to a true power move but (f+1+2 doesn't knockdown so it's not realy a power move as such even though damage wise). Also it doesn't track too well either and because it's so slow you can be punished for this. I'd rather use f+1+2 more damage (Much more on CH), quicker, small evasion property. But if you connected with this you probobly could have connected with u/f+4 nuff said. f+1(~5) Flash Uppercut m JG Another so-so move that Julia has. While performing the flash uppercut, Julia will duck under her opponents high attacks and dash a little before performing an uppercut. However, the time that she uses to duck and dash is quite substantial which leads to this move being used less at a high level of play. Moreover, this move juggles only normal and semi big characters and does not juggle fatties (Ganny, Ogre, Jacks etc) Worse, this move recovers rather poorly when blocked and gives you a -15 frame disadvantage, enough time for you to be EWGF and df+2'ed. But this move still is useful because of its evasive properties and is good against people who get really predictable with their custom strings (e.g. Mishima scrubs who 1,1 all day) The pay off if this move hit is good since Julia's combo ability is excellent. I personaly like this move a lot it's not very powerful but you can do a nice long elbow juggle on the end. It's not that fast and if it's blocked you will be punished but you shouldn't use it expecting it to be blocked. This doesn't launch too high but Julia can still do plenty of damage after hitting this. It goes under high attacks so it's very handy for people who like to jab (1,1,2 Mishima scrubs come to mind, note I did not see what iLuvMomo wrote about this so it's kinda weird how we both came up with the same example LOL). And it's a sort of instant juggle starter (Slow) you can get around 50 damage off this and it doesn't require CH which is very important for Julia considering her high dependency on CH. This only launches the fat characters on CH and you can hit the MC after this on non CH to get in a very nasty 67 damage, who tries to say big guys aren't disadvantaged. (WR_d,df_d,DF)+1<2 Flash Punch m Flash Elbow m FSc The flash punch,elbow is a very excellent move for a lot of situations. First the punch has quite a long reach (for Julia's short hands anyways) and comes out relatively fast at 11 frames which is how fast a WGF is. The flash punch has very good priority and is a useful poking tool in Julia's bulldog approach to the game. On CH the Flash Elbow is guranteed. Otherwise, the elbow can be blocked. Players like to delay the flash elbow quite a bit to catch players on CH which lands a big fat stun. You will have to perform the d,DF version and not d,df if you wish to delay the flash elbow. For those having trouble doing this move, all I can say is pick the mishimas and practise their WGF loads because the d,df motion is the same as the d,df motion in the WGF. If the stun is not escaped (by pushing f or tagging out) then Julia can juggle with both uf+4 or df+2,1 whichever she chooses (Note: In Tekken 3 after the flash elbow stun, Julia could do only simple juggles but not connect with df+2,1 let alone uf+4 so this is a huge improvement for her) Also, the flash punch is excellent as an okizeme attack on rolling opponents (refer to Okizeme section) My advice on using d,DF+1< 2 is to mix up the initial flash punch with a delayed Flash elbow or a throw (preferably Mad axes of course) Also if the flash elbow is blocked you get -7 frames disadvantage (assuming you do the d,df+1<2 version) which is pretty safe. If your opponent tries something stupid (like oh say a slow move like Deathfist) then CH him with 1~1,1 or 1~ 2,1 and make him pay oh so dearly. Do NOT however try to CH him if he knows anything about Tekken as he would just poke you out of it (Mishima's Twin Pistons work great in this situation) Remember to buffer chicken for the initial punch, though you won't need to buffer chicken for the elbow. Well I have gone on so long about how great the flash punch to flash elbow is I forgot to mention one other thing - it is one of Julia's best combo enders. Yupz! Try to end any multi elbow combo with d,df+1,2 since it really jacks the damage sky high. Something like the classic combo of df+2,1, f,f+1 X3, d,df+1,2. Also different in TTT from T3 is that d,df+1,2 WILL knock away. This was certainly not the case in T3 as you could do juggles like df+2,1, f,f,f+1,2, f,f+1,4 but this juggle does not work anymore in TTT. This is one of the best moves Julia has, this is a non knockdown, fast, high prioroty poke that sets up loads of stuff like mad axes maybe a CH 1 attempt, or delay the 2 and stun them on CH. This in a way can be seen as an answer to Michelle's no knockdown elbow as it can set up a lot of stuff if only it was as easy to do. This is also a good juggle ender for Julia's elbow jugles and overall easier than the d,d/f+1,2 variations. This is handy for okizemie if your opponent rolls towards you or away use this but then the MC does that as well and does more damage. This is great for closing up distances as you have the running 1, this is what makes Julia such a great pitbull you can run at your opponents with much less risk than other characters, obviously don't run for the hell of it you want to be up close but this makes your job of closing distances much easier. Also this can allow you to throw more easily as your opponent will need to block a lot of the time you can use d/f+1+2 and start up her wake up game. This is also a very useful interupt and the 2 ender is garunteed on CH. If your opponent has a mid/upper parry you need to use this carefully. On the downside maybe it's just me or is this move very easy to mess up? And when this misses you are in a major world of hurt it tracks like shit as well. Also the 2 stun on this allows you to get a full lift on a d/f+2,1 or an u/f+4, if your opponent doesn't escape stuns use them for absolutely HUGE damage d,d/f+[1]>2,d/f+2,1,f,f,d+1,d/f+4,3,d/f+4,2,b,>f+1 = 118 damage. I think you can tell by how much we both wrote that this move rocks and it should be a major part of your game. 1~1,1(~5) G-Clef, Club Fist h,m Flash Uppercut(tag) m JG This is one of Julia's better move. The first punch (the G-Clef as it is called) is only 8 frames which is the fastest poke you can get outside Yoshi's b+1+4 Yoshi Flash Unblockable. If the 1st or 2nd punch connects on CH, then tthe flash uppercut is guranteed and that can only mean one thing - Juggle time! However, this move it not without its risks since the recovery time for both the 2nd and 3rd hit is quite bad (-15 and -14 respectively) and is long enough for you to be juggled by a quick EWGF or Twin Pistons. If your know that your opponent is able to block the last hit, then stop at the second or just go with 1~1,4,3 (Good players will likely see the low hit though and parry it) Also another thing to note is that, if your opponent ducks the last hit in anticipation for the bow and arrow, your opponent will not be juggled unless on CH or he was holding df. Instead he will just grab his broken nose and fall back (much like Jin's df+2 on normal hit). Like the standard flash uppercut, this move does NOT juggle fatties, but should the last hit connect, then you can do a df+4<2 This is your only real useful tag launcher unless you have Jin, Bruce or Yoshi on your team 1,2,1 is a better choice for damage and you can tag out off that anyway afer the juggle. Ok this starts with an 8 frame jab so you can get a CH fairly often but it has very bad recovery when blocked and as iLuvMomo said -26 when blocked that is absolutely hideous Nina can even get her DC in (One of the few times it can actualy conect now ;p). However this is an excellent move to use off the sidestep as you can cofortably take off 50% of a lifebar from your opponent and if you have netsu it's around 90 damage. Overall 4,4,1 is probobly better off the side damage wise but this is faster, also I'm not sure of the risk in Ling's backturned low parry if it can be used at the side so this is safer anyway. For all of this to connect you need to be around 26% of the way round your opponent (Julia's SS is 18% if Armour Xahn gave the correct info). Your opponent can otherwise block the second hit with f so be wary of that. You will probobly be able to hit this after sidestepping moves like Paul's deathfist and Jin's f,f+2. Yea I said in TZ a while back that the MC can connect after it the timing is funny from what I've seen you need to buffer d/f+4 after the third hit connects, the timing is similar to CH d,d/f+[1],2,d/f+2,1 so if you have that down this will be easy sick damage. Anyway if you have netsu and are up against a fat character this is deadly and you should use it in preference to 1~2~1. I'm not too sure if this applies to f+1 but I do find it connecting after that as well same timing as above. Also this is EXTREMELY easy to chicken you can simply use 1~F+1+3,1+3,1 +3, yes it reads the comand 1~1,1 but you can just use 1 then the buffer the chicken and the rest of the commands can be in puted as 1+3 you need to hold F and you have a very easy chicken buffer that works with any move that has the same chicken command for the same limb (Bob's 3,3,3,3 LOL scrubby but one hell of a good bait for reversal scrubs). So if your up against reversal scrubs use that as you main chicken bait. 1~1,4,3 G-Clef, Club Fist h,m Bow and Arrow l,m Another variant after her G-clef, Club fist. Like 1~1,1 if the first or second hit on CH, the rest are guranteed. You won't prolly use this move much at a higher level of play since good players will easily be able to see the low sweep coming and parry/ block it. However, 1~1,4,3 and 1~1,1 mix up is pretty good at intermediate level since your average player will not have those oh so quick reflexes to guess where to block. Generally if the 4 connects, then 3 is guranteed. There are some exceptions like against Ling or Ganny. For Ling, even if the 4 connects the follow up 3 will wiff because she is too short. As for Ganny, no matter how I tried, I just couldn't get the 4 to connect so the 3 will whiffed or at most get blocked. Also if you are not sure whether the 4 will connect or get blocked, it is best to do just 1~1,4 (although good players will I'm sure barry it). Besides you will end up in FC position and have full excess to Julia's mixups. If 1 is blocked or non CH you can occasionaly throw the 1~1,4 out, it's not fast enough to hit consistently though. It will rip scrubs to shreads but good players will kill you for this, a fellow Julia player could use the d/f low parry and get a garunteed d/f+2,1 hope I inspired some caution there. This should be used very sparingly if the 4 connects the 3 is garunteed (Unless your up against Ling, or Roger/Alex, the 4 won't connect on Ganny) don't use it often or you will get killed for it. df+1,1(~5) Club Fist m Flash Uppercut(tag) m JG This move is exactly like 1~1,1 without the initial jab. If the Club fist lands on CH then the flash uppercut is again guranteed. The problem is that the Club Fist isn't entirely the fastest move in the game at 20 frames... thats plenty of time for your opponent to block/ deathfist/ wgf you. It would seem that such a move be seemingly useles.. but it actually has one use. As pointed out by MIC in jjt and koftekkens Advanced Guide (an excellent FAQ which I suggest everyone should read) If you know that your opponent is going to techroll to their left you can try this... uf+4, 1, f,f+1, f,f+1, (df+1),1 to catch those techrolling fools and relaunch them. From there just finish the juggle unless of course your opponent is super dumb in which case you can just rinse and repeat. Also I find that df+1,1 is excellent to punish people who do d+1 too much. If you are expecting your opponent to d+1 you, then hit df+1,1 to CH him with the Club fist and launch him. Very slow but it's a good chicken baiter if you aren't good at buffering chickens very easy to buffer the chickens but they may prefer to CH you, Bruce's 3 will beat out this crap and I'm sure you know what that leads to. Apart from the tech roll punishing ability this has as iLuvMomo has already stated I don't use this much at all it's just so slow not to mention the horible lag when blocked. df+1,4,3 Club Fist m Bow and Arrow l,m Utterly useless if you ask me unless of course you are playing a scrub and want to mix up between the flash uppercut and the Bow and arrow, in which case 1~1,4,3 and 1~1,1 would serve the purpose better. All in all, this is a move Julia should avoid using. I never really bothered with this version the startup is very slow and the pay off isn't very good leave it alone there's no point using it the 1~1,4,3 is better if you feel the need to mix the moves up. 1~2,1(~5) G-Clef, Gut Punch h,m Skyscraper Cannon(tag) m CH If in a situation you are given a choice to use 1~2,1 and 1~1,1, almost always choose to use this instead of her 1~1,1. Why? Because of the damage... well not by much (5 pts) but hey... I won't give up extra damage if I were you. There are a few problems though. First off, the juggle off 1~2,1 is a lil bit harder (well to scrubs anyways) since the skyscraper Cannon knocks them quite far away so you will have to dash quite a bit to continue juggling them. Secondly, 1~2,1 isn't really tag combo friendly since only a tag slide or dive (fatties) is guranteed. So again if you are teamed up with someone like Jin, then 1~1,1 will be a better choice. Also, the first punch HAS to hit on a CH for the skyscraper cannon to be performed. There is no use if the gut punch connects on CH. Therefore, again in some situations, 1~1,1 will be better. The best example is this.. a bryan scrubs comes at you from range 2 with his 1,2,1,2 punches, where the first punch wiffs but the rest are bound to connect (or get blocked at least) In this situation, it would be safer to back up a bit and hit 1~1,1. Even if the first punch doesn't connect, the club fist will hit on CH and thus gurantee you a juggle. It would be far better than risking to stand your ground with 1~2,1 as you might get hit in return on CH. To view this example in action, watch "shafi vs nappi 4" of the world tourneys. One thing to bear in mind when using 1~2 is that even though it may not seem so, the recovery of the gut punch (2) is as bad as that of 1~1 therefore, do not be a moron and go around telling people to use 1~2,1 instead of 1~1,1 because of the better recovery kay? One small tip, which works well up to intermediate level at least is that if you have problems breaking throws, and your opponent has the habit of running up to you with either a throw or a power move, you could just fiddle between 1 and 2. If you are lucky (well according to statisctics it would be 33 1/3%) then you will break his throw, and if he tries a power move, then you will get a CH 1~2,1. This is so so deadly, loads of damage on its own and a 40+ damage juggle. This actualy does much more damage than 1~1,1 the strongest CH 1~1,1 combo comes up to 82 damage (Yes I do have a better one than f,f,N+1(x3)d,d,d/f+1,2), 1~2,1 and the strongest juggle off that brings the dmage up to 93 damage so it's considerably more. Also this launches the big guys just as high as everyone else so this is a much better option in that situation. This is best used of the sidestep as you are facing your opponet and they are not facing you so even if they have an 8 frame jab like you it won't matter as they will be jabbing thin air. The only problem is on non CH the 1~2 has bad recovery time but if your opponent tries to punish the lag the 4 ender could be used for CH unless Ling uses d/f+1 to get in to RD which would be a pain in the ass. Your opponent should realy try to duck to avoid the followups so it isn't as punishable as it may seem. And yes the recovery of 1~2 is very bad it's not as punishable as you may think as she can stick the 4 ender in and if you opponent tries anything you can CH them (Not sure about an 8 frame jab or d+1). Obviously most people will crouch to avoid the sad excuse for a mixup but hey they have to crouch so they can't realy punish you. I've already said how the changes to d,d/f+1,2 has made the 1,2,1 juggles more difficult as you can't hit f,f+1,4 after this. As I said before if it had stayed how it was this would probobly be a 100+ damage combo for Julia has she would have been able to hit many more elbows after d,d/f+1,2 shame that. One other bad thing now in TTT or at least on the PS2 the clean hit damage of the gut punch has been toned down. The long legged characters such as King and Eddy took around 55 damage off 1~2,1 making it a good bit stronger but it's now 51 for all characters, of course on the other hand it does more damage to characters like Ling so that's good seen as her stamina sucks. Unless you feel the need to tag juggle this is overall a better choice than 1~ 1,1 if you know it is a CH. 1~2,3 G-Clef, Gut Punch h,m Low Kick l RC One of Julia's more pathetic moves. The low kick is soooooo slow it just BEGS to be parried/ blocked. Worse still the recovery of the low kick when blocked... it just begs to be WS'ed. Even when it connects, you are STILL at a disadvantage. Use only against scrubs since they never learn to block low and then harass them with Julia's FC mixups. If the low kick is blocked (not parried) try rising with a Skyscraper kick since it will override most things. Never EVER use this against good players unless you miss seeing Jin's WS+2, b,f+2,1,2 combo a lot. Do you want a low parry on your ass not thought not because I guarantee you if you use this that is what will happen (d/f+2,1 again). The kick is very very easy to block and well your opponent will always crouch. The only good thing about this is your opponent has to defend this, they can't punish the lag of 1~2 because of the existence of this move that's the only good thing about it. 1~2,4 G-Clef, Gut Punch h,m High Kick h Use this only once in a while. Although the last hit, a high kick may seemingly be useless, it can be used to catch players who are too eager to counter you. Most players will duck (or at least have their controller pointing towards df) and you will wiff the kick (wiffs aren't good you know....) However, if you always do 1~2 ONLY, your opponent may think that you have mucked up with your 1~2 and then try to attack you. The high kick will CH them and give you a nice opportunity for a yummy elbow juggle. Use this in moderation, maybe once in 10 matches and prolly it will bear fruit. Against good players this is just as bad as the above option but some over eager opponents may try to punish the huge lag of a blocked 1~2 you could try the 4 on CH you will float them for your CH 4 juggles (This isn't quite as fast as the basic 4 though or it doesn't seem to be). Don't use it often but if your opponent does anything dumb on a non CH 1~2 don't hesitate to use the 4 ender as the payoff is very good. so like 1~2,3 it sucks realy but it's existence wipes out the potential punishment of a blocked 1~2. f,f+1<4 Party Crasher m Skyscraper Kick m JG I reckon that this has to be Julia's most improved move from T3. I remember the days in T3 when I groaned over how I couldn't even perform a 3 elbow juggle with ease. Now in TTT, her party crasher (aka Elbow) is now much better than that in T3 because of the better recovery time after each elbow (which also means more elbows in a juggle) even though it still does not recover as fast as that of Michelles. Before I go into much detail with the Elbow, Skyscraper Kick, let me enlighten those who do not know about the properties. First there are two ways to do it... f,f,N+1 and f,F+1. For the first method (f,f,N+1) the elbow recovers much faster, but you have to do the skyscraper kick immediately if you want it to come out. The second method has slower recovery but you can also delay skyscraper kick, which is vital in ending some multi elbow juggles. Well enough talk about the party crasher Sky scraper kick. What is it used for? Duh! Her strings. Her Party crasher is prolly useless if it hits your opponent since it will hit your opponent too far away unlike Michelle where on CH the skyscraper kick and a combo is guranteed. But in some sense the KND can be quite useful, like a Safe tag for example or Okizeme (more on this in the Okizeme section) Anyways with Julia, you will want the party crasher blocked (yes you read right) to start one of Julia's guessing games. Say your opponent blocks the party crasher he would then have to guess whether you would follow up with the sky scraper kick, buffer mad axes, hand him another party crasher or try to CH his power move with 1~1,1 or 1~2,1. Another plus is that if her sky scraper kick connects, then Julia can continue with her f,f+ 1 x3, d,df+1,2 juggle much like Michelle can juggle after f,f+1,4. Put it this way, the party crasher is one of Julia's various setup tools for her mix up game (along with d,df+1, fake low parry etc) In one very good example, the party crasher is used to set up her throws. Not only is it a useful move to set up Mad Asses. I mean Axes, but the party crasher also has special properties to duck immediately by holding down after inputting the party crasher (thus f,f,N+1~D). This is especially useful if you want to set up her FC,db,d,DB+1+2 throw. To see this trick in action do download "Shafi vs Nappi 4" from the world tourneys. Also the Party crasher has always been a famous Chang move in combos especially those multi elbow ones. It is bound to irritate your opponent since they keep bouncing in the air for a long looooong time and each time the elbow hits, it does only miniscule damage (amounting to roughly a jab) However, the usefulness of the elbows has been toned down somewhat now in TTT with the addition of her Mountain crusher since it is a better juggle ender after uf+4, d+1, FC+4,3. (f,f+1,4 ending was very risky in T3 since if you missed and your opponent tech rolled he would rise behind you for a free back throw... not very good) Still the improvement in the recovery of her elbows makes her multi elbow juggles a whole lot more better than what they used to be. Lastly, the Party crasher is good to catch rolling opponents. If you manage to hit a party crasher on a rolling opponent, you will cause them to float in the air and thus you can do the f,f+1, f,f+1, f,f+1, d,df+1,2 combo. This is the ultimate in piss hit in TTT and the improvements to Julia's elbow are one of the things that have made her much better. In T3 this wasn't too good as it had fairly bad lag when blocked even the quick recovering elbow (I still used it loads which just emphasised how great this move is). Now it's a case of if in doubt an elbow is a pretty safe bet. Sadly this knocks your opponent away unlike Michelle who can do a hell of a lot of nasty/cheap stuff with this but still it's fast and interups very well. One nice advantage Julia's elbow has is that the 4 ender will always connect on fat characters so consider this a 22 damage move on fat characters much better. It's easy on True Ogre but I find you need a very small dealy on other fat characters unless it's the way you input the move. And one small point Julia's elbow has exactly the same frame data as Michelle's she just loses a frame in the N input it's a sad idea I don't know who started is it too difficult to look up frame data? One good thing is Julia has the delayable f,f+1>4 so people may try to punish the huge lag on the delayable elbow it will avoid high attacks and throws and simply out priorotise a lot of moves. It's also very useful for tagging out safely which is always a good thing you can safely knock your opponent away and this is easy to connect with. It can keep away people who want to try and poke you to death (Anna, Bruce, Ling, ect). But anyway this is more useful when blocked as you can keep a constant offense try to get a CH you could grab them with mad axes don't go overboard as you can be interupted with d+1 but it's very useful for keeping up the pressure on your opponent. And then for jugling it can make for some long, iritating and tag partner health replenishing juggles so if your partner has taken a beating 6 elbows will be very useful if you want to kill some time. Use this a lot you can bank on hitting a few of these every round and the damage does add up. f+1~2 Palm Explosion m FSc Chicken command : f+2+4 for everyone. *erm*.... Well... it stuns and it does quite a lot.... and well ARGHHH! This move sucks. Its almost worthless. It takes almost eons for this move to come out, even eddy mashers will CH you out of it before you can even hit with this move. Who the hell will ever fall for the flash uppercut fake in the first place? DOH! Well you could use it for catching back rolling opponents (whats f,f+1 for anyways) or you could use it to catch tagging in/ out opponents (then why do you have uf+4 and df+2,1) or you could just use this move in juggles after you have grown sick of her elbow and wonder juggle. Use this move only in extreme moderation. Decent far away okizeme tool and if they try to catch you with a rising mid kick or sweep you will stun them, the stun is very easy to escape though. One very good scenario is if you stun your opponent in the back (Tag out and okizemie) then they can't do much other than take the stun combo if they try to tag out you have WR,1,2. Other than that don't use this much. But seriously the only time I use this is to punish scrubs tagging out (Let them tag but the ridiculous range this has will allow you to hit them), altenately to that after the right side throw and you may get lucky and stun if they see this coming and seen as it's slow they may try a rising mid kick or sweep and you can stun them in the back and they can either take the juggle or escape and invite an OB trap. Other than that it's realy crap. f+1+2(~5) Shove it Up m JGc Chicken Command : f+1+3 for everyone. You can't chicken Wang's reversal though since this is considered a lp reversal. I like this move a lot. Although it might be slow to initiate it has good range and more importantly leaves you relatively safe when blocked. Even with a -3 frame disadvantage, f+1+2 pushes your opponent so far away that you are completely safe. Your opponent has NO advantage whatsoever. (Btw, I'm referring to f+1+2 sans tag buffering - but why on earth you would want to tag buffer f+1+2 in the first place I don't know) On CH this move will launch so you can jump kick your opponent before continuing with her elbows. Anyways enough talk about this move. So when should you use this move? Do not, I repeat do NOT just throw this out in the open with your opponent a distance away from you and hope for the mistake. People who use this move that way often deem this move useless. You are just ASKING for the move to wiff and eat a EWGF in return. Instead, use this move when you sidestep your opponent and find that there is some distance between you and your opponent try using this move. If he tries any stupid move you will get him on CH and as everyone knows Julia's side juggles are something to be feared (especially on fatties) You have a very good chance at CH since f+1+2 ducks under a lot of high attacks and has extremely good reach. If he doesn't so what? You still have dealt him a decent amount of damage right? Very good damage Julia crouches slightly in the opening frames the evasion shouldn't be relied upon, but I do find this avoiding the standing 4 for example so it's fairly useful in that respect you can call it pretty certain that it avoids jabs but it's too slow to CH a jab. If it CH's you get a class one juggle with the damage rivaling that of 1,2,1 On CH this can lead to over 80 damage. This should be your power move of choice it's underrated, not abuseable though 19 frames is not fast. This is also good to use of the sidestep it is much better than SS+2 and always launches at the side for an easy b+4,f,f,N+ 1,d/f+4,2,b The clubfist- bow and arrow is like 1~1,4,3 minus the initial punch. IMO it isn't really good because the club fist is slow to initiate and moreover the bow and arrow is easily seen coming by good players. Against scrubs or intermediate players though it may prove to be more useful though I still suggest that you stay with 1~1,4,3 if you want some mixups. Well this is basicly the same as d/f+1,4,3 which as we have already said it's crap so don't use this either. df+2,1(~5) Gut Punch m Skyscrapper Cannon(tag) m JG Although the Gut Punch is rather slow to initiate and has kinda poor reach compared to other Julia moves, the Gut Punch skyscrapper Cannon is one of Julia's most underestimated move and one which is extremely useful. Unlike 1~2,1 the skyscrapper Cannon will come out as long as the Gut Punch hits your opponent in the front on any hit - CH or Clean hit. The Gut Punch is an excellent move to use when you rush up to your opponent and know that he is going to duck (or if he gets up and crouches) since the risk is not as great as that of a hopkick (though the pay off is of course less) It is a very safe move to use as long as you don't wiff with it since it has excellent recovery (-6 frames for a blocked gut punch) compared to its 1,2 cousin. What is best though is that the Gut Punch is guranteed off certain situations like a parried low right kick. oooooOoooh! Can You just SMELL the damage? Also in certain situations, the gut punch is guranteed but not the hopkick like after blocking one of Laws flip kick where he recovers low (eg. 3,4) . In this situation you have just enough time to punish him with df+2,1 but a Hopkick will be blocked. Also after a FC,df+2 elbow stun ONLY df+ 2,1 is guranteed (this is not the case for d,df+(1),2 stun where both a hopkick and df+2,1 are guranteed) Remember also that df+2,1 is such a good move to catch tagging in opponents. I kinda stray away from uf+4 hopkick because it is far more risky. In conclusion, although df+2,1 may seem like a dumb move in the first place due to the poor range and slow initiation, used at the right place at the right time WILL win you matches. Go Ahead. Try it. This is your safe tag in punisher and does loads of damage and it is actualy more damaging than an u/f+4 and it's safe when blocked at only -6 frame disadvantage. It's a bit slow (16 frames) but you can dash in and use this with pretty good success. You just need to see how often Shafi connects with this against Shauno in semi final of the tourney vids that are at electric cancel if you doubt it's usefulness. If your opponent whiffs anything hit them with this if it was slow enough. Also this is a pretty useful okizemie tool, if your opponent recovers crouching whack them with this and put them back on the floor with half of there life bar gone. Of course that is when you mixup with d/f+1+2 which is the easiest throw to get in when running. This is garunteed of a parried low kick when you use the d/f low parry which is just unfair. Whatever you do never whiff with this the lag is frightening and you can be hit by pretty much anything. This can now be used off her d,d/f+ (1),2 and FC,d/f+2 stun it's escapable and considering the lag this has the risk of missing is a bit much IMO. If your opponent doesn't escape the stun they will learn very quickly. df+2,3 Gut Punch m Low Kick l RC Goodness me! This move really stinks. Already hampered by the slow execution and lack of distance of the Gut punch, at least the low kick executes faster than it would with 1,2,3. That doesn't save anything from it though. You may be able to catch scrubs with this OCCASIONALLY. But if you land the low kick on a good opponent, remember to jot down that day and buy yourself a lottery. Use this move only if you are trying to tell your opponent that YOU SUCK. Otherwise stay clear of this move like the plague. Look familiar? Do not use this, actually it's much worse because of the slow start up. Well iLuvMomo gave the d/f+2,4 the vote for Julia's worst move this sucks a bit more for me as another Chang player hitting d/f+2,1 on you is a bit more servere than u/f+4 wonder juggle, also the 3 does a crappy 10 damage considering the huge risk this is worse. O wait no there is worse two of them actualy but yea this move is one of the worst. df+2,4 Gut Punch m High Kick h This is Julia's WORST move IMO. If you ever connect with both hits of df+2,4 remember to buy yourself a lottery ticket. To be honest, winning a lottery is easier than connecting with both hits on a button mashing scrub. First df+2, is so slow and unless on CH the High kick will wiff. Second, your opponent will already have ducked in anticipation of your low kick and thus the high kick will wiff... can you say WS+2? I feel it is MUCH safer should df+2 be blocked not to follow up with 4 since df+2 blocked is as I mentioned -6 frames and you won't run the risk of eating a WS move after wiffing the high kick. 3rd, since the high kick comes out slightly faster than it would for 1,2,4, the chances of scoring a CH is slimmer than me winning the World Championships (I'm exagerrating of course). Prolly one of the worst move in Julia's arsenal. Not as good as the other variation you aren't as vulnerable when d/f+2 is blocked but the slow startup leaves this not worth doing. Is your opponent going to try and punish a 6 frame lag and give you a free CH no this isn't as crap as d/f+2,3 but never use it. I find it amusing that this was seen as a part of a custom string game for Julia you wonder why so many people thought she sucked in T3 very few people know how to play T3 Julia properly. (d+2~N+3_2+3),1(~5) Ultimate Cannon(tag) sM,m,m JG Okay So I lied when I said df+2,4 was Julia's worst move. But the Ultimate Cannon is really the ultimate crap move of all time. It is practically d+2 low jab to a rising Kick before Julia charges up for the flash uppercut. d+2~N+3 alone is OKAY and can be used in juggles or to create some space when they are in FC position. It also can be used for Mad Axes setup. Problem is the delay between the rising Kick and the flash uppercut is so great that it is a tragedy waiting to happen. Kazuya can get a df+2 in (thats 40 big points of damage on CH + clean hit) Wang can get db+4,2 in, heck even Julia herself can get f+1+2. And if Juggles aren't your cup of tea, then May I suggest sidestepping twice around the last hit so you can get nice back throw.. *oucH* Kings Octopus slam just gotta hurt. Even a simple throw WILL throw Julia out of the flash uppercut animation. Use d+2~N+3 but Never .... and I mean NEVER try the 1 follow up. It really is so sad that for a character with such an extensive movelist Julia is filled with piles of turd. Really makes Kazuya proud in comparison... short movelist, effective use. Never use the 1 ender as you will eat a backthrow, or maybe I'll stick 3xSS, 4,4,1 and juggle you at the side and smack off over half of your life or maybe Devil's SS+2 or a clean hit CH deathfist or Kazuya's clean hit CH d/f+2 or, well you get the idea this is so so so so so incredibly crap. I remember in T2 the ender did a nasty 45 damage and there was no tech roll and the huge amount of time it took to stand up, Michelle had some evil juggle+okizemie but now it's totally shit. So what the 1 ender avoids high attacks, yes as I found out much to my amusement whiff 2+3 Bryan scrub thinks f,f+2 and bam CH 1 ender and wonder juggle on the end, if they want to be scrubby I can be scrubbier LOL. Sadly the 2+3 version now hits Sm, in T3 it was realy useful for tick damage but now this move sucks ass competely leave it alone. This is probobly her worst move overall as it's the most risky and has absolutely no good use at all, Ironic name for a move realy. (WR_FC,df)+2 Flash Elbow m FSc The Flash elbow is a bit of a risky move which pays off handsomely enough. You will prolly use the FC, df+2 version more often rather than the WR version. Anyways with Julia's excellent FC mixup (WS+2 links, FC,df+4,3, WS+4 and of course FC,df+2) the flash elbow is a good move to use. Moreover, the Flash elbow, once initiated has great priority and will interrupt almost any move. However it really suffers with its recovery which at -20 frames is just a free WGF juggle for your opponent. If you really want to use this move (I prefer the less risk WS+4) then at least you must hope for this move to hit. To do this, you should try training your opponent to block low (FC,df+4) and then occasionally, just OCCASIONALLY try the flash elbow. As RevC pointed out in his Michelle FAQ, you could try this move at the edge of the Flash Elbow range (therefore knowing your range is critical) but that could be risky especially if your opponent plays a turtling game and backdashes a lot. You should also attempt the running version of the flash elbow when closing the distance on your opponent and you know he likes to get up with a rising attack or try a power move (deathfist for example). On CH, your opponent is stunned. The stun is of course escapable but getting the opportunity to stun your opponent is really rare indeed. Maybe try this move after you block a low move and your opponent trys a high move (eg. Hwoarang's 1,1,3,3) Unlike the stun off d,df+(1),2 you can only juggle using df+2,1 and not the hopkick. I still remember that in Tekken 3 the Flash Elbow was used as a combo ender in Combos such as uf+4, FC,df+4,3, d+1, FC,df+2 but that combo is rarely used due to its difficulty and risk involved, even more so today with the introduction of the great Mountain Crusher. First the FC version is very important to the fake low parry mixup this is why you will be able to use FC,d/b,d,d/b+1+2 fairly often as this does some pretty good damage to discourage crouching. Also this gives a stun on CH which you can launch with d/f+2,1 (Not u/f+4) it's escapable but the damage is good. I feel with Julia's FC mixups you opponent would be more inclined to block and keep ther distance though. The other version is another great addition to Julia's running game if your opponent thinks you running at them = a deathfist smack them with this, it has excelent priority and good reach, the recovery is bad (20 frames which is realy bad) but then you could use the running 1 that has -2 recovery with recovery which is safe. This can be used in juggles but unless you are going for style it's not realy worth it. SS+2 Parting Fist m GS This is Julia's brand Spankin' New SS move and one which I feel isn't really that good when compared to Michelles arsenal of Sidestep moves. When doing this, Julia takes a small step forward and lunges out with her right fist. There is no guranteed stuff if this hit (Like Michelle's SS+2), no guranteed knockdown (like Michelle's SS+1), does not Juggle (like Michelle's SS+3,4) and poor recovery if it whiffs. This itself has deterred me from using the Parting Fist in serious combat. I usually pull the Parting fist off by mistake while trying to do the Mad Axes after sidestep. Speaking of Mad axes, you can buffer Mad axes after SS+2 much like you can with almost every move. Besides after a sidestep it would be best to try for 1~1,1 or 4,4,1 (if you are really sure you can are behind your ops) Sure some may argue that the parting fist has good range (Well for Julia yes but for someone like PJack No) but if you WANT range then go for SS f+1+2. And whats with the +1 hit advantage? Sure you can set up things but after SS 1~1,1 you get some nice fat damage. Which would you want? Use this move only moderately. What the hell Michelle gets so many excellent SS moves and Julia gets this, what where Namco thinking? It's ok if you haven't SS a good distance but Julia has much much stronger options than this you won't need this much. It's safe when blocked and gives a nice frame advantage on normal hit and CH so mad axes can be easily buffered yet again. I have came to the conclusion that this move sucks pretty badly as it sure as hell seems way too slow the damage is ok but it doesn't seem to track well either f+1+2 is MUCH better. Actualy of all the options Julia has of the sidestep there are many better non SS mover better than this. (b+2_2~b) Arm Whip h OB The Arm whip of Julia is an average move IMO because of the fact that the standing 2 is rather slow (compared to her 1 at least) After the arm whip you are at a frame disadvantage (-1 frame) You can try for a back throw but chances are your opponent will duck it. You can of course try to hit him with a mid hitting move (hopkick) but if your opponent attacks (standing 3_4) then he will hit you first. You can also allow your opponent to attack first and duck/block it but that would be extra risky since some characters like Ling have both low and mid hitting attacks from BK position. Otherwise you can try *evil* d+1 which should hit him and since he is already backturned give you the opportunity to try all those fancy stuff like WS+2,1,1. You are at a frame disadvantage after this and no one is going to stand there and take a back throw you could try a d+1 to set up an OB trap but your opponent could beat you to the d+1 (iLuvMomo's note: BT d+1 is 6 frames only which beats out anything you throw). Even worse a Ling player will actualy gain the initiative as being in RD is always a good thing for her and you give away the frame advantage, not a good move at all not even against scrubs. The only potential plus is if you have Michelle on your team and your opponent crouches to avoid the tag throw, well use d+1 just make them guess so if you don't have have Michelle on your team this sucks but if you do this may actualy be pretty dam good. = (1+2_5) = Back Push n/a "?" I give up. If you can think of a good way to use this move do tell me. This move is easily ducked, by even morons although the CPU falls for this 99% of the time and even if it does connect does nothing other than erm.. push your opponent a bit away? Wholesome crapness all round. This is so crap it can be ducked and it doesn't give you any initiative you simply push your opponent away no reward at all I never use it even by accident. (WS+2_3~2)<2 Tequilla Sunrise m Flash Elbow m FSc Of Julia's many WS+2 moves, I feel that this is prolly the weakest one of them all. Undoubtedly, the flash elbow can be delayed for very long periods to try to induce a stun. However unlike its fellow counterpart, d,df+1,2 the recovery of the flash elbow is HORRIBLE. With -20 should the flash elbow be blocked (I'm not even going to bother talking about if it should wiff) your opponent could murder you with half his arsenal of moves of WGF's, Deathfists, hopkicks and so on. The only situation where this move might be of some use would prolly be during OB trap when you are already in FC position. It would be much safer to try WS+ 2,2 instead of WS+2,1,4,3 (though you could try WS+2,1,1) Stay clear from yet another stinker. Definitely the worst of the tequila sunrise combos' not very good damage, horrible lag when blocked this should be left alone. BTW the 2 ender does not stun on the PS2 so it's even worse there but you don't need this it sucks. As for OB traps this is probobly the best tequlia sunrise combo for the job why? well it knocks down and both hits will connect unlike the other variations which will either whiff or can be escaped. (WS+2_3~2)1,1(~5) Tequilla Sunrise m C.Fist-Flash Uppercut(tag) m,m SH This is another mediocre move that Julia has. You will prolly never ever use her 3~2,1,1 version of the tequilla sunrise into cfist and flash uppercut since there is the better and faster 1~1,1. What kills this move though is the fact that the flash uppercut does NOT launch. What will happen is your opponent merely grabs his nose in pain, stumbles back abit and then falls down. If you tag out after the flash uppercut, then you can get a guranteed tag slide (or cross chops for fatties) This might seem good but when you compare that to a CH 1~1,1 which launches your opponent for some meaty juggles, 3~2,1,1 really is crap. Oh yeah and the flash uppercut is not guranteed unless the 3~2 or WS+2 hits on CH which mean it is not as good as 1~1,1. Oh yeah. WS+ 2,1,1 has one very good use. OB trap. The reason this is excellent is because WS+2,1,1 does a good deal of damage (43 points if I'm not mistaken) on normal characters. Best though is that your opponent will sometimes grab his nose and stumble backwards towards you like Jin's df+2 in T3 (don't ask me why this happens after hitting your opponent's back) and if they are dumb you can repeat the whole process again. If this CH's it's all guaranteed and you get a free tag slide but if you CH ALWAYS use WS+2,4,1 as you can juggle off it. There's one little problem you won't CH this very often it comes out in 18 frames and has a very obvious startup. The recovery sucks if this is blocked on a non CH you are going to eat something like a WGF never a good thing. This is okayish in OB traps after a d+1 but yes it can be tagged out of after the second hit which is crap it will total about 30 damage. So this sucks in OB traps as well overall this has been toned down badly from T3 this rocked in OB traps as it was all garunteed once WS+2 hit and it juggled. (WS+2_3~2)1,4,3 Tequilla Sunrise m Club Fist-Bow & Arrow m,l,m Unless you really want to play mix up games with Julia, then this move isn't of all that much use. On CH, all 4 hits are guranteed which means they will produce some meaty damage. However if you are going to try the bow and arrow mix up against good players, you are just asking to be parried and punished. The 3~2,1,4,3 is much much more obvious than 1 ~1,4,3 because Julia moves forward quite a bit. Like 1~1,4,3 the last kick will wiff ling while the low kick will not hit Ganny. And WS+ 2,1,4,3 isn't all that useful in OB traps since the last kick will most likely wiff. Anyways like 1~1,4,3 if you stop at the low kick you will recover crouching to start her WS games. Oh yeah, and for those who have trouble beating the comp on ultra hard mode, well just use this move alone. The comp is too stupid to block the bow and arrow kick. So you can just cruise through all your oponents using just this one move alone. Of course it doesn't work on Ganny and Ling so if you have to fight them then you gotta use some skillz. Another scrub killer a handy mixup with WS+2,1,1 but good players will parry the 4. If you CH this does good damage but you have better options. And yes the 3 misses Ling and Roger and the 4 misses Ganny so that sucks also it sucks for OB traps it just sucks. (WS+2_3~2)4,4 Tequilla Sunrise m Razor Sweep l RC High Kick h Uh! If the razor sweep hits then the high sweep is guranteed. But in that case just use WS+2_3~2, 4,1 instead since the uppercut is guranteed and will juggle. The high kick is practically worthless since the recovery is abysmal if blocked. (-19 thats a free EWGF) Even if it DOES connect you are at a frame disadvantage. And its worthless in OB trap since the High kick will wiff. Dumb move. Use this not. Decent damage but There are stronger options and if the last 4 gets avoided you are in big trouble but you probably won't get that far another crappy tequila sunrise combo, wait they all suck. O and I'm pretty sure the ender is not garunteed after the sweep conects that applies to Michelle only (Still it sucks who is going to get hit by the 4). (WS+2_3~2)4,d+4 Tequilla Sunrise m Razor Sweep l RC Low Kick l RC Another useless move. Maybe not as bad as WS+2,4,4 since scrubs will never ever block the low kick. But even if they do eat the low kick, you are at a horrible frame disadvantage (- 8 frames!!) The recovery of the low kick is horrible when blocked though it does leave you in FC position. Problem is with such a horrible frame disadvantage, you can't really do much even in FC position. You can prolly get away with using this once or twice against Scrubs but never try this move against advanced players. They will definitely make you pay. Well you have the scrubby low mid mixup with the 1 so scrub intermediate players do eat this fairly often but it's not very good at all. throw it out once in a while (Against scrubby players no one else will eat two consecutive slow low kicks). but it will get parried often if you use this more than once every few rounds. The risk of this move is too high for the poor reward. (WS+2_3~2)4,1 Tequilla Sunrise m Razor Sweep l RC Razor's Edge m JG This move is extremely effective against scrubs. In fact, by using this move alone you can kill most scrubs much like by doing Kazuya's uf+ 4,4,4,4. If the razor sweep hits, you are guranteed the Razor's edge uppercut which means free juggle. Problem though is that good players will ultimately always parry the low kick which leaves you in trouble. The Razor Sweep is extremely slow and extremely telegraphed. Also contrary to my initial believe, WS+2,4,1 is not useful during OB trap since the razor's edge WILL definitely wiff (not sure though about fatties but I will try that out some day) This is will do loads of damage on CH (Juggle) and it's the best scrub killing Julia move IMO and you can mixup high, low and mid. Good players will take this apart on non CH yet again as it's not that fast. This is the tequila sunrise combo of choice as it's easily the most damaging and this can total around 80 damage when you add the juggle damage but it doesn't change the fact that is not a good move realy. It's not even good for OB traps anymore this was awesome in T3 d+1,WS+ 2,4,1,d,d,d/f+1,2,f,f+1,4 did almost 100 damage and it never whiffed but again it sucks ass now. And it can hit the big characters I went off tequila sunrise combos for okizemie long ago. b+3 Liquid Sweep l TS PLDc I have to admit that I prolly have been TOO hard on this move initially. Anyone would be put away by this move anyways just by looking at the frame data. 27 frames to hit (thats slower than Kazuya's f+1+2), with -33 frames disadvantage when it is blocked. -33 frames you say? YES.... thats a lot of painful stuff guranteed. For Jin thats free WS+2 and Laser cannon juggle. Should it hit, Julia tripstuns her opponent and is at a frame ADVANTAGE (+2) and she has the advantage, and use one of her many FC mixups whether it be FC,df+4,3, WS+2,1,1 or even a plain ol' hopkick. Your opponent is in a disadvantage and anything he tries can be snuffed out easily with d+1. However b+3 is not without its good points. When performing b+3, Julia ducks so low that high attacks will miss her. Julia will take duck quite low to the ground, before reaching all out to sweep her opponent. At the apex of the sweep, Julia may even duck some mid attacks. On CH this trips and Julia can follow up with FC+4,3, f,f+1, d,df+1,2 juggle which needless to say does shitloads. In this sense, b+3 is extremely risky, but the risk pays off handsomely. Besides that, b+3 can be used in Okizeme, where Julia needs just that extra reach. Be CAREFUL though. Because of the slow startup b+3 has, your opponent can roll out of the way or even hit you with an attack of his own. The good thing though is that if he tries to rise with a high attack, you will most likely duck under him and CH him. Juggle time! Also unlike some moves which have extremely long recovery when blocked, b+3 does not have a long WIFF animation. Therefore, b+3 is OKAY if you throw it out for spacing reasons. Overall though b+3 is not a bad move, but neither is it an extremely good move. It is okay if you pull it off once in a while, especially when your opponent is tagging in, much like Kazuya's f+1+2, but don't abuse this move like crazy. As Dim_sim said, "Just don't revolve your game around it" Ok I said this was realy shit in a thread recently, I think it's just so slow it's not realy shit it's a case of use it at the right time. Only use this unless you are 100% certain you will hit -33 block advantage is hideous. If you are up against a Mishimas player who likes 1,1,2 this will become a very effective move as you will be able to CH them and get a free juggle. If you hit this on non CH you can buffer FC,d/b,d,d/b+1+2 it's interuptable but then you could mix it up with WS+4. I'm not sure if d+1 has the priority to beat it out though it will conect 1 frame before WS+4 but priority does come in to play. I wouldn't use this for okizemie personaly as FC,d/f+4 is better it has a bit more range and comes out considerably faster off the fake low parry. Overall this is a good move if you know when to use it it goes under high and even some mid attacks so you need to read you opponent well to use this effecitvely. uf+3+4 Earthquake Stomp M What is this? A world series of bad moves? Sometimes I really feel like changing my policy of not rating moves and just give all Julia's move a bad rating. This move is almost worthless in 99.999999999% of the situations. Julia doesn't even track well with this move. In fact she can't even judge her distance properly. Imagine your opponent lying next to you. you do earthquake stomp..... Julia jumps.. she lands..... and MISSES your opponent. LOL. When you do this move you are asking your opponent to back throw you. Although stated in Pmartin's Changs FAQ that you can use this to knock opponents in stance from mid range like Ling in AOP. Any one who plays a decent Ling will know that Ling can go in and out of AOP (as well as into other stances) with ease and easily sidestep the Earthquake stomp. The only use I have found so far for the earth quake stomp is after certain tag throws like Paul's f,f+1 +2 throw for instance. It works much like PJack's stomp in this case.... only without the *crunch* to it. Not sure if its guranteed but I will check it out soon. As an okizeme attack, you must be able to judge your distance carefully and be very very sure that your opponent is going to lay still on the ground. A good note though, is that onec Julia is airborne, its almost impossible to avoid the uf+3+4. By training your opponent to fear you rushing in with your okizeme and thus laying still, the Earthquake stomp can be used to great effect. Also after her Heaven cannon unblockable, assuming you are an idiot who can't juggle to save your life (or you just wanna prove to a scrub that you can be scrubbier) then do the Earthquake stomp. It is GURANTEED after the f+1+4 if timed correctly. There is only one time you should use this, after Paul's f,f+1+2 tag throw where it's garunteed for some very good damage Outside that use never use this as it's even crappier than the ultimate cannon IMO. I was origionaly in favour of rating moves but iLuvMomo wanted to do it this way, but he is right it's blatantly obvious that a move is incredibly bad. Yea this is garunteed after a f+1+4 but how often will you hit that on a good player? And this is pathetic for okizemie it's so slow I mean there's hardly a deer in the headlights effect like kings moonsault is there? If you want to knock Ling out of AOP use d/f+ 4 much safer and has more than enougth range to be safe. 3+4 Counter Clockwise Spin n/a Finally a decent move to talk about. This move is a classic Michelle move since the Tekken 2 days. Then it was a real big advantage to Michelle since it was the sole sidestep move in the game (other than Kazuya's Mist step) However, with the addition of Sidesteps for every character one may think that 3+4, the Spin, is useless now. Undoubtedly when used by itself, it definitely is, since moves generally track quite a bit better now in TTT. However the beauty of the Spin is when it is used in conjunction with her Sidestep move. As such you can perform her double and triple sidestep. Admittedly though, her double and triple sidestep does not cover as much range as that of say Hwoarang, but it is extremely useful to run circles round your opponent and get behind them. Also another bad point about the Spin is that she only spins to her right and as such to be used effectively Julia has to Sidestep right (SSR) Although this may not prove to much a problem since most powerful moves (WGF, deathfist, etc) are sidestepped usually to the right (you actually can sidestep to the left though your time has to be excellent) you could find yourself eating 1,1,2 shining fists if you are not careful. Still the drawbacks are not enough to stop any good Julia player from using this move. You can cancel 3+4 into her Razor kick (4,4) combinations which makes the SSR, 3+4 combinations even more lethal since you can get behind your opponents with ease and get a guranteed 4,4,1 plus juggle. Evil damage. Besides you will have to rely a lot on your SS & 3+4 combo to cause confusion to your opponent. Also remember that SS can be cancelled automatically with 1~ 1,1 or 1~2,1 unlike Michelle which has to cancel the sidestep manually. This is very useful when you combine it with Julia's SS as you can get round your opponent quickly. it doesn't travel far but it is best combined with her SS, it can serve as a buffer tool similar to her command low parry but it's not as safe. It can link it to the spinning kick chains so you can do plenty of damage off the 3xSS after using this smack them with 4,4,1 and juggle them for a nice 90+ damage. It's a good okizemie tool as well as you can get round your opponent to set up an OB trap once you train your opponent to stay down since you have so many ways of punishing them. It only spins to the right sadly you can actualy use consecutive spins using one the following two methods first you can spin then hold F to carry on another spin and do that as long as you feel the need too (Not long I hope). Altenately use the spin and hold B, this causes you to travel less forward, strange movement learn to use it and it can be useful for confusion (Well I'll have to explain how to confuse I'll get to that with mad axe setups hint). So what does this mean? well as you can tell from that method I given you can cancel the recovery of the 3xSS. Instead of being restricted to the spinning kick strings you could use a d+1 if your opponent tries to punish the high 4 that starts the spinning kick strings or you could use 1,2,1 so it's not as restrictive as it may appear, so in fact this is a great buffer for standing moves as long as you use it at the right distance. This can be used as a tag cancel which can be handy if you opponent tries to punish your tag in. Another good use for this is if you are at mid distance the axis that this spin travels in will bring you a bit closer to your opponent so why not buffer mad axes out of it? Recently that's become one of my favourite buffers very hard to see coming. d+4 Razor Sweep l RC = N+4 = High Kick h = d+4 = Low Kick l = 1 = Razor's Edge m JG You'd notice I have grouped all 3 moves together in one lump sum. Although d+4,1 and d+4,4 may have its use in combos, even d+4 should not be used at all in normal gameplay. Why? d+4 is so slow, 20 frames. Even if it hits you are at -10 disadvantage which in fact means your opponent will get a FREE d+1. Why would you want to get into Crouched position using d+4? d+1, d+2 heck even d+3 prove to be better options when you want to get into FC position due to their speed and/or their range. Being slow is one thing, the main problem though is that Julia telegraphs d+4 as if she is screaming to her opponent "PARRY ME" Of course good players will undoutedly snatch the opportunity to parry the low kick (or at lesat block it) There is no saving grace either in her follow ups. NOTHING is guranteed if d+4 counterhits. If your opponent blocks the low kick he will opt to remain crouched since he can block the low kick and duck the high kick. So you ask "What bout the mid hitting Razor's Edge?" Unfortunately the Razor's edge is slow and any good player will be able to block it on reaction (not that you need much reaction) Getting d+4 and 1 followups blocked is definitely not good news since the recovery is awesomely bad. At least with d+4 it pushes your opponent somewhat away. Therefore unless you really need to use this in juggles, stay clear of all the above moves. d+4,1 is Good for okizemie as it will catch rolling opponents but you have the mountain crusher to do that, as I mentioned earlier use this after FC,d/b,d,d/b+1+2 and you can flip your opponent over and get more free hits so for that purpose this is excellent. On its own if the d+4 is slow and the 1 has horrible lag so you want to use this sparingly if at all Julia has better options. d+4,N+4 is an okay jugle ender if you want to add a bit of variety F+2,f,f,N+1,d+4,N+4 does 31 damage pretty solid, not as good as them long elbow juggles but elbows get VERY boring after a while. O and the mixup potential of d+4,d+4 and d+4,1 is pathetic don't even think about it. Outsde okizemie and juggles don't use any of these. 4,4 Spinning Razor's Kick h,l RC I feel that the initial 4,4 deserves special mention here. High kick into razor kick is extremely useful as a chip away move, at least from scrub to intermediate level. The Razor Kick comes out exceptionately fast so much so that it will almost always hit your opponent. Even if the low kick hits, and with the -3 frame disadvantage, your opponent will be fearing the low kick razor edge mix up, and thus the FC position that you are in is very suitable to create even more confusion with her FC/WS mix up game. At advanced or higher level of play the high kick to razor kick is almost useless. In the good ol Tekken 3 days when not every one had a low parry, this move could be abused a lot. However with the addition of universal low parry, good players will almost always parry (or block) the low kick which leaves Julia in a huge disadvantage? Why? Because most of the time when 4,4 is used, Julia will be outside poke range, and decent players will usually try two or three standing 4's in hope of catching an onrushing player on CH. As such, when one sees the standing 4, he will go immediately into crouched (or df) and thus neutralize the razor kick. You prolly could get away with 4,4 against a good opponent if you train your opponent to block high so much so that he forgets that 4,4 even exists, and thats where Julia's elbow strings come into play. Also I forgot to mention that 4,4 can be a decent Okizeme attack since the low hitting razor kick comes out faster than it would for d+4. The 4,4 is okay for tick damage as long as you use it sparingly as your opponent knows the next hit is low so it's not something you want to abuse. This is an okay way to get in to FC mixups your opponent will probobly block high mostly as the 1 ender is definitely the one you don't want to get hit by so FC,d/b,d,d/b+1+2 is your best followup. And yes that generic d/f low parry has made this much more risky to use you could pound Jin with this without fear in T3 as he couldn't parry it but but you can't throw this out at will anymore. This is handy in okizeme if you 3xSS your opponent you can set them up for an OB trap with the second hit and juggle with the 1 ender. = 4 = High Kick h = d+4 = Low Kick l The high kick and low kick follow ups are just UTTER CRAP. If your opponent is at intermediate level, you could prolly win a match with 4,4,d+4 but since a good player would have already parried the razor kick, the follow ups here are practically USELESS. If 4 CH's though the last kick will hit so you get 4,(4),4 but if 4 CH's you'd be better off with elbow juggles. Well the 4,4,4 is very bad I mean it hits high it's the most powerful variation but it will never hit trust me. The pay off for both are not good enougth for the inferior reward. And well two consecutive low attacks give me a break it's easy to tell between this and the 1 ender so your opponent won't have much trouble parrying the low ender assuming they haven't paried the second hit which they normaly will. 4,4,1 Spinning Razor's Kick h,l RC Razor's Edge m I believe 4,4,1 deserves special recognition. As a move on its own, it is equally as crap (or worse) than 4,4,4_d+4. However when used in conjunction with her double/triple sidestep to get behind your opponent, this move ROCKS. Since Julia does not have SS+3,4 which Michelle has, 4,4,1 is the replacement juggle starter for her. When done behind your Opponents bare back (which happens often with Julia) they will get their assed launched, and you can follow up with a simple f,f+1, 1, d+4,1 juggle. To see this technique in action, download Shafi vs Shauno Semi Finals 2 at www.electriccancel.com. Laugh at this Analquin. I bet Anna's SS+3 rulz Right? Now how many people are going to get hit by the second 4 when you know the second hit it low? It's going to get parried often. But if your opponent is slow to block this is your best option, mix it up with d+4 and 1 and you can have modest success (It's still a bit slow). If you hit the 1 you will be able to smack an extra 40 damage on the end do not abuse this as it has very bad lag when blocked. This is very good off the 3x sidestep though, the spacing is tricky but the payoff is huge just restrict the use of this to 3xSS and it's a very good move. And yes this is another technique that Shafi uses to great effect in the EC vids. Actualy this combined with 3xSS is far better than Michelle's SS+3,4 so why the big fuss about it Julia doesn't need it, 3xSS 4,4,1 more damaging and it's far more realible too. (iLuvMomo's note: Because SS+3,4 if blocked is extremely safe, but if 4,4,1 is blocked, and seldom happens unless you are not careful, will get you into big trouble) b+4 Heaven Shatter Kick h CSc For one moment, imagine Yoshi's b+1+4 Yoshi flash. Now take away all the good points of the move (speed,unblockable) and add all the bad points of this move (absolute lack of range, hits high) and there you have it. Another brand NEW absolutely useless Julia move. When you do look at the frame data you will notice that it is a 14 frame move, which would genrally be very good, but Yoshi's flash is only 4 frames damn it! Well thats the general opinion people have on this move. I noticed that none of the good players actually use this move.... except in one particular movie, a1 of the Japan Honor Videos in which the Changs player used this move a few times. Undoubtedly this was intentional use of the move. Therefore with this in mind, I discussed this move (along with several others) with a few people. On one hand some said the move was terrible, a travesty to Julia, but a few other people also praised this move saying it is a very very underated move. So whats good about this move? Absolutely no range, hits high and rather slow for a move thats supposed to counter? I also did not mention that the Heaven shatter kick is COMPLETELY safe even when it is blocked with a paltry -7 frame disadvantage. If you hit with it on a normal hit you get a +4 frame advantage, which does not gurantee anything be allows Julia to keep on the offensive. Besides,the Heaven shatter kick has a weird property of it that it ducks high attacks during certain frames of its animation. In fact it does go under certain mids. This ducking property will prove EXTREMELY useful against pitbulling opponents who rely a lot on their standing 1's and 4's (e.g Changs, Laws etc.) Why not 1~1,1 you say? Take a instance where Law and Julia match. Well if both were to hit 1 at the very same instant (Julia aiming for 1~2,1 Law aiming for 1,2 punches), both will get hit and you gain nothing. Instead if you try b+4 instead, it will duck under your opponent's high poke and CH him. Another instant where b+4 is rather useful is against opponents who have habit of rising with a standing kick. In this case, I suggest that you run up to your opponent, SS a lil and b+4 him. 9 out of 10 times, it will either hit him before he is able to hit you, or duck under the kick, both of which will land a CH. Thanks to Catlord for confirming this. On CH, Heaven shatter kick will crumple stun your opponent, a stun which is NOT escapable. As Shafi (Redfoot) put it to me, and I quote "Basically its a risk vs reward question, and I think its worth the risk. A stun on CH is way worth it, especially for Julia." Indeed, after the CH stun you can get combos that are so damaging they are insane! Anything as stupidly easy as d+1, WS+2,2 to Julia's Wondercombo is possible which makes you and I wonder WHY we did not notice this move in the first place. This is slow 14 frames (Used to think 17 so it doesn't sound as bad now). It has EXTREMELY poor range, however if this CH's you can do a very large amount of damage b+4,f+1+2,f,f,N+1,f,f,N+1,d,d/f+1,2 does huge damage, more than her wonder juggle need I say more? But how are you going to CH with a move like this? Well it avoids high attacks yes the range sucks but if your opponent sticks a lot of jabs and standing 4's this is very handy. In fact of all the moves Julia has that avoids high attacks this is the fastest and second in damage only to f+1+2 but that has a far less relible evasive ability. It's also very handy in side f+1+2 juggles which can happen once in a while and it flips your opponent over for a large amount of elbows. Note how the stun won't happen on the side which is a pain you have a very nice frame advantage after it though. On paper this is a crappy move but the simple fact is I do get CH b+4's. It's safe when blocked and it has a short whiff animation as well. O and seen as it gives a +4 frame advantage mad axes yet again, you may as well it's 60+ damage and well it will make this a high damaging move on non CH as well. df+4<2 Julia's Mountain crusher is EASILY one of her best new moves in TTT. The addition of Mountain crusher easily takes away the burden of having to do extremely hard juggles after her bow and arrow juggles. In fact now with the Mountain crusher, you can do simple damaging juggles without having to master multiple elbows. On further inspection, the purpose of Mountain crusher is easily MORE than just a combo ender. I have broken the move into three parts and examined them in more detail. df+4 of Mountain crusher is extremely useful. Because of Julia's range, or lack of, df+4 will be like a shield to her every time she throws it out. A lot of people say that Julia's Mountain crusher should only be used in combos and not in open play. This is certainly not the case. df+4 is an excellent keep away move for Julia and will be used in open play a lot. It is essential for Julia to use df+4 for keep away games especially against equally good pokers like Michelle, Law and Lee. On CH, 2 is guranteed (though b,f+1 is not) df+4 is very very very safe to throw out just for the heck of it because you can delay the 2 (and hope for CH and guranteed b,f+2) buffer Mad axes into it or just stop and start another of Julia's string. Also because of its speed (14 frames) it is extremely useful in Okizeme or OB trap (though d+1 IMO is still better) Although df+4 isn't exactly Jin's b+4 it will "pick up" any opponent who tries rolling on the ground for a free df+4,2,b,f+1. Thats almost 50 points!! df+4 can also be used in certain combos to float her opponent much like df+4 of the Mishima's. Combo starters like Bryan's b+1 for example will cause Julia's opponent to bounce on the ground and as such won't be able to techroll. When Julia tags in she is able to lift her opponent up with df+4 and either finish up her Mountain crusher or do multiple elbow juggles instead. 2 in Mountain crusher is also quite useful. Although when blocked, it offers, -9 frame disadvantage, b,f+1 will beat out ANY attack your opponent tries to throw in to interrupt it as long as you do not delay b,f+1. Besides that, your opponent also suffers a small stun after blocking 2. Also like df+4, you can buffer the Mad Axes throw after it since most players will be in defensive mode anticipating b,f+1. Mixing up Mad Axes after df+4 and df+4,2 or not at all will drive your opponent up the walls especially since Mad Axes has such a small escape frame. Lastly b,f+1. Although you actually are in -15 frames disadvantage, Julia knocks her opponent away far enough that she is relatively safe. Long pokes like Kuma/Panda's f+1 will still hit her, but she won't be in range for EWGF, Devil's TP or Deathfist if b,f+1 is blocked at maximum range. However I seldom finish of MC with b,f+1 unless I'm sure that 2 hits on CH. b,f+1 will knock your opponent far away if it hits giving Julia a safe opportunity to tag out of required. Oh yeah and I think it should be notated as b Definitely Julia's best new move, a contender for the best new move in TTT (Hei's EWGF doesn't count EWGF isn't new). First this is Julia's best juggle ender it's not hard to learn to delay the 1 on the end. And it all hit's mid so it's hard to punish. Very very good okizemie tool as well the d/f+4 will catch rolling opponents Although it's best if you use FC,d/f+4,3 and put this on the end for an easy 40+ damage. It is probably the safest okizemie move in the game Lei's play dead is very well tamed by this d/f+4 beats out anything he can do from it. Ok you could argue d+1 but what happens if Lei uses 3+4 will d+1 beat it out I'm pretty sure it doesn't. But the range of the d/f+4 gives it a big advantage anyay. The d/f+4 is much better than the generic d/f+4 and as I mentioned in the throw section this is one of the most effective OB trap moves it's got better range than d+1 but when it whiff it's not too good. If the d/f+4 CH's the 2 is guaranteed and if the 2 CH's (Won't happen often) the 1 is guaranteed. The 1 has bad recovery time it does push your opponent far back though. But anyway that d/f+4 the range is sick the distance you opponent stands from you at the beginning of the round is enougth for this to connect, the range can realy hamper some characters for example your against Michelle ok Julia is at her best up close but Michelle has so many weapons her non knockdown elbow her SS+2. It's boring as hell but just keep her out of range and she is realy disadvantaged she can't even use her elbows as the distance will simply allow you a free CH and 2 followup for a handy 30 damage+mixup with b,f+1 and mad axes. The d/f+4 is near abusable it doesn't track well but you should be using it at range 2 as a keep away move. Don't overestimating the reach yes it is realy good but don't get carried away. Do be wary that this tracks like shit so don't use all the hits unless your opponent screams CH me. FC,df+4,3 Bow and Arrow l,m The classic Changs move. If the Bow kick hits, arrow is guranteed except if your opponent is Ling, you are off axis or the bow kick hit at maximum range (seldom though) Should her Arrow get blocked or wiff Julia is left quite open to quick counter attacks (twin pistons, shining fist, throws) The Bow and Arrow is a wonderful WONDERFUl move though for Julia since it can be used in so many occasions. As an Okizeme move, Bow and Arrow will give your opponent a one way ticket to Major Hurt. If your opponent lies still, you can just FC,df+4 and do some decent damage and knock him away. Should he roll, FC,df+4,3 WILL float and you can follow that up with Mountain crusher for oodles of damage. Also since Bow and Arrow is an attack from FC position it is extremely useful in her mix up game. FC,df+4 has good range and is a useful tick attack at intermediate level though good opponents will undoubtedly parry/ block it. Also with her low thrust (fake low parry) the Bow and arrow kick has a higher chance to connect since it comes out more deceptively and your opponent has to worry about other mix ups. FC,df+4,3 will float in certain situations like after a blocked tag slide (or slide in general) and when you get up from the ground with a rising sweep. And this is of course part of Julia's "Wonder Combo". If used against reversal scrubs, remember to buffer chicken for the last hit since it is always reversed. Very useful off the fake low parry and one of the moves you should use a lot off it. The FC,d/f+4 has excellent range and it very good for okizemie because of how safe it is. This also plays a part in Julia's wonder juggle so you have to like this move. It's an excelent okiz