=========================================================================== Tekken Tag Tournament Julia/Michelle Chang Guide -- v3.0 Date: 5/21/2000 Written by: Patrick Martin "PM" =========================================================================== Note ---- This should be displayed in monospace format. The dots and numbers should line up. .......... 1234567890 //---------------// // Legal Stuff // //---------------// Tekken and its characters are the property of Namco. This guide was written by me. I am not affiliated with Namco, and this guide is not official in any way. I just wrote this guide because I wanted to share some information to other Chang players like myself. You may distribute this guide as long as you do not modify this guide and/or you do not charge money for it. Lying, cheating, and stealing are evil! //-------------------// // Version History // //-------------------// v3.0 -- 5/21/2000 Added more combos. Added a section about some move inputs (called "Stick Tips"). Added a section about Julia vs. Michelle. Corrected some errors. (e.g., Arm Lock Suplex escape, low parry adv.) Revised some descriptions and ratings. Rewrote section about Good/Tag Partners. v2.0 -- 2/21/2000 Added more combos. Added more people to the credits. Expanded Michelle section. Fixed some more grammar errors. Removed character specific strategies. (May add them back later.) Restructured the guide. Revised or rewrote some descriptions. v1.1 -- 12/4/1999 Fixed some grammar and spacing errors. v1.0 -- 12/3/1999 First release. =========================================================================== Part I: Conventions 1. Legend 2. Stick Tips Part II: Julia 1. Overview 1.1. About Julia 1.2. Strengths 1.3. Weaknesses 2. Movelist 3. Move analysis 3.1. Basic moves 3.2. Jumping moves 3.3. Throws 3.4. Special moves 3.5. Tenstrings 4. Combos 4.1. Stand-alone combos 4.2. Tag combos 5. General Strategies 5.1. Defense 5.2. Sidestep 5.3. Throwing 5.4. Poking 5.5. Okizeme 5.6. Chicken 5.7. Supercharger Tricks 6. Tag Partners Part III: Michelle 1. Overview 1.1. About Michelle 1.2. Strengths 1.3. Weaknesses 2. Movelist 3. Move analysis 3.1. Basic moves 3.2. Jumping moves 3.3. Throws 3.4. Special moves 3.5. Tenstrings 4. Combos 4.1. Stand-alone combos 4.2. Tag combos 5. General Strategies 5.1. Defense 5.2. Sidestep 5.3. Throwing 5.4. Poking 5.5. Okizeme 5.6. Chicken 5.7. Supercharger Tricks 6. Tag Partners Part IV: Miscellaneous 1. Julia or Michelle 1.1. Advantages of Julia 1.2. Advantages of Michelle 2. Tag Class 2 Juggles Part V: Credits =========================================================================== PART I: Conventions =========================================================================== //---------------// // 1.1. Legend // //---------------// Stick/Button Layout ------------------- \ | / (1) (2) (5) - O - / | \ (3) (4) Buttons ------- 1 = Left Punch 2 = Right Punch 3 = Left Kick 4 = Right Kick 5 = Tag Stick Movements --------------- 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 N = Move stick to neutral 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) Conditions ---------- BK = While your back is turned to your opponent. CH = Move only works if it connects on a counterhit. (i.e., hit the opponent during his or her move execution.) FC = While crouched fully. RN = While running. SS = While sidestepping. SSL = While sidestepping to your left. SSR = While sidestepping to your right. WS = While standing up from a crouch. Command Links ------------- + = 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. Hit Levels ---------- 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. s = Move hits special mid (i.e., can be blocked high or low). U = Move is unblockable. T = Move is a throw or throw-like move. " = Tenstring break point. Special Hit Properties ---------------------- CS = Crumple stun DS = Double over stun GB = Guard breaker JG = Launches opponent Tag = Tag is bufferable; if move hits, partner can tag in. c = CH modifier. Effect happens if move counterhits. (e.g., JGc = launches opponent only on counterhit.) Character Size -------------- big = Ganryu, Gun Jack, Jack-2, Kuma/Panda, P.Jack, and True Ogre. heavy = All the big characters plus Ogre and Moku/Tetsujin when it imitates a big character. normal = All other characters who are not heavy. Frame Data ---------- F.Hit = Number of execution frames before attack hits. B.Adv = Attacker's frame advantage if attack is blocked. H.Adv = Attacker's frame advantage if attack hits normally. C.Adv = Attacker's frame advantage if attack counterhits. KD = Stuns, launches, or otherwise knockdowns the opponent. Tag Launchers/Juggles --------------------- class 1 = Launches very high; nearly any move can connect after this. (e.g., Devil's SS+2; Hwoarang's f,N,d,df+4.) class 2 = Launches to normal height; a high jab can connect after this. (e.g., Changs' 1~1,1; Mishimas' WGF.) class 3 = Launches to low height; some fast moves can connect after this. (e.g., Changs' f+1; Devil's df+1,2.) class 4 = Class 3 launcher that cannot be techrolled after landing. (e.g., Paul's FC,DF+2,2.) //-------------------// // 1.2. Stick Tips // //-------------------// Below are tips on some of the stick motions required by some of the Changs' important moves. If you have trouble doing moves like the Changs' Rapid Counters or Julia's Cross Arm Suplex (or even other characters' moves such as Lee's Blazing Kick), or have trouble doing five or more elbows in a juggle, look here. * f,F (or f,F#) -- "dash buffering" ----------------------------------- All moves with the stick input f,f, such as the Changs' f,f+1, can be done with f,F. In addition, you can hold the stick after the second forward tap for a fraction of a second before you need to press the button(s). This will cause your character to run a short distance before the move execution. Obviously, the distance this short run covers effectively increases the range of the move. In this guide, this technique will be referred to as "dash buffering". For the Changs, dash buffering is important because it gives their Party Crasher more reach, which is necessary in some juggles. * d,DF (or DF) -------------- This is used by the Changs' d,DF+1 and Michelle's d,DF+2. To execute such moves, tap down then quickly roll the stick to the appropriate diagonal and hold the stick there. As soon as your character begins to crouch, press the appropriate button(s). One note, you do not need to tap down. In fact, all you need to do is hold DF, then press the appropriate button(s) as soon as your character begins to crouch. The execution of the Changs' d,DF+1 is not unlike that of Bruce or Bryan's DF+3 (Snake Edge). * FC,DF ------- This is used by the Changs' FC,DF+2. To do it, your character must be in a full crouch first. Once your character is fully crouched, move the stick to the appropriate diagonal and hold it there. As soon as your character begins to crouch walk, press the appropriate button(s). There is an alternative to the above. If you are standing, you can simply hold the diagonal. As soon as your character is crouched fully and begins to crouch walk, press the appropriate button(s). * FC,db,d,DB ------------ This is the stick motion for Julia's Cross Arm Suplex. It can be tricky to do. Your character must be in a full crouch first. Once your character is fully crouched, you need to roll the stick quickly to the first diagonal, then down, then back to the first diagonal in one continuous motion, and hold the stick at the diagonal. While holding the stick, quickly press the appropriate button(s). If you not familiar with this motion, I recommend you pick Law (or Lee) and practice the motion for his Dragon Slide (FC,df,d,DF+3) because if you do the stick motion alone correctly, Law will crouch slide forward a small distance. If you press 3 while Law is crouch sliding, he will attack with the dragon slide. Once you can do Law's slide consistently, pick Bryan and try his Chains of Misery (C.O.M.) throw, which is FC,df,d,DF+1+2. Do the same stick motion as you did for Law's slide. Unlike Law, Bryan will NOT crouch slide after the stick is done correctly (and neither will Bruce, Julia, nor King). After you complete the stick motion (make sure you are holding the stick at the diagonal), press both punch buttons. If done correctly, Bryan will throw. Once you can do Bryan's C.O.M., you should be able to do Julia's Cross Arm Suplex (or King's DDT). The motion is the same as Bryan's C.O.M. except you roll the stick backward instead of forward. =========================================================================== PART II: Julia =========================================================================== //-----------------// // 2.1. Overview // //-----------------// ------------------ 2.1.1. About Julia Julia is an offensive character who relies on speed, counterhits, mixups, and juggles to win. Julia does not have fast power shots like Paul or Ogre, she does not have many defensive turtle-friendly moves (i.e., reversals) like Law or Nina, she does not have any special stances like Lei or Yoshimitsu, she does not have multipart throws like King or Nina, and she is not very easy to use like Law or Paul. Why play her? Aside from pretty looks and sex appeal to male players, Julia has fast jabs that can lead into damaging combos that launch if they counterhit, and she has strong juggles that can remove almost half a life bar from an opponent. Julia also has nasty mixups that will frustrate an opponent who cannot defend against them properly. Julia even has a few powerful and flashy throws, so she can grapple when necessary. Strengths --------- + Combos + Mixups + Sidestep + Speed + Throwing Weaknesses ---------- - Defense - Lag - Reach - Tag Launchers ---------------- 2.1.2. Strengths I will explain briefly on Julia's strengths. Combos: This is how Julia inflicts heavy damage, whether the combo is a canned string guaranteed on counterhit, a high damage juggle, or a combination of both. Julia has several strings that are true combos if the first attack connects as a counterhit (i.e., hit the opponent during his or her move execution), and these alone often remove 25-40% life. Julia is also a very good juggler. Her strongest juggles are among the most damaging in the game. In fact, she is perhaps THE strongest class 2 juggler in the game with the possible exception of Jin. She is even capable of class 3 juggles. Mixups: I am not talking about the various canned strings and their relatives (e.g., Tequila Sunrise) mind you, though they are effective against beginners and intermediates. What I really mean is the powerful options Julia can do after a fast poking move or custom string, and a mistake on the opponent's part can cost him or her up to half a life bar. For example, after a blocked elbow, opponent stands and is grabbed by Julia's Mad Axes. Later, after another blocked elbow, opponent crouches, hoping to avoid the throw. Julia hopkicks instead and it connects. Julia can then juggle for 45+ more damage. Sidestep: Julia has good sidestepping range. While her sidestep is not as wide as Law, Lee, or Ogre, she can evade attacks fairly well with her sidestep alone. In addition to her sidestep, she also has a special move that lets her spin to her right side. When used in conjuction with her normal sidestep, she can strafe very well, and she can move behind an attacker quickly. Speed: Julia has very fast moves that are useful for poking or interrupting. In the Changs' case, speed and combos go hand-in-hand. Her basic standing left jab or right kick are fast and can start damaging combos if either counterhit. Her quick elbows can also stop many of her opponents' attacks. Throwing: Julia has a fair selection of powerful throws. However, her Mad Axes makes Julia the semi-grappler that she is. Any fast poke can set up Mad Axes; and Mad Axes has damage, speed, and reach. ----------------- 2.1.3. Weaknesses I will explain briefly on Julia's weaknesses. Defense: First, Julia has no high/mid reversal or parry. While such a move by itself is not great defense, it does mean that the opponent can use high/mid attacks without fear of them getting caught, and is not restricted by either inputting chickens frequently or using only moves that cannot be parried. However, the main reason I think Julia does not have good defense is because she is not a very good minor counter mistake punisher. Her best damage dealing moves either require a major counter or do not have enough reach or speed to connect during a small opening. For example, if the opponent whiffs a jab in front of Julia, Julia can probably hit with an elbow or something similar, but this results in minor damage. Compare that to what Heihachi or Jin can do, who can punish the opponent with an (E)WGF followed by 35-45 damage juggle, which totals to about half a life bar. In short, Julia cannot turtle very well. Lag: Many of Julia's moves have long execution and/or recovery time. Also, some of her sweeps can be low parried on reaction, even more so if anticipated. Reach: Julia's arm and leg reach is relatively short, and the majority of the Tekken cast have arms and/or legs longer than Julia's. Although some of Julia's attacks have good range, her best attacks are most effective up close to the opponent, within her jab range. Opponents who can keep Julia at bay deny her of her most powerful attacks. Tag Launchers: Julia has limited tag launchers. In fact, her only useful tag launcher, as far as useful tag juggling is concerned, is her 1~1,1~5 (G-Clef Cannon), which usually requires a counterhit. Her other tag launchers are too slow, do not launch high enough (unless her partner is capable of class 3 juggles), or launch the opponent too far away. In addition, 1~1,1~5 does not launch heavy opponents very high. //-----------------// // 2.2. Movelist // //-----------------// Basic Moves Input Hit Dmg F.Hit B.Adv H.Adv C.Adv ------------------------------------- 1 h 5 8 0 +6 +6 2 h 8 10 -2 +9 +9 3 h 25 14 -16 KD KD 4 h 20 10 -7 -7 KD F,1 h 6 8 0 +6 +6 F,2 h 12 10 -2 +9 +9 F,3 h 25 16 -16 KD KD F,4 h 20 10 -7 -7 KD d+1 s 5 8 -2 +9 +9 d+2 s 10 10 -2 +9 +9 d+3 L 12 16 -17 -3 -3 d+4 L 10 20 -9 -10 -10 FC+1 s 3 8 -2 +9 +9 FC+2 s 8 10 -2 +9 +9 FC+3 L 12 16 -17 -3 -3 FC+4 l 10 12 -8 +4 +4 WS+1 m 12 10 -3 +8 +8 WS+2 m 15 18 -11 0 0 WS+3 m 16 16 -16 KD KD WS+4 m 15 11 -17 KD KD df+1 m 8 20 -15 -4 -4 df+2 m 10 16 -6 +5 +5 df+3 m 17 14 -10 +1 +1 df+4 m 12 12 -7 +4 +4 Jumping Moves Input Hit Dmg F.Hit B.Adv H.Adv C.Adv ---------------------------------------- (hop = ub_u_uf / leap = UB_U_UF) hop+1 m 12 8 -8 KD KD hop+2 M 18 43 -23 -12 -12 hop+3 m 20 15 -29 KD KD ub+4 m 25 15 -18 -1 KD u_uf+4 m 25 15 -18 KD KD (ascending or at apex of jump...) hop,N+1 m 12 20 -5 KD KD hop,N+2 M 18 39 -15 -4 -4 hop,N+3 m 20 23 -29 KD KD hop,N+4 m 25 23 -29 KD KD leap,N+1 m 15 26 -9 2 KD leap,N+2 M 18 42 -23 -12 -12 leap,N+3 m 25 30 -19 -9 KD leap,N+4 m 25 23 -8 3 KD (descending from apex of jump...) hop,N,1 m 15 27 -3 KD KD hop,N,2 M 18 39 -15 -4 -4 hop,N,3 m 20 29 -24 KD KD hop,N,4 m 25 30 -23 KD KD leap,N,1 m 18 32 -9 2 KD leap,N,2 M 18 42 -23 -12 -12 leap,N,3 m 25 37 -19 KD KD leap,N,4 m 25 32 -8 3 KD (before landing...) hop,N,1 m 18 32 -6 KD KD hop,N,2 M 18 39 -15 -4 -4 hop,N,3 m 20 35 -17 KD KD hop,N,4 m 25 36 -23 KD KD leap,N,1 m 18 38 -9 2 KD leap,N,2 M 18 42 -23 -12 -12 leap,N,3 L 15 30 -19 6 6 leap,N,4 m 25 40 -10 1 KD Throws Name Input Type Damage Escape ------------------------------------------------------------------ Death Valley Bomb 1+3 front 35 1 Knee Suplex 2+4 front 30 2 tag throw 2+5 front ? 2 Mad Axes QCB back push -> 1+2 h 0 -> tag lariat -> 5 h 24 (Need Michelle on team) Slow Power Punch Combo df+2,1 mT 15,21 Tag JG Slow Power Punch Low Kick df+2,3 mL 10,10 Slow Power Punch High Kick df+2,4 mh 10,20 Body Elbow (RN)_(FC,DF)+2 m 20 DSc Tequila Sunrise Combo (WS+2)_(3~2),1,1~5 mmm 18,5,21 Tag Tequila Sunrise Middle (WS+2)_(3~2)<2 mm 15,22 #1 Smash Tequila Sunrise Arrow Kick (WS+2)_(3~2),1,4,3 mmLh 18,5,15,15 Tequila Sunrise Low Kick (WS+2)_(3~2),4,1 mLm 15,12,21 JG Slash Uppercut Tequila Sunrise Low High (WS+2)_(3~2),4,4 mLh 15,12,23 Kicks Tequila Sunrise Low Kicks (WS+2)_(3~2),4,d+4 mLL 15,12,10 Parting Fist SS+2 m 21 Twin Arrow 1+2 m 25 GB Shove It Up f+1+2~5 m 28 Tag JGc Front Snap Kick df+3 m 17 Liquid Sweep b+3 L 10 #3 Spinning Kicks Slash 4,4,1 hLm 20,12,21 JG Uppercut Spinning Kicks High Kick 4,4,4 hLh 20,12,23 Spinning Kicks Low Kick 4,4,d+4 hLL 20,12,10 Mountain Crusher df+4<2,b Name: back push Input: 1+2 Rating: * Damage: 0 Hit Level: h F.Hit: x B.Adv: 2 H.Adv: 2 C.Adv: 2 This simply pushes your opponent's back, and causes him or her to stagger forward a bit. Does no damage by itself whatsoever. It is totally useless. -> Name: tag lariat Input: 5 (need Michelle on team) Rating: * Damage: 24 Hit Level: h F.Hit: x B.Adv: x H.Adv: x C.Adv: x This only works if Julia's partner is Michelle. Julia pushes her opponent's back. While her opponent stumbles forward, Michelle tags in and takes down the opponent with a flying lariat. Looks nice, but does mild damage and is unlikely to connect in the first place. (Note: The CPU rarely escapes this, so feel free to cheese the CPU if you are losing.) Name: Slow Power Punch Combo Input: df+2,1[~5] Rating: **** Damage: 15,21 Hit Level: m,T F.Hit: 16,x B.Adv: -6,x H.Adv: 5,x C.Adv: 5,x This looks like 1~2~1 minus the first left jab, but the properties are different. The initial punch has short range and executes relatively slowly, but if it connects the opponent's front on any hit (no CH needed), the 1 will launch, and you can follow up with a juggle. The recovery time is significantly faster than 1~2, so this is a relatively safe move to use. If you block a move with long recovery time and you are standing close to the opponent, this is a good safe move to punish the opponent with. Compared to the hop kick, it is slightly slower, but it is more damaging and safer in case it is blocked. Name: Slow Power Punch Low Kick Input: df+2,3 Rating: ** Damage: 10,10 Hit Level: m,L F.Hit: 16,x B.Adv: -6,-17 H.Adv: 5,-3 C.Adv: 5,-3 This is the same as 1~2,3 minus the left jab, making it a bit slower to start. Again, be careful of the sweep's lag. Because df+2 alone recovers faster, you might get away with using the sweep because the opponent has less time to react to possible mixups. Name: Slow Power Punch High Kick Input: df+2,4 Rating: * Damage: 10,20 Hit Level: m,h F.Hit: 16,x B.Adv: -6,-7 H.Adv: 5,-7 C.Adv: 5,KD Same as the last two hits in 1~2,4. Since the 4 hits high and it recovers a bit slower than df+2, not to mention df+2 executes more slowly than 1~2, this is next to useless in a toe-to-toe fight. If you just know the opponent will try to attack immediately after the df+2, the high kick will hit, but that is all it is good for. This is not even worth doing in juggles, because the damage is low and Julia has far better moves to juggle with. Name: Body Elbow Input: (RN)_(FC,DF)+2 Rating: *** Damage: 20 Hit Level: m F.Hit: 12 B.Adv: -20 H.Adv: KD C.Adv: KD This is one of Julia's moves from a crouch. It has fast execution time and good range, but slow recovery time. It knocks down on a normal hit and stuns on a counterhit. It has two main uses: retaliation and interruption. If you block a low attack or see an opening while you are crouching, and you need a fast move with good range, this will hit for mild damage. Keep in mind that the Spinning Sweep Combo and Skyscraper Kick plus followups do more damage. If you anticipate an attack, use the elbow to interrupt. The elbow will likely beat out your opponent's attack and stun the opponent, and you can follow up with a damaging combo if the opponent does not break out of the stun. Overall, it is a powerful attack if you use it at the right times. Name: Tequila Sunrise Combo Input: (WS+2)_(3~2),1,1[~5] Rating: *** Damage: 18,5,21 Hit Level: m,m,m F.Hit: 18,x,x B.Adv: -11,-15,-14 H.Adv: 0,-4,KD C.Adv: -6,-4,KD Even though this has been toned down since Tekken 3, this is a good string to use if you have trained your opponent to block low after the initial uppercut because all three attacks hits mid. If blocked, recovery is a bit slow. If the last hit connects, the opponent will fall over backwards. The only guaranteed followup that I know of is to tag your partner in with a slide (or Ali Kicks with King-based partners). Name: Tequila Middle Smash Input: (WS+2)_(3~2)<2 Rating: ** Damage: 15,22 Hit Level: m,m F.Hit: 18,x B.Adv: -11,-20 H.Adv: 0,KD C.Adv: -6,KD This is probably the least useful of the Tequila Sunrise strings. The elbow can stun if it hits on a counter, and it is delayable. However, the elbow has slow recovery, and the damage from this string is not as high as the other Tequila Sunrise strings. Name: Tequila Sunrise Arrow Kick Input: (WS+2)_(3~2),1,4,3 Rating: **** Damage: 18,5,15,15 Hit Level: m,m,L,h F.Hit: 18,x,x,x B.Adv: -11,-15,-13,-12 H.Adv: 0,-4,-2,KD C.Adv: -6,-4,-2,KD This is a nice string that can do good damage. Otherwise, treat this the same as the Bow and Arrow Kick. The partial strings are useful pokes, and if you end the string at the sweep, Julia will recover crouching. Do not use the full string on Ling because the last kick has a nasty habit of missing her. Name: Tequila Sunrise Low Kick Input: (WS+2)_(3~2),4 Rating: *** Damage: 15,12 Hit Level: m,L F.Hit: 18,x B.Adv: -11,-10 H.Adv: 0,1 C.Adv: -6,1 Though not on the movelist by itself, this deserves special attention. The first uppercut hits mid, and the low kick hits... well, low. The low kick is slow enough for people with quick reflexes to block or parry on reaction. Depending on your opponent, this string can either be very effective or very dangerous to you. If the low kick hits, any of the three enders is guaranteed. If the low kick is blocked, it is a guessing game in Julia's favor -- she can stop here or add one of three possible enders. If the low kick is parried, Julia may be in big trouble. If Julia stops at the low kick, she will recover crouching, and she can attack again soon. Unless your opponent is adept at parrying the low kick, this can be used as part of your poking strings. Remember though, if the low kick hits, any of the three enders is guaranteed. Name: Tequila Sunrise Low Kick Slash Uppercut Input: (WS+2)_(3~2),4,1 Rating: **** Damage: 15,12,21 Hit Level: m,L,m F.Hit: 18,x,x B.Adv: -11,-10,-18 H.Adv: 0,1,KD C.Adv: -6,1,KD This is the most risky yet most devastating of the Slash Uppercut strings. The 4 hits low, and if it connects, the 1 is guaranteed, which is a launching uppercut. Recovery is slow, so use this only if you think you opponent will not block (or parry) the 4. This is guaranteed to tear beginners apart, but it loses its effectiveness against better players. Name: Tequila Sunrise Low High Kicks Input: (WS+2)_(3~2),4,4 Rating: * Damage: 15,12,23 Hit Level: m,L,h F.Hit: 18,x,x B.Adv: -11,-10,-19 H.Adv: 0,1,-3 C.Adv: -6,1,-3 This is similar to the above string except for the high kick at the end, and it is almost useless. It recovers more slowly than the uppercut, although at least it will not put Julia into her opponent's face, but then again it may not matter. In addition, the high kick does not launch, so the damage is not as good as the uppercut followed by a juggle. If your opponent manages to block the low kick after the WS+2 uppercut, you can stop the string, use the low kick ender if you think the opponent will block high, or go for broke and use the uppercut if you think the oppoent will block low. Name: Tequila Sunrise Low Kicks Input: (WS+2)_(3~2),4,d+4 Rating: **** Damage: 15,12,10 Hit Level: m,L,L F.Hit: 18,x,x B.Adv: -11,-10,-14 H.Adv: 0,1,-8 C.Adv: -6,1,-8 This is similar to the above two strings except for the low kick at the end. If the first sweep hits, so will the second sweep. If the first sweep is blocked, chances are your opponent will eat the last sweep rather than risk getting launched by the uppercut ender. In addition, Julia recovers crouching after the last sweep. While the damage and recovery are not that great, this is generally safer. If the last sweep is blocked, Julia is vulnerable to quick moves, even though the lag is less than the other two enders. Name: Parting Fist Input: SS+2 Rating: *** Damage: 21 Hit Level: m F.Hit: 18 B.Adv: -6 H.Adv: 1 C.Adv: 6 This is Julia's sole sidestep move. It has decent speed and range, and it does moderate damage. The move has better range if Julia sidesteps to her left instead of right. If blocked, the opponent is pushed away with no chance of retaliation. If it whiffs, watch out! This is a solid punishment move if you see an opening after a sidestep. Aside from bad lag if this move misses, this is a good move to throw out occasionally while you are on the offense (because your opponent may flinch and eat the punch). Just make sure the punch hits before you use it. Name: Twin Arrow Input: 1+2 Rating: **** Damage: 25 Hit Level: m F.Hit: 21 B.Adv: 3 H.Adv: KD C.Adv: KD This move has good range, does good damage, and causes block stun if your opponent blocks so it is safe to use as long as it does not miss. The move knocks down on a normal hit. On counterhit, the opponent is knocked back far spinning head over heels, and you can run after your opponent. The only downside of this move is that it has relatively slow execution time. This is really a useful move from a distance. It can catch opponents who whiff moves from a short distance for decent damage, and it can hit opponents who sidestep a small distance (e.g., Paul's SS, Lei's stance changing). Also, the block stun from this move can give Julia the time to close on the opponent. Name: Shove It Up Input: f+1+2[~5] Rating: *** Damage: 28 Hit Level: m F.Hit: 19 B.Adv: -3 H.Adv: -1 C.Adv: KD This is another power shot similar to Twin Arrow. Compared to Twin Arrow, this is slightly faster and more damaging, but the range is less. On counterhit, this move also launches. If a tag is buffered, the tag will occur on any hit. If blocked, the opponent is pushed back, leaving Julia safe from retailation. If it misses, Julia is highly vulnerable. I am not sure, but this may go under some high attacks at times as well. One warning though, this is NOT a substitute for Twin Arrow. It does not have quite enough range to be effective as a medium-range staple attack, especially against defensive opponents. Whiff, and you die, at least against competent opponents using characters with powerful moves like WGF or deathfist. Also, if the opponent blocks Shove It Up, Julia will lose any momentum she had going, even though she is safe. This is mainly a counterhit attack. Throw it out when you think your opponent might walk into it; you may get a lucky hit, possibly CH. Name: Front Snap Kick Input: df+3 Rating: ** Damage: 17 Hit Level: m F.Hit: 14 B.Adv: -10 H.Adv: 1 C.Adv: 1 This kick covers Julia's front and does mild damage if it connects. Its speed is not the best. It is okay to use it once in a while, but Julia has moves better than this. Name: Liquid Sweep Input: b+3 Rating: *** Damage: 10 Hit Level: L F.Hit: 27 B.Adv: -33 H.Adv: 2 C.Adv: KD This is a sneaky move to say the least. It has great range, evades your opponent's high attacks, hits low and grounded opponents, and either staggers on normal hit or trips on counterhit. Its pitfalls include long execution and recovery time. If blocked, Julia will stagger and be wide open to nasty things. However, if used sparingly or during an opponent's attack, the sweep will be an asset because of the potential juggle damage if it counterhits or the ensuing guessing game if it just hits normally. Unless the sweep is blocked, Julia will recover crouching after the sweep. Name: Spinning Kicks Input: 4,4 Rating: **** Damage: 20,12 Hit Level: h,L F.Hit: 10,x B.Adv: -7,-7 H.Adv: -7,4 C.Adv: KD,4 These are the first two hits of Julia's Spinning Kicks series. While the Spinning Kicks by itself is not in the movelist, it is one of Julia's more useful moves. The first kick goes high and the second kick low. Both kicks are relatively fast, and the second kick recovers quickly, which makes this move a good poke. The kicks have fairly good range, and they move Julia forward a bit. The low kick will also stop opponents who try to sidestep around Julia. One other very useful property about this move is Julia recovers crouching after the low kick, which means Julia can start her FC or WS mixups from the crouch. This move is very good, but it has one weaknesses -- the low parry. Now that everyone has it, any player who sees the kicks coming can parry the low kick then punish Julia during her recovery. Name: Spinning Kicks Slash Uppercut Input: 4,4,1 Rating: *** Damage: 20,12,21 Hit Level: h,L,m F.Hit: 10,x,x B.Adv: -7,-7,-18 H.Adv: -7,4,KD C.Adv: KD,4,KD This string executes quickly, but the uppercut ender has poor recovery. Against a standing opponent, the uppercut will launch if it connects, but unless you are sure the uppercut will hit (e.g., opponent expects 4,4,d+4; opponent attacks and gets countered by the first 4), do not use this because you will be punished. This string does have use in combos. If the first 4 counterhits, it will knockdown the opponent, and the uppercut is guaranteed. Also, if you are behind your opponent and close enough for a back throw to connect, all three hits can combo, but the uppercut may miss smaller characters because the kicks knock the opponent forward. If you manage to launch, you can follow up with a juggle for major damage. In addition, this by itself is also a damaging juggle. Name: Spinning Kicks High Kick Input: 4,4,4 Rating: *** Damage: 20,12,23 Hit Level: h,L,h F.Hit: 10,x,x B.Adv: -7,-7,-19 H.Adv: -7,4,-3 C.Adv: KD,4,-3 Like the above string, this has fast execution time, but the last hit has slow recovery time. The last hit can be ducked, so this should not be used on a standing or crouching opponent doing nothing. However, like 4,4,1, this string has its uses. If the first 4 counterhits, the opponent is knocked away and the last kick will hit. As with 4,4,1; this string is damaging in juggles if all three hits connect. Name: Spinning Kicks Low Kick Input: 4,4,d+4 Rating: **** Damage: 20,12,10 Hit Level: h,L,L F.Hit: 10,x,x B.Adv: -7,-7,-14 H.Adv: -7,4,-8 C.Adv: KD,4,-8 This string is fast and it is great for chipping away your opponent's life bar. Julia also recovers crouching, which means she can use FC or WS moves afterwards. Most of the time, your opponent will block high because of the uppercut ender, so this will connect often. If blocked, the low sweep has the least lag of the three enders, but it is still long enough for Julia to get hit by something fast. Name: Mountain Crusher Input: df+4<2,b These juggles are possible after class 3 tag launchers or better, and all of them begin with the Party Crasher. Due to their ease of use and versatility, they are Julia's staple combos. * f,f,N+1, f,f,N+1, f,f,N+1, f,f,N+1, f,f,N+1 Julia can repeat elbows until the opponent is pushed too far away to be hit by anything else. Up to five elbows can connect, maybe six if the elbows are dash buffered. If the opponent is big, six elbows can be done more easily. * f,f,N+1, f,f,N+1, d+4,1 If you want an elbow juggle that is simple, reliable, and reasonably damaging, this is the one to use. * f,f,N+1, f,f,N+1, f,f,N+1, f,f,N+1,4 This elbow juggle does slightly more damage than the above combos. It is relatively easy to do, especially if you dash buffer the elbows. If you want to up the difficulty and add an extra five points of damage, you can add a fifth elbow (before the skyscraper kick of course). For five elbows, you must dash buffer every elbow. * f,f,N+1, df+4,2,b These are juggles Julia can do after a (low) tag launcher that does not allow the opponent to techroll. Examples of such launchers include Bryan's b+1 on normal hit or Paul's FC,DF+2,2. The juggles below do not inflict as much damage as the above elbow juggles, but they are easier to do because the sweep will hit grounded opponents and bounce them into the air for the followup hit. * d+4,1 Razor's Edge is easy to do and puts Julia closer to the opponent. * d+4,N+4 This does slightly more damage than Razor's Edge. ----------------- Starter: class 2... ----------------- Damage Finisher ----------------- * normal ?? ... 20 ...3 30 ...df+4,2,b 28_35 ...uf+3+4 * cross-up 20 ...f,f,N+1, BK 3_4 (class 1 or tag class 2 only) ----------------- These are juggles that can be used after most class 2 tag launchers. Many juggles listed here are slightly more damaging variations of the basic class 3 elbow juggles. For juggles that start with d+2, you can start with the easier and faster (but less damaging) d+1 instead if necessary. Comments on the following juggles: * 3 This is dead simple and easy. However, Julia's 3 is not as damaging as some of the other characters' standing 3 or 4, and the damage is low compared to Julia's better juggles. Also, this does not work with every class 2 launcher. * df+4,2,b Below is another juggle that can be used after Bryan's CH b+1 or King's CH f,N,d,DF+1+2. Those launchers not only bounce high enough for a class 2 juggle, but also the opponent cannot tech roll after landing. * uf+3+4 If the opponent cannot tech roll, the Foot Stomp is guaranteed to hit. Although this is not as damaging as Julia's best class 2 juggle, the Foot Stomp does good damage, and it is much easier to do, not to mention that it looks painful and stylish. Below is a juggle that involves Julia attacking with a move that goes under an airborne opponent and hits the opponent in the back, then Julia and the opponent end up back-to-back because of the attack's momentum. (This is similar to SF2's Ryu or Ken jumping over the likes of M.Bison/Vega and hitting them at the back of the head with a jumping roundhouse.) * f,f,N+1, BK 3_4 (class 1 or tag class 2 only) If Julia is too close to the opponent when you try to juggle with the Party Crasher, and the opponent is just above Julia's head, Julia will dash underneath her opponent, hit him/her in the back, and Julia will end up backturned (BK). After that, her best option is a simple backturned kick. Damage is relatively low (I am assuming her BK kicks do 25 damage normally), and not as high as her normal class 3 elbow juggles. ----------------- Starter: class 1... ----------------- Damage Finisher ----------------- * normal ?? ... ?? ... 40 ...UF,N+4, f,f,N+1, d+4,1 42 ...UF,N+4, f,f,N+1, f,f,N+1, f,f,N+1,4 47 ...UF,N+4, f,f,N+1, f,f,N+1, d,DF+1,2 49 ...UF,N+4, d,DF+1, f,f,N+1, d,DF+1,2 42_50 ...F+1+4 (big; not a true combo) * untechable ?? ... 42_50 ...F+1+4 (big) ----------------- Below are juggles that can be used after any class 1 tag launcher. Most of the following juggles begin with the high jump kick, which is one of Julia's harder hitting moves. Comments: * UF,N+4, f,f,N+1, d+4,1 * UF,N+4, f,f,N+1, f,f,N+1, f,f,N+1,4 * UF,N+4, f,f,N+1, f,f,N+1, d,DF+1,2 * UF,N+4, d,DF+1, f,f,N+1, d,DF+1,2 Take a class 3 elbow juggle, replace the first elbow with a jump kick, and... you get the idea. The jump kick hits much harder than an elbow so that damage is excellent. * F+1+4 (big; not a true combo) This only works on big characters and even then it is technically not a true combo because the opponent can tech roll after landing. However, the unblockable is difficult if not impossible to avoid since Julia is already dashing by then and her unblockable will track the opponent. Because this is so effective, this is probably the best followup against big opponents after a class 1 launcher due to the ease of use and damage. Below is another juggle that can be used after Devil's Devil Twister, Jack-2's Discharger, or P.Jack's Drill Upper. All of these launchers are class 1 and the opponent cannot tech roll after landing. * F+1+4 (big) If you are fighting a big opponent, this is the best followup for two reasons: it does great damage and it is very easy to do. Enough said. ----------------- Starter: double-over stun... ----------------- Damage Finisher ----------------- ?? ... ?? ... 20 ...1+2 22 ...f+1+2 28_35 ...uf+3+4 (not a true combo) 21 ...d,DF+1,2 31 ...d,DF+1, f,f,N+1, d+4,1 33 ...d,DF+1, f,f,N+1, f,f,N+1, f,f,N+1,4 38 ...d,DF+1, f,f,N+1, f,f,N+1, d,DF+1,2 ----------------- Julia has several moves that will cause a double-over stun. Assuming the opponent does not escape the stun, Julia has many juggles to choose from. The first hit of the combo should connect while the opponent is starting to fall back, so the opponent will be in the air after the attack hits. * 1+2 * f+1+2 These are very easy to do, but the damage is not the best. Julia can do better. * uf+3+4 (not a true combo) Even though this is technically not a true combo, the opponent cannot roll away in time to avoid it if the Foot Stomp is done quickly enough. This is relatively easy to do, and the damage is good. Be careful if your opponent can break out of the stun, since you must execute the Foot Stomp immediately and hope your opponent does not break out of the stun. If the stun is broken, your opponent will have more than enough time to punish Julia once she lands. * d,DF+1,2 This is relatively easy to do, but you are better off juggling with one of combos below if you insist on starting a juggle with d,DF+1. In Tekken 3, Julia could followup with a Party Crasher after this, but not anymore. * d,DF+1, f,f,N+1, d+4,1 * d,DF+1, f,f,N+1, f,f,N+1, f,f,N+1,4 * d,DF+1, f,f,N+1, f,f,N+1, d,DF+1,2 The Rapid Counter Attack can substitue the first elbow in the Party Crasher juggles, and it does a bit more damage. Otherwise, these are much the same as the standard multi-elbow juggles. ----------------- Starter: block stun or stagger... ----------------- Damage Finisher ----------------- 28 ...1_d+1, f,f,N+1, d+4,1 30 ...1_d+1, f,f,N+1, f,f,N+1, f,f,N+1,4 35 ...1_d+1, f,f,N+1, f,f,N+1, d,DF+1,2 35 ...1, df+4,2,b ----------------- Any of these launchers will act like a class 2 launcher for Julia, and she can use any normal class 2 or 3 juggle except the standing 3 or b+4->elbow juggles after the uppercut launchers. ----------------- Starter: F+1+4... ----------------- Damage Finisher ----------------- ?? ... ----------------- Julia's unblockable works like a class 1 launcher for her, and she has a greater selection of high (40+) damage juggles to choose from. ----------------- Starter: (1~1,1)_(df+1,1)... f+1... ----------------- Damage Finisher ----------------- 30 ...df+4,2,b 32 ...UF,4, f,f,N+1,4 40 ...UF,4, f,f,N+1, d+4,1 42 ...UF,4, f,f,N+1, d,DF+1,2 ----------------- Julia's Shove It Up launches the opponent up and away on a counterhit. She can either run after the opponent and use elbow juggles, or high jump and use high jump kick juggles. Comments: * UF,4, f,f,N+1,4 This is the easiest juggle, but it is not very easy to connect with the Party Crasher. Damage is good. * UF,4, f,f,N+1, d+4,1 This is the most useful juggle after a CH f+1+2. Compared to the above juggle, the difficulty is about the same, but this juggle does more damage. * UF,4, f,f,N+1, d,DF+1,2 This is a juggle found in one of Castel's movies. It is tough to do, but it does excellent damage if the whole juggle connects. ----------------- Starter: CH FC,df+2... CH f+1~2... UF,N,3 (descending from apex of jump; non-CH)... ----------------- Damage Finisher ----------------- ?? ... ----------------- These moves can put the opponent into a double-over stun. Assuming the opponent does not escape the stun, Julia has many juggles to choose from. In the case of UF,N,3, Julia may need to approach the opponent quickly before she can do some of the juggles. ----------------- Starter: d,DF+1,2 (elbow must CH)... ----------------- Damage Finisher ----------------- ?? ... ?? ... (escapable) 25+ ...uf+4, 36+ ...df+2,1, ----------------- The second hit from the Rapid Counter Attack Lightning Bolt will cause a double over stun on a counterhit, and Julia can do any of the double over stun combos she has. Also, since Julia recovers faster than her other stun inducing moves, she can throw or do other combos such as a launcher plus juggle. A launcher plus juggle Julia's most devastating option after stunning the opponent with the elbow from this move. ----------------- Starter: CH b+4... ----------------- Damage Finisher ----------------- ?? ... 30 ...df+4,2,b 30 ...df+4,2,b ----------------- After Wang tags out from the Waning Moon, the opponent may be low to the ground and can recover crouching. Most of Julia's best attacks are either too slow or will miss the opponent, so Julia does not have much to attack the opponent with. * d+3 This is the easiest followup, but the damage is low. * f,f,N+4 This is probably the best guaranteed move Julia can do. After the slide, Julia can get up with a 3 sweep (which is not guaranteed). * f,f,N+1+2 (blocked), This is tougher to do, but the damage is good -- better than the above options. Either the cross chop will hit the opponent for good damage, or the opponent will block it, then be open to a possible juggle for even more damage because of block stun. While the opponent staggers, you can juggle the opponent with any block stun combo. //-------------------// // 2.5. Strategies // //-------------------// -------------- 2.5.1. Defense Julia does not have any reversals or any high/mid parries so against high/mid attacks, she will need to block, sidestep, or interrupt them. Fortunately for Julia, her sidestep has good range, and she has lightning fast attacks like G-Clef Cannon or Party Crasher to stop incoming attacks. Interrupting attacks is Julia's best defense anyway. Julia can take away about a third or even half of a life bar with combos that start with an 8 frame jab that counterhits. If you think about it, that is a great advantage. Julia does have the low parry from Tekken 3, which can be done at anytime, and it makes parrying low attacks easier. Julia also has the universal low parry, so you can use either parry to stop low attacks. If you see a low attack coming, you should parry it *IF* by doing so it gives you the best advantage. What I mean by that is sometimes it is better to parry while other times it is better to simply block (or dodge) then counter later. Examples when low parry is the best option. * Another Julia is using the Tequila Sunrise Low Kick strings (WS+2,4,...). If you low parry the sweep, you not only have a big enough opening to start a combo, but also you prevented a nasty mixup. * King is abusing Ali Kicks. If you block them all, King is open to a quick counterattack (such as the Skyscraper Kick). If you parry the Ali Kicks, King is open to a high damage hop kick combo. * Bruce attacks with 3,2,1,4. The 4 hits low. If you block the string, Bruce is safe. Low parry the 4 and Bruce is vulnerable. Although Julia's hop kick will more than likely miss Bruce in this case, a df+4 or f,f+1 elbow can hit for minor damage. Any damage is better than none. Examples when low parry is NOT the best option. * Gun Jack is attacking with a Double CutSaw (f+1+2,1+2). The last hit is a low punch. If you low parry it, Jack will be open only for a moment, and Julia's launchers are too slow to hit him during the opening. If you block the low punch, Gun Jack is open long enough for an easy Skyscraper Kick. Since Gun Jack is big, you can juggle him with the Party Crasher after the knockdown. * You are fighting Jun, and you know the player will use Can Can Kicks. The first hit is low, and the second hit is high. If you low parry the first kick, Jun will be vulnerable, but a hop kick will miss her, and you are limited to fast but weak moves that cannot start combos. If you block the low kick, the second kick will pass over Julia's head and Jun is wide open to many things (e.g., hop kick) while she is recovering. Examples when low parry may or may not be the best option. * You see a Paul player use the 1232121421 tenstring against you. The eighth hit is low. You can parry it then followup with a launcher followed by a juggle, or you can block it and the ninth hit, then interrupt the tenth hit before it comes out with a counterhit 1~1,1 or 1~2~1 followed by a (tag) juggle. Damage is high either way. Below is a list of low kick attacks that if parried put the opponent too far away to be hit by the Changs' hop kick. In such cases, a Party Crasher or some other swift mid attack must be used instead if you want to inflict damage after a successful low parry. Bruce: 3,2,1,4 Eddy: any low attack except first hit of 3~4 Jin: b+2,4,4,4 Jun: any low attack (especially can-can kicks or leg cutter sweeps) Kazuya: db+4 or 1,2,4 (any stature kick) --------------- 2.5.2. Sidestep Although Julia has a good sidestep, she does not have many options during or after a sidestep. Still, sidestepping is useful for dodging attacks. When you anticipate an attack, you can sidestep to avoid it then punish the opponent during recovery. Be careful, some moves can track (e.g., Nina's Blonde Bomb) or have excellent lateral range (e.g., sweeps) on one or both sides and can be sidestepped in one direction only or cannot be avoided at all by sidestepping. Below are some things you can do if you manage to sidestep your opponent. * throw The throw is the easiest and most obvious followup. Depending how far the opponent advanced, you may get a back throw or a side throw. Back throw is inescapable, but the side throws can be escaped. If you know that Julia is behind the opponent, go for the back throw. If not, and you want more guaranteed results, avoid the side throw and do something else. One note: if you want to throw, you can try to setup Mad Axes since it is a fast throw. Just do a QCB then sidestep. After the sidestep, press F+2. Julia will either do the Mad Axes or a side throw. The former is a double button break while the latter requires one button. * 3+4 If you just sidestepped to the right and you want to go directly behind your opponent (for a back throw), you can make Julia spin to augment her sidestep. This is only useful if the opponent did a slow move or is winding up for an unblockable. * SS+2 This is not as damaging as a throw, but it is a solid punishment move that is easy to do. * 1+2 This is slower than SS+2, but it has better range and it does more damage. Still not as damaging as a throw. * uf+4 Since Julia does not an excellent sidestep launcher like Michelle, this is what she is stuck with if you want a juggle. This can be effective, but there are some traps you need to be wary of. First, if Julia has not finished sidestepping, the uf will cancel the sidestep and Julia will just do a standing right kick when 4 is pressed. Also, Julia can appear to be at the middle of the screen at times, which can make it very difficult to tell which way is forward. If you cannot tell which side of the screen Julia is on, it is possible to do ub+4 instead by accident. With these in mind, if you sidestepped your opponent and can clearly see a hop kick opportunity (i.e., you are not moving, opponent is still recovering, and you know which way is forward), take it. --------------- 2.5.3. Throwing Throws are useful since they are generally easy to do and inflict good damage. They are unblockable, but they can be crouched under or escaped. When you are close to your opponent and see a chance, go for the throw if you feel like it. Throws are also useful as a retaliation move sometimes, especially if your opponent has a chance of blocking any other move you try. Do not try to throw with reckless abandon though, you can be punished after a missed throw attempt, and some characters such as Jin can punish severely. Buffering is often used to make throw inputs more efficient. You can attack with something that uses one or more buttons needed by the throw, hold those buttons down, quickly input stick motions if necessary, then press the remaining button(s). Here is an example; press and hold 1 to jab, then press 3 to throw. Now for another example; tap down and press and hold 1 to do a low jab, then quickly move the stick db,d,DB and press 2. This will cause Julia to use the Cross Arm Suplex. With her variety of useful throws, Julia can be considered a pseudo- grappler. One of her basic throws does above average damage and allows for a guaranteed sweep. As for command throws, her Mad Axes and Cross Arm Suplex are very useful. Both throws do nice damage and require both punch buttons to break. Mad Axes is fast, has great range, and it is delayable. Cross Arm Suplex is done while crouching, and it does very good damage and allows followups. Julia can also use a fast attack to tick the opponent then quickly grab him or her with either throw. For example, the fast Party Crasher (f,f,N+1) is good for ticking into the Mad Axes throw, and a simple d+1 puts Julia into crouch so she can buffer the Cross Arm Suplex right away. Always mixup your throws. Even double button break throws can be escaped easily by good players if you become predictable and overuse them (e.g., abusing Mad Axes setups). ------------- 2.5.4. Poking Poking is attacking your opponent with moves that execute and recover quickly. The purpose of poking is to attack quickly while minimizing exposure to your opponent's attacks. Poking can be used to interrupt your opponent's attack and possibly shift the attack momentum to your favor. Poking can also be used to setup more powerful attacks. Julia is fast and can poke fairly well. Her pokes are great for interrupting her opponent's attack because some of them can chain into high damage strings and/or launchers that are guaranteed if they counterhit. Also, some of her poking moves allow Julia to recover crouching. What is the benefit for Julia recovering in a crouch? Julia has several powerful moves that attack at varying hit levels, and increases the chance that your opponent will block incorrectly and take damage. From a crouch, Julia can do a Cross Arm Suplex throw, Spinning Sweep Combo, Body Elbow, Skyscraper Kick, or any of the Tequila Sunrise strings. * 1 One of Julia's easiest pokes is a simple jab. It has decent range and it is fast. While it is among the fastest in execution, it does not give Julia any frame advantage after it is blocked unlike some other characters. Still, you can throw one out at a standing opponent without much fear of retaliation. Use it to setup more powerful attacks. I use it often for two reasons: to goad my opponent into attacking so I can interrupt (or trade hits at worst) the attack with 1~1,1 or 1~2~1, or to tick and sometimes buffer a throw (especially Mad Axes). * d+1 This jab is fast and it is great for poking or interrupting attacks. In addition, Julia recovers crouching. From here, she can poke some more or use one of her powerful FC or WS moves. One thing you need to watch out for is Julia (or anyone else) is vulnerable to high attacks, especially throws, while jabbing low. One of my favorite applications of the low jab is to tick the opponent with it and buffer the Cross Arm Suplex for an easy throw. * 2 While slightly slower than her left jab, this is useful because if this connects (i.e., not blocked), the opponent is at a 9 frame disadvantage, and Julia can easily buffer a throw and grab the opponent. The throw is not guaranteed to connect, but the opponent cannot interrupt it. * 1~1[,1_4] * 1~2[~1_3_4] * df+1[,1_4] * WS+2,1[,1_4] Despite relatively long recovery time if blocked, these shortened strings are important poking tools because of mixup options. Unless you become predictable, your opponent will not attack you after the string (usually) because of timing differences and the opponent's counterattack would be eaten up by your string in case you did the entire string. In addition, some of the strings have low sweeps, and can hit the opponent for minor damage. Remember though, 1~1,4 will miss Ganryu. * 4 Her basic right kick is fast and relatively safe to use. Think of it as a jab with somewhat less speed but with more power and reach. What is great about this is not only its speed, but also it can start juggles if it counterhits. * 4,4[,d+4_N+4_1] These are her Spinning Kicks strings. The first two kicks are fast, but are slow enough for experienced and quick thinking players to block or parry the second kick, which hits low. Still, unless your opponent is really good, the first two kicks alone is a useful poke that can connect at times. After the low kick, Julia can stop or add one of three enders. If you stop at the low kick, Julia recovers crouching, and you can continue with one of several of her FC or WS moves. If you choose to add an ender, use either the low kick or the uppercut. Of the enders, the low kick is the safest. Since many people do not want to take the chance of getting hit by the uppercut, they tend to block high and eat the low kick, resulting in minor damage. Julia also recovers crouching if the low kick ender was used. However, if you think the opponent might try to block low, go ahead and use the uppercut ender. If the uppercut connects, use your class 2 juggle of choice. Watch out though, if the opponent blocks the uppercut, you will be in a world of hurt. * d+4[,d+4_N+4_1] This is the sweep that preceeds one of three enders. While it does not come out as quickly as some of Julia's other punches or kicks, the first kick hits low, and Julia recovers crouching. Again, Julia has her mixup options from the crouch. If only the first sweep is used, its recovery is long enough to allow your opponent's fastest attacks to connect regardless if the sweep hits. However, it is unlikely your opponent will try to counterattack since Julia can add the ender. See the Spinning Kick strings above regarding the enders. * FC+4 This is Julia's fastest attack that hits low. It does not have much range, and unlike some characters, Julia must be in a full crouch before she can use this. It is still useful as its recovery is relatively short, and it is fast enough to interrupt some strings (like Eddy's). After the kick, Julia remains crouching. * d+3 This is a bit slow for a poke, but this sweep hits low (and grounded), and it is her fastest low attack while Julia is standing. After the sweep, Julia recovers crouching. The lag is relatively long if it blocked, so make sure it hits if you plan to use this as a poking weapon. Do NOT abuse this! Your opponent may fall for it once, maybe twice (for minor damage), but if it is blocked or parried just once, you will be sorry. * d,df+1[,2] The dashing left punch from this move has fast execution and good range. After the punch, Julia can follow up with the elbow ender or stop then either do another move or do nothing at all. If you think your opponent will try to attack after blocking the punch, go for the stun and use the elbow ender. This is also good for ticking into throws, especially if the first punch connects. * FC,df+4[,3] This is the first hit of the Spinning Sweep Combo. It strikes low and it is often hard to spot the sweep in time before it hits. After recovering, Julia remains crouching. Anytime Julia is crouching and near her opponent, she can attack with the sweep to chip away life, and Julia can easily repeat this or do something else. Know that if the sweep is blocked, the opponent has enough time to hit Julia with something fast. * df+4 This is the first hit of the Mountain Crusher. It is fast, and it hits mid. From here, Julia can either finish the Mountain Crusher (watch out for sidesteps) or stop and do something else. * f,f,N+1[,4] Now in TTT, Julia's Party Crasher can recover as quickly as Michelle's, though she can still do the delayed version from Tekken 3. That said, Julia can use the elbow to close in on her opponent. Because the elbow is very fast, it will beat out almost anything the opponent tries. If the elbow is blocked, lag is minimal (unless you delayed the recovery). Like the Rapid Counter Attack, this can setup throws or other attacks. Below is list of some things you can do after a blocked elbow. After a blocked elbow, if you think the opponent will try to... ...counterattack with a move slower than 10 frames, go for the kill and counter with 1~1,1 or 1~2~1. ...counterattack with an 8 frame move that hits high, you can do a Flash Uppercut that will evade your opponent's high attack and launch the opponent (unless he is heavy). ...counterattack with any 8 frame move, use the Skyscraper Kick ender. ...stand there and block or use a reversal or punch parry, grab him or her with Mad Axes. If you think the opponent will escape Mad Axes, use a basic throw instead. ...crouch, do any of the following: Skyscraper Kick ender, another elbow, hop kick, or a Slow Power Punch Combo. Related to poking is custom strings. A custom string is a string of moves that seem to flow seamlessly from move to move. Each move within the custom string, with the possible exception the ender, should have fast execution and recovery times; the less frames, the better. Basically, it is a string of pokes that may end with a power move. Such strings are useful for chipping away your opponent's life bit by bit or for setting up a variety of moves such as throws. Below are a few examples. Example #1: f,f,N+1, d+1, FC,df+4,3. Julia starts with a fast recovering Party Crasher elbow. After that, uses a quick low jab to get into a crouch. While crouching, Julia quickly does the Sweeping Sweep Combo. Example #2: f,f,N+1, d+1, f,f,N+1. Same as the above example except for the Party Crasher after the low jab. If the opponent tried to block low, the elbow will knock the opponent down. If the opponent blocks the elbow, you can do something else. Below are some options: f,f,N+1, d+1, f,f,N+1,4. Skyscraper Kick will snuff your opponent's counterattack, and you can juggle if it hits. f,f,N+1, d+1, f,f,N+1, f+1. The flash uppercut will evade high attacks and launch the opponent if he or she tries to jab high. (Useful against other Chang players who think they can 1~1,1 you first.) f,f,N+1, d+1, f,f,N+1, QCB,F+2. This will grab the opponent if he or she just stands there. f,f,N+1, d+1, f,f,N+1, d+1, .... Infinite custom string. Not recommended but shown as an example. Example #3: 4,4, WS+2,1[,4], f,F,N+1. Julia quickly does a high kick then low kick. After the low kick, Julia is crouching. Next, Julia does a partial Tequila Sunrise string. After that, Julia closes back in with the Party Crasher. See example #2 for some possible extensions. -------------- 2.5.5. Okizeme Okizeme is loosely defined as attacking your opponent while he/she is down on the ground. While Julia has good attacks to knock opponents trying to get up back down, she does not have any fast and powerful attacks to hit opponents who insist on staying down unless the opponent is big. Below is a list of useful attacks for okizeme. * d+1 If the opponent is rolling toward Julia from a distance, this can interrupt whatever attacks the opponent tries. This can pop such a rolling opponent into the air and you can juggle. * d+3 Of the moves she has that can hit grounded opponents, this sweep has the fastest execution time. It will knock the opponent away and give him or her time to get up, but at least you will inflict some damage, and it is the safest attack you can use. * d+4,[N+4_1] Like d+3, this will hit grounded opponents. This does not come out as quickly as d+3, but it recovers a bit faster, and Julia has the option of following up with an high kick or uppercut. Either followup is guaranteed if the sweep hits when the opponent tries to get up. The uppercut ender is useful when you know the opponent will try to get up because it leaves Julia close to her opponent and she can continue with okizeme. However, if the opponent stays down and the uppercut misses, Julia is open to attack. High kick ender does slightly more damage, but the opponent will not be close to Julia and he or she can get up safely. When in doubt, use the high kick ender. If it misses, Julia is safe. If it hits, it does good damage. Of course, if you know the opponent will stay down, just do the first sweep alone then run after the opponent. * b+3 This sweep has slower execution and recovery time than d+3 or d+4, but it has longer range. Generally, the previous sweeps are better because of speed. * FC,df+4,3 If Julia is crouching, the Spinning Sweep Combo is one of the best moves she can do. It advances Julia and if it hits the opponent while he/she is trying to get up, it will hit and float the opponent. While the opponent is floating, Julia can either juggle or wait until the opponent lands then attack when the opponent tries to get up again. If your opponent refuses to get up, you can either use the sweep only to inflict damage safely or wait for the opponent to move then try to catch him or her. If you choose to wait, you risk getting hit by a quick attack from your opponent. * df+4,2,b