Last Update: 17/05/01 /--------------------------\ | Julia Chang Juggle Guide | \--------------------------/ Version 1.3 This Faq should be viewed in Notepad, or similar. Not wordpad because the writing is all over the place, if someone knows how to fix this please contact me. Version 1.3 Copyright (c) 2001 I began this Faq onTuesday, August 29 And Completed it on Monday September 4 Written by Stirling Jarrad You Can Contact me at ( sjarrad@tekken.cc ) This FAQ will remain the sole property of me (Stirling Jarrad), and must not be altered in any way shape or form. It may however be distributed at will electronically to anyone wanting to read or use the juggles contained inside it. No profit may be made from it without my consent. *** If I have made any mistakes in how to do the juggles please e-mail me. Also please e-mail me with your own contributions (new juggles, ways to do juggles etc.) And I will put them in this FAQ with credit to you. Since at the time of writing I only have Tekken 3 on my Playstation and limited experience at Tekken Tag I have only included juggles which can be done on Tekken3 *** ***************************************************************************** Contents * Juggle Starters * Quick Notes * My Favourite Juggles * Standard Juggles * Juggles Off Specific Starters * Stuns * Goodbye and Creditz ***************************************************************************** ** All of the juggles in this faq cannot be escaped by tech rolling ** ***Juggle Starters*** * **Hopkick** The simplest and easiest of Julia's juggle starters. She quickly hops in the air with her right foot out kicking the opponent into the air. If you see a chance to juggle, this is probably your best bet because of how quickly it executes and all the options you have to juggle afterwards. * **Flash Uppercut** Julia crouch dashes forwards and does an uppercut with the left arm. Relatively fast although I believe the hopkick would be a better option. Also please note this attack will only juggle normal size characters not large ones, it only makes them them stagger backwards. I never use this! * <1~1~1> **Treble Clef Cannon** A quick three hit strike with the final lifting the opponent into the air. I find this starter extremely useful in countering and interupting between opponents moves. For instance Paul and Heihachi's Tile Spitter to Deathfist, Julia has a guaranteed juggle if she hits after the Tile Splitter but before the Deathfist. Very Handy. * **Tequila Sunrise Combo** A three hit combo with the first hit a standing uppercut (doesn't float) then the last two hits of the Treble Cleff Cannon. Use after blocking a low attack or dodging a high one. Don't make it obvious you are going to use this move. i.e. Don't just Crouch in front of your opponent suddenly for a large amount of time because your opponent will know exactly whats coming. You could however set this move up (and any other ws or FC starters) with a low jab (d+1~D), a low parry (d+1+3~D) or you could use the instant ws method. There are a few different ways of doing this but I do it as (d~D/F+N). * **Low Sweep Uppercut** A good move if you don't use it too often. Can also be used in Okizeme to lift your opponent once they begin rolling backwards or forwards. The first hit is a low sweep then Julia follows with a juggling uppercut. Decent. * **Body Elbow** On a counter the body elbow will double over stun your opponent allowing you to get in some very tasty juggles. After this connects you can get sum very nice juggles. Namely (1,d~d/f+1,2,f,f+1,4) This move can be very hard to spot coming because of its speed. * **Heavon Cannon( aka. Unblockable )** Julias unblockable also doubles as a juggle starter. And to make things better they go flying high in the air giving you plenty of time to juggle. Check the lists below. * **Two Punch Cannon Lift** This juggle starter can be a little unreliable, because it only floats if the first punch hits, altough when this happens it does float quite well, although because of the distance between you and your opponent afterward it can be quite difficult to juggle from. Just practice em a bit and you shouldn't have too much trouble. It is important that you learn to juggle from this because after a low parry connects the d/f+2,1 is guaranteed. * <1~2~1> **Three Punch Cannon Lift** A longer version of the above move, but this time it only works on a counterhit. It is fast enough to interrupt though, so it should be used as much as the one above. This launcher is basically exactly the same as so use the same juggles after launching your opponent. * **Counter Hit Right Kick** This move is excellent in interupting opponents moves and strings, and to top it off you get a very nice juggle. It only works on a counter hit, so time it well. * <2+3,1> **Jab, kick Cannon Combo** Ok, to be completely and utterly honest, this move sux! * **Tequila Sunrise to Low Sweep, Cannon Blast** Julia rises with a mid uppercut, she then sort of spins 360 degrees then performs a low sweep followed by cannon blast. Very good at confusing your opponent because after the initial while standing combo, Julia can choose many different variations of the string in which to complete. The last part of the ws+2,4,1 works the same as the low sweep to cannon blast . Edit: I mentioned many different variations so I guess I should list em all: * ws+2 > 2 (is the second hit is a counterhit you can juggle) > 1,1 (has already been mentioned) > 1,4,3 > 4,1 (look up) > 4,4 > 4,d+4 Good mix-up eh! Back to the ws+2,4,1. One thing I forgot to mention earlier was if the low kick ws+2,(4),1 connects the last hit ws+2,4,(1) is gauranteed and so you get a free juggle. Very, very useful. ***If I have missed any starters please contact me*** ***************************************************************************** *****JUGGLES***** **Quick Notes** When Juggling in Tekken it is important to remember that the first part of the combo (launcher) will do 100%, the second 80%, and each consequtive hit 50%. Because of this in some cases a simple juggle will do as much damage as a complicated one. For example <1,d,DF+1,2> won't do as much damage as the simplier . This is because on the first juggle the initial damage is wasted on a low damage attack, then followed by a powerful attack. But now when the two last hits of <1,d,DF+1,2> hits both will only do 50% damage. In however no damage is wasted. The first hit does a 80% and the second 50%.I hope you understand what I mean, if not e-mail me and I will explain in detail. ***I got the juggle percentage information from The Tekken 3 Manual by Tragic, and am not exactly sure if it is totally accurate, although till I am shown otherwise this is what it is. If you have'nt already checked out his guide you really should, because it is one of the best I have ever read*** ***************************************************************************** ***Favourite Juggles*** * u/f+4, d~d/f+1,2, f,f+1,4 * f+1+4, d~d/f+1,2, 1, d~d/f+1,2 * u/f+4, f,f+1, 1, d~d/f+1,2, f,f+1,4 * (low parry) d/f+2,1, d~d/f+1,2, f,f+1,4 * u/f+4, d+2, FC,d/f+4,3, d+1, FC,d/f+2 ***************************************************************************** *Standard Juggles* Juggles displaying (*BIG*) can only be performed on large characters, eg. Kuma/Panda and GunJack. All juggles were performed on Gunjack, while normal juggles were performed on Paul and Julia. Juggle Damage Difficulty Hits(Includes Launcher) * 3 42 | Easy | 2 | * 1,f+1 37 | Easy | 3 | * 1,d+4,1 48 | Easy | 4 | * 1~1~1 41-45 | Easy | 4 | * 1,df+4 35 | Easy | 3 | * 1,df+3 37 | Easy | 3 | * 1~2~4 47 | Easy | 4 | * 2+3 35 | Easy | 3 | * 2,1,1,2 47-51 | Easy | 5 | * 4,4,1 53 | Hard | 4 | * D+2,(ws),4 39 | Easy | 3 | * D+2,D,df+4,3,f,f+1,4 ? | V. Hard | 6 | * f,f+1,2+3 41 | Easy | 4 | * f,f+1,4 45 | Medium | 3 | * f,f+1,d+1,D,df+2 *BIG* 41 | Medium | 4 | * f,f+1,1,f,f+1,4 *BIG* 42 | Hard | 5 | * f,f+1,1,d,DF+1,2,f,f+1,4 59-64 | Hard | 7 | *BIG* | | | * f,f+1,f,f+1,f,f+1,f,f+1,4 51 | Hard | 6 | *BIG* | | | * 1~2,f,f+1,4 53-56 | Easy | 5 | * 1~2,d,df+1,2 54 | Hard | 5 | * 1~2,f,f+1,4 51 | Medium | 5 | * 1,d,DF+1,2 46 | Medium | 4 | * d,Df+1,2,f,f+1,4 65 | Hard | 5 | * d,DF+1,2 51 | Medium | 3 | * 1,d,DF+1,2,f,f+1,4 *BIG* 55 | Medium | 6 | * 1,f,f+1,4 43 | Easy | 4 | * f,f+1,1,f,f+1,4 *BIG* 46 | Medium | 5 | * D+2,f,f+1,4 48 | Medium | 4 | * D+2,D,df+4,3 46 | Medium | 4 | * D+2,D,df+4,3,d+1 48 | Hard | 5 | * D+2,D,df+2 43 | Medium | 3 | * D+2,D,df+4,3,d+1,FC,df+2 55 | Hard | 6 | * d,DF+1,1,d,DF+1,2 *BIG* 51 | Medium | 5 | * d+1,WS, 2,2 *BIG* 44 | Medium | 4 | * d+1,WS, 2,1,1 *BIG* 46 | Medium | 5 | * f+2,f+2,d,DF+1,2 *BIG* 50 | Medium | 5 | * d,DF+1,2,1,d,DF+1 *BIG* 53 | Medium | 5 | With beginner players and some intermediate players who are playing with a **BIG** character it can be quite fun to launch them in the air then juggle them with elbow after elbow. I've finished an entire round by doing this with my record standing at 5 elbows. If you're on the end of this however it is possible to escape by tech rolling. ***************************************************************************** **Juggle Lists To Be Performed After Specific Starters** ***Please note I hav'nt listed every single juggle in some of the lists just the ones which are the most useful, reliable etc. In some cases you may be able to use standard juggles. Just try them out yourself O.K.*** **Juggles beginning with If the opponent isn't lifted with a counter it makes juggling a lot more difficult and limits you in what you can do. So time it well** * 1~1~1 55 | Easy | 5 | * 1,f,f+1,4 49 | Medium | 5 | * 1,d,DF+1,2 53 | Medium | 5 | * D+2,D,df+2 48-51 | Medium | 4 | * 1,d+4,1_4 48 | Easy | 5 | * 1,d,DF+1,2,f,f+1,4 67 | Medium | 7 | Juggles beginning with section and the section can be interchanged.** Juggles beginning with **Stuns** * 1+2 49 | Easy | 2 | * 1_2,d,DF+1,2,f,f+1,4 65 | Hard | 6 | * d,DF+1,2,f,f+1,4 68-70 | Medium | 5 | * D+2,FC,df+4,3,d+1 52 | Hard | 5 | * d,DF+1,2 51 | Medium | 4 | * d,DF+1,2,1,d,DF+1,2 *BIG* 62 | Hard | 6 | * f,f+1,1,d,DF+1,2,f,f+1,4 57 | Hard | 7 | *BIG* | | | * U/F+3+4 60? | Easy | 2 | Juggles beginning with * d,DF+1,2 50 | Hard | 3 | * d,DF+1,2,f,f+1,4 61 | Hard | 5 | Juggles beginning with * One of my favourite and easy to do juggles after Julia's Heavon Cannon(F+1+4) is her earthquake stomp (U/F+3+4). It is very easy to do and it is a guaranteed hit after the unblockable because as many Julia players will know you can't tech roll it. After the Heavon Cannon you can pick any standard Juggle above or use the ones I list. The best thing about Julias Unblockable is it is relatively fast and she sort of crouch dashes towards her opponent before hitting, making the move itself hard to counter. It also tracks well picking off late sidesteppers. * Any standard juggle * U/F+3+4 84 | Easy | 2 | * 1+2 70 | Medium | 2 | * D,df+4,3,d+1,D,df+2 77 | Medium | 5 | * F+1+4 *BIG* 112 | Easy | 2 | * U/F,N+4,f,f+1,4 73 | Medium | 4 | * U/F,N+4,d,DF+1,2,f,f+1,4 98 | V. Hard | 6 | * U/F,N+4,d,DF+1,2 86 | Hard | 4 | * d,Df+1,2,f,f+1,4 83 | Medium | 3 | * (WS),2,2 73 | Medium | 3 | * (WS),2,1,1 76 | Medium | 4 | * d,DF+1,2,D+1,D,df+2 *BIG* 83 | Medium | 5 | * d,DF+1,1,d,DF+1,2 *BIG* 78 | Hard | 5 | * d,DF+1,2,1,d,DF+1,2, *BIG* 88 | Hard | 6 | * f,f+1,1,f,f+1,4 70 | Hard | 5 | * f,f+1,1,d,DF+1,2 77 | Hard | 5 | * f,f+1,4,d,DF+1,2 *BIG* 81 | Hard | 5 | * Run under opponent straight | | | after unblockable, back | | | turned 2, back turned 3. 71 | Hard | 3 | Juggles beginning with Please note for beginner players of Julia it can be difficult to juggles after the cannon lift because you have to be very quick. * f,f+1,4 56 | Hard-Medium | 4 | * f,f,f+1,2,f,f+1,4, 71 | V. Hard | 6 | * f,f+f+2 52 | Hard-Medium | 3 | * 1+2 *BIG* 59 | Easy | 3 | * f,f+1,1,f,f+1,4 ? | Hard | 5 | * d~d/f+1,2,f,f+1,4 73 | Medium | 6 | Juggles beginning with * This floats the same as so use the juggles above. Back Turned Juggles Done when behind the opponent. * u/f+4,d+1,FC,d/f+4,3 55 | Medium | 4 | * u/f+4,1,d,d/f+1,2 61 | Medium | 4 | * 1~1~1 55 | Easy | 4 | * 1,d,d/f+1,2,f,f+1,4 *BIG* ?? | Medium | 6 | ***************************************************************************** **Stuns** I thought I would add this section because a stun puts an opponent into a position he or she can not defend from so it is the perfect oportunity to juggle. 1)* Palm Explosion This attack on a counter hit causes a double over stun. In other words your opponent will grab their gut and slowly fall to the ground, leaving just enough time beforehand for you to juggle. The move itself is basically a cancelled uppercut into a palm hit. Julia dashes, pauses, then dashes again. Please remember that you can break out of a stun in Tekken. 2)* Body Elbow As above this move on a counter hit will cause a Double Over Stun. 3)* Lightening Volt This attack only stuns if the first hit whiffs( misses completely) and the second hits on a counter. Good to cover distances and if you know your opponent will try to attack in between the attack, although not very reliable. 4)* Stun Kick? To perform this attack you must then jump in the air then while still in the air tap 3. Depending on when you pressed 3 you will either hit your opponent in the gut and stun them or low kick them. At the moment the only thing I know you can definately do after this stun is the Twin Arrows <1+2>. This stun can also be done by every character. **If I have missed anything please contact me** ***************************************************************************** ***Goodbye*** tee hee, yeah bai bai! **Creditz** - Namco * hugz Namco * - All the tekken playa's everywhere, hehe I learnt alot from sum of you guys. - K Shepherd (aka Monnsault) Good comp d00d! - Castel, for running the best site on the net (www.tekkenzaibatsu.com) Check out the forum. That's it I guess. EOF