Street Fighter X Tekken Julia Super Art Street Fighter X Tekken Rufus Super Art
Julia
Ideal Team Position: Every bit a young child, Julia discovered the ruins of an ancient culture. Now, this nature-loving woman fights for what she believes in with Chinese Kempo. A beautiful, intelligent woman, Julia always approaches every situation with careful judgment.
Julia is a well-rounded character who can work well in either the betoken or anchor position. She has the tools for playing a solid neutral game as a point character, including pokes, counterpokes, and anti-airs. She also has the damage, corner conduct, and okizeme to be an excellent ballast. Not only that, she has a multifariousness of tools for applying offensive pressure and mixups and an invincible reversal. Both her solo combos and tag-in combos have practiced harm as well as corner carry, with her juggles being able to switch sides hands in order to corner the opponent from virtually any state of affairs. This makes her a valuable partner for characters who benefit from having the opponent cornered. On the flip side, Julia'due south launcher gives one of the lowest launches in the game, which tin can hurt synergy with tag partners who may not exist able to get their optimal combo when following it up.
Strengths
{{{5}}}
Weaknesses
{{{6}}}
Moves
Normal Attacks
Movement | Hit | Damage | Startup | Agile | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Far\Close LP | H | 30 | v | 4 | 8 | +5 | +one | SM,EX,SA,CA | 1 | 1 | i | - |
Far\Close MP | H | 60 | eight | four | 10 | +seven | +3 | SM,EX,SA,CA | two | 1 | i | - |
Far HP | H | 90 | 11 | 4 | 22 | -1 | -6 | - | 3 | i | 1 | - |
Far LK | H | 30 | v | two | 9 | +6 | +2 | SM,EX,SA,CA | ane | 1 | 1 | - |
Far MK | H | sixty | vii | 4 | 15 | +2 | -2 | - | 2 | i | one | - |
Far HK | H | xc | 13 | half-dozen | 23 | -4 | -9 | - | 3 | 1 | 1 | - |
Close HP | H | 90 | 7 | 4 | 22 | -1 | -six | SM,EX,SA,CA | three | one | 1 | - |
Close LK | H | 30 | five | 2 | nine | +vi | +2 | SM,EX,SA,CA | 1 | one | ane | - |
Close MK | H | 60 | vi | 3 | xvi | +2 | -2 | SM,EX,SA,CA | 2 | one | 1 | - |
Close HK | H | 90 | eleven | 4 | fifteen | +6 | +one | - | 3 | 1 | 1 | - |
Crouch LP
| H | 30 | 4 | 4 | 6 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | i | - |
Crouch MP
| L | 60 | 5 | four | eleven | +6 | +2 | SM,EX,SA,CA | 2 | 1 | ane | - |
Crouch HP
| H | ninety | 6 | 7 | 20 | -1 | -7 | SM,EX,SA,CA | 3 | one | 1 | Forces standing |
Crouch LK
| 50 | 30 | 5 | 4 | 10 | +iii | -i | SM,EX,SA,CA | i | 1 | 1 | - |
Crouch MK
| L | 60 | viii | viii | 12 | +one | -3 | SM,EX,SA,CA | ii | ane | 1 | - |
Hunker HK
| L | 90 | 9 | 2(20)two | 23 | hard ![]() | -v | - | 3,3 | one,ane | - | - |
Jump LP
| M | forty | 5 | 4 | until footing+4 | +12 | +4 | - | one | i | one | - |
Jump MP
| G | 70 | 7 | 7 | until footing+4 | +sixteen | +12 | - | ii | ane | 1 | - |
Jump HP
| One thousand | 100 | 11 | 4 | until basis+four | +20 | +8 | - | 3 | 1 | 1 | - |
Spring LK
| M | 40 | 5 | eight | until ground+four | +12 | +iv | - | 1 | 1 | 1 | - |
Bound MK
| M | 70 | 7 | vii | until ground+four | +16 | +12 | - | 2 | 1 | 1 | - |
Jump HK
| M | 100 | 12 | 9 | until ground+4 | +xx | +8 | - | iii | 1 | ane | - |
Launcher
| H | 100 | thirteen | 2 | 54 | switch | -34 | - | 3 | - | - | **LC Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Guard Cancel
| H | 120 | fourteen | vii | 23 | hard ![]() | -8 | - | - | - | - | Invulnerability frames ane-20, Resembles Hunting Tomahawk 2nd hit |
Unique Attacks
Move | Hit | Impairment | Startup | Agile | Recovery | Hit Adv | Block Adv | Abolish | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Kolda
| H | fourscore | 12 | 3 | 27 | +half-dozen | 0 | - | 3 | 1 | 0 | Ground bounce on airborne opponent |
Party Crasher
| H | lx | 8 | 3 | 21 | +7 | +2 | - | 3 | i | 0 | Knockdown on airborne opponent |
-
| H | 50 | viii | 4 | 13 | +2 | 0 | SM,EX,SA,CA | ii | 1 | 0 | Knockdown on airborne opponent |
-
| H | 40 | 14 | 10 | xiii | -two | -8 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
Baiyuan Sanshou
| 50 | seventy | 12 | three | 26 | difficult ![]() | -seven | - | 2 | 1 | 0 | - |
- | H | l | 15 | 3 | 22 | -4 | -vii | - | ii | one | 0 | Knockdown on airborne opponent, Doesn't combo |
Divine Bear upon | Grand | ninety | 16 | 9 | nineteen | ![]() | -10 | - | 2 | i | 0 | - |
Divine Intervention | L | lxx | xiii | 4 | xiv | +3 | 0 | SM,EX,SA,CA | 2 | 1 | 0 | Knockdown on airborne opponent |
-
| H | 50 | 6 | v | 19 | -3 | -6 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
Trickling Stream
| 50 | 60 | xv | 7 | ten | +4 | +one | SM,EX,SA,CA | 2 | 1 | 0 | - |
Raging Rapids
| H | 70 | 13 | five | 26 | float | -ix | - | 2 | 1 | 0 | - |
-
| H | sixty | 12 | 4 | nineteen | -2 | -5 | - | 2 | 1 | 0 | Knockdown on airborne opponent |
Boring Power Punch Combo
| H | lxxx | 18 | 3 | 27 | float | -6 | - | ii | ane | 0 | - |
Slow Power Punch to Low Kicking
| L | 70 | 12 | 2 | 32 | -12 | -sixteen | SM,EX,SA,CA | 2 | 1 | 0 | - |
Slow Power Punch to High Kick
| H | 80 | 12 | 4 | 25 | -8 | -11 | SM,EX,SA,CA | 2 | one | 0 | Bladder airborne opponent, Forces standing |
-
| H | 60 | ix | three | 20 | -2 | -five | - | 2 | 1 | 0 | Stagger (+35) on continuing ![]() ![]() |
-
| H | l | xiv | 4 | 28 | -xi | -xiv | SM,EX,SA,CA | ii | 1 | 0 | Knockdown on airborne opponent |
Scarlet Orchid Combo
| H | ninety | xi | four | 31 | +half-dozen | -15 | - | two | 1 | 0 | Knockdown on airborne opponent, Forces standing |
Mountain Crusher
| H | 50 | 14 | iv | 28 | -ane | -12 | SM,EX,SA,CA | 2 | ane | 0 | Knockdown on airborne opponent |
Throws
Move | Striking | Impairment | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Wild Stallion
| ![]() | 130 | v | two | 20 | hard ![]() | - | - | - | - | - | - |
Mad Axes
| ![]() | 130 | v | 2 | xx | hard ![]() | - | - | - | - | - | - |
Special Moves
Move | Hit | Impairment | Startup | Active | Recovery | Striking Adv | Block Adv | Abolish | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Swift Stride
| - | - | - | - | 31 | - | - | - | - | - | - | Airborne frames 15-25, Input b,b between frames 1-27 to ![]() |
Swift Step EX
| - | - | - | - | 31 | - | - | - | - | - | - | ![]() one point of armor during frames 1-fourteen, Airborne frames 15-25, Input b,b between frames ane-27 to ![]() |
Lashing Arrow
| H | 120 | sixteen | 10 | fourteen | ![]() | -9 | - | 3 | 3 | 0 | Airborne frames sixteen-29 |
Lashing Arrow EX
| H | 100 | 16 | 10 | xiv | wall bounce | -9 | - | iii | 3 | 0 | ![]() 1 point of armor during frames 1-xiv, Airborne frames 16-29 |
Swift Stride Explosion
| M | 100 | 39 | 8 | 15 | ![]() | -v | - | three | 3 | 0 | Airborne frames 15-24, Knockdown on airborne opponent, Input b,b between frames 1-33 to ![]() |
Swift Step Explosion EX
| M | 100 | 39 | 8 | 15 | ![]() | -5 | - | 3 | iii | 0 | ![]() i point of armor during frames 1-14, Airborne frames xv-24, Knockdown on airborne opponent, Input b,b between frames ane-33 to ![]() |
Backdash (swift footstep) Swift Step / Explosion | - | - | - | - | 22 | - | - | - | - | - | - | Invulnerability frames one-4, Airborne frames 5-xviii |
Rise Kick LK
| H | 130 | half-dozen | half-dozen | 44 | ![]() | -37 | - | 3 | 3 | 0 | Strike invulnerability frames 1-9, Airborne frames half dozen-40 |
Rising Kick MK
| H | lxxx,60 | 7 | ane(1)6 | 36 | ![]() | -29 | - | 3,iii | one,3 | 0 | Strike invulnerability frames ane-6, Airborne frames 7-39, 2nd striking: Whiffs on crouching opponent, On Block: -31 on crouching opponent |
Ascent Kick HK
| H | 100,sixty | 7 | 1(1)8 | 38 | ![]() | -24 | - | three,3 | one,3 | 0 | Airborne frames seven-42 |
Rising Kick EX
| H | 100,seventy | 6 | 1(1)6 | 42 | ![]() | -26 | - | 3,iii | 1,iii | 0 | ![]() Invulnerability frames 1-nine, Airborne frames six-38 |
Tiger Strike
| H | 50,100 | 13 | three | 28 | hard ![]() | -nine | - | 3 | iii | 0 | ![]() Chargeable: 51F for EX Version and 100F for Super Art |
Tiger Strike EX
| H | eighty,120 | 16 | iii | 45 | hard ![]() | -26 | - | 3 | 3 | 0 | ![]() ![]() Chargeable: 51F for Super Art |
Wind Coil LK
| - | - | - | - | 24 | - | - | - | - | - | - | Projectile invulnerability frames 1-xv |
Air current Roll MK
| - | - | - | - | 25 | - | - | - | - | - | - | Projectile invulnerability frames 1-16 |
Air current Roll HK
| - | - | - | - | 26 | - | - | - | - | - | - | Projectile invulnerability frames 1-17 |
Air current Gyre EX
| - | - | - | - | 23 | - | - | - | - | - | - | ![]() Projectile invulnerability frames 1-16 |
Tequila Sunrise Elbow Boom 1st Wind Curlicue | M | 50 | xvi | 7 | 35 | +iii | -20 | - | 3 | iii | 0 | Knockdown on airborne opponent |
Tequila Sunrise Elbow Smash 2nd Tequila Sunrise | H | eighty | 25 | 9 | 13 | ![]() | +2 | - | 4 | 4 | 0 | - |
Hunting Tomahawk 1st hit Wind Roll | H | threescore | 8 | 4 | 33 | -iii | -13 | - | three | 3 | 0 | Knockdown on airborne opponent |
Hunting Tomahawk 2nd hit Hunting Tomahawk | H | 100 | 25 | vii | 23 | ![]() | -8 | - | iv | 4 | 0 | - |
Wind Gyre Explosion 1st hit Wind Scroll | Fifty | 50 | 17 | 2 | 35 | -three | -13 | - | iii | three | 0 | Knockdown on airborne opponent |
Wind Scroll Explosion 2d hit Current of air Scroll Explosion | H | 100 | 18 | 7 | 23 | ![]() | -8 | - | four | four | 0 | - |
Super Art
Movement | Hit | Damage | Startup | Agile | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Iron Mountain Rush
| H | 310 | iv | 3 | 35 | hard ![]() | -xvi | - | 3 | three | - | 68 frames cinematic freeze earlier assault begins, Invulnerability frames 1-iv |
Cross Fine art
| H | 150+ | 9 | 2 | 46 | switch | -26 | - | 3 | - | - | **LC 63 frames cinematic freeze before assail begins, Invulnerability frames 1-10 |
The Basics
Northward/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.LP, b+MP>LP xx qcb+P (233)
- st.MP, b+MP>LP 20 qcb+P (263)
- cr.MP, b+MP>LP xx qcb+P (263)
Hit Confirm Combos
0 bar
- st.LP, cr.LP, cr.HP xx qcb+[P]~f,f+MP, cr.LK xx qcb+P (267)
- cr.LP, b+MP>MP
- See #Combo Enders (247/310; ii bar 373/414)
- st.MP, b+MP>MP
- See #Combo Enders (277/340; 2 bar 403/444)
- cr.LP, cr.LP, cr.HP xx qcb+[P]~f,f+MP, cr.MK twenty qcb+P (285)
- Inconsistent/hard on Kuma
i bar
- st.MP, b+MP>LP xx hcf+LP+HP, f+MP>MK xx hcf+1000, cr.HP xx qcb+P (385)
- Harder to execute in the corner
Punish Combos
0 bar
- f+MK>MP_HP>f+P xx hcf+LK, cr.HP twenty qcb+[P]~f,f+MP, cr.LK twenty qcb+P (324)
- f+MK>MP_HP>f+P 20 hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (343)
- (corner) cr.HP twenty qcb+[P]~f,f+MP, b+MP>MP, cr.MP, cr.HP 20 qcb+P (380)
- f+MP>LP, f+MP>MK xx hcf+G, cr.HP xx qcb+P (373)
ane bar
- cl.HK, cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP 20 qcb+P (422)
- (corner) cl.HK, cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP xx qcb+P (441)
- cl.HK, cr.HP xx hcf+LP+HP, f+MP>MK xx hcf+K, cr.HP twenty qcb+P (455)
- Harder to execute in the corner
2 bar
- f+MP>LP, f+MK>MP_HP>f+P xx qcb+PPP (447)
- cl.HK, cr.HP twenty qcb+[P]~f,f+MP, qcb+PPP (465)
Low Combos
0 bar
- cr.MP, b+MP>MP
- Run into #Philharmonic Enders (277/340; two bar 403/444)
ane bar
- cr.LK~cr.MK~cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (320)
- cr.LK~cr.MK~cr.HP 20 qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP xx qcb+P (339)
- cr.LK~cr.MK~cr.HP twenty hcf+LP+HP, f+MP>MK twenty hcf+Yard, cr.HP xx qcb+P (349)
- Harder to execute in the corner
- cr.MK~cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (365)
- cr.MK~cr.HP xx qcb+[PP]~f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP twenty qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP xx qcb+P (384)
- cr.MK~cr.HP twenty hcf+LP+HP, f+MP>MK 20 hcf+Yard, cr.HP 20 qcb+P (398)
- Harder to execute in the corner
Overhead Combos
0 bar
- hcf+HP, delay f+HP, f+MP>MK xx hcf+K, cr.HP xx qcb+P (413)
- (corner) hcf+HP, f+MP>LP, f+HP, st.MP, cr.HP twenty qcb+P (421)
2 bar
- hcf+HP, delay f+HP, f+MP>MK 20 hcf+K, cr.HP xx qcb+PPP (532)
Counter Hit Combos
- CH f+MK, walk forward cr.MK xx qcb+P (255)
- CH f+MK, (f+MK)>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>LP xx qcb+P (358/362)
- CH st.MP, f+MK>MP_HP>f+P twenty hcf+LK, cr.HP twenty qcb+[P]~f,f+MP, cr.MP xx qcb+P (363)
- CH st.MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP 20 qcb+P (374)
- CH f,f+MP, f+MK>MP_HP>f+P xx hcf+LK, cr.HP twenty qcb+[P]~f,f+MP, cr.MP xx qcb+P (363)
- CH f,f+MP, f+MK>MP_HP>f+P twenty hcf+LK, cr.HP xx qcb+[P]~f,f+MP, b+MP>MP, cr.MP, st.LK, cr.HP 20 qcb+P (374)
Tag-in Combos
- cr.LP, f+HP, cr.HP xx qcb+P
- f+HP, cr.MP, cr.HP xx qcb+P
- f+MP>MK 20 hcf+1000, cr.HP xx qcb+P
- hcf+LK stays on same side; hcf+HK switches side
- j.HK/j.HP, cl.HK, cr.HP xx qcb+P
Anti-Air Combos
- CH cr.HP 20 hcf+LK, cr.HP xx qcb+P (322)
Combo Enders
0 bar
- b+MP>MP, cr.LK xx qcb+P
- (corner) b+MP>MP, cr.LP, f+HP, cr.HP xx qcb+P
2 bar
- b+MP>MP, qcb+PPP
- (corner) b+MP>MP, cr.HP twenty qcb+PPP
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