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Street Fighter X Tekken Julia Super Art Street Fighter X Tekken Rufus Super Art

Street Fighter X Tekken

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Street Fighter X Tekken#Characters Street Fighter X Tekken/Character Health Street Fighter X Tekken/Basic Elements Street Fighter X Tekken/Movement Street Fighter X Tekken/Solo Offense Street Fighter X Tekken/Capcom Juggle System

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Julia

Sfxt julia face.jpg

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
                    Lp.png                  
H 30 v 4 8 +5 +one SM,EX,SA,CA 1 1 i -
Far\Close MP
                    Mp.png                  
H 60 eight four 10 +seven +3 SM,EX,SA,CA two 1 i -
Far HP
                    Hp.png                  
H 90 11 4 22 -1 -6 - 3 i 1 -
Far LK
                    Lk.png                  
H 30 v two 9 +6 +2 SM,EX,SA,CA ane 1 1 -
Far MK
                    Mk.png                  
H sixty vii 4 15 +2 -2 - 2 i one -
Far HK
                    Hk.png                  
H xc 13 half-dozen 23 -4 -9 - 3 1 1 -
Close HP
                    Hp.png                  
H 90 7 4 22 -1 -six SM,EX,SA,CA three one 1 -
Close LK
                    Lk.png                  
H 30 five 2 nine +vi +2 SM,EX,SA,CA 1 one ane -
Close MK
                    Mk.png                  
H 60 vi 3 xvi +2 -2 SM,EX,SA,CA 2 one 1 -
Close HK
                    Hk.png                  
H 90 eleven 4 fifteen +6 +one - 3 1 1 -
Crouch LP
                    D.png                    +                    Lp.png                  
H 30 4 4 6 +7 +3 SM,EX,SA,CA 1 1 i -
Crouch MP
                    D.png                    +                    Mp.png                  
L 60 5 four eleven +6 +2 SM,EX,SA,CA 2 1 ane -
Crouch HP
                    D.png                    +                    Hp.png                  
H ninety 6 7 20 -1 -7 SM,EX,SA,CA 3 one 1 Forces standing
Crouch LK
                    D.png                    +                    Lk.png                  
50 30 5 4 10 +iii -i SM,EX,SA,CA i 1 1 -
Crouch MK
                    D.png                    +                    Mk.png                  
L 60 viii viii 12 +one -3 SM,EX,SA,CA ii ane 1 -
Hunker HK
                    D.png                    +                    Hk.png                  
L 90 9 2(20)two 23 hard Knockdown.png -v - 3,3 one,ane - -
Jump LP
                    Ub.png                    or                    U.png                    or                    Uf.png                    ---.png                    Lp.png                  
M forty 5 4 until footing+4 +12 +4 - one i one -
Jump MP
                    Ub.png                    or                    U.png                    or                    Uf.png                    ---.png                    Mp.png                  
G 70 7 7 until footing+4 +sixteen +12 - ii ane 1 -
Jump HP
                    Ub.png                    or                    U.png                    or                    Uf.png                    ---.png                    Hp.png                  
One thousand 100 11 4 until basis+four +20 +8 - 3 1 1 -
Spring LK
                    Ub.png                    or                    U.png                    or                    Uf.png                    ---.png                    Lk.png                  
M 40 5 eight until ground+four +12 +iv - 1 1 1 -
Bound MK
                    Ub.png                    or                    U.png                    or                    Uf.png                    ---.png                    Mk.png                  
M 70 7 vii until ground+four +16 +12 - 2 1 1 -
Jump HK
                    Ub.png                    or                    U.png                    or                    Uf.png                    ---.png                    Hk.png                  
M 100 12 9 until ground+4 +xx +8 - iii 1 ane -
Launcher
                    Hp.png                    +                    Hk.png                  
H 100 thirteen 2 54 switch -34 - 3 - - **LC
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Guard Cancel
                    F.png                    +                    Hp.png                    +                    Hk.png                    (while blocking)                  
H 120 fourteen vii 23 hard Knockdown.png -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
                    F.png                    +                    Hp.png                  
H fourscore 12 3 27 +half-dozen 0 - 3 1 0 Ground bounce on airborne opponent
Party Crasher
                    F.png                    f +                    Mp.png                  
H lx 8 3 21 +7 +2 - 3 i 0 Knockdown on airborne opponent
-
                    Lp.png                    ---.png                    B.png                    +                    Mp.png                  
H 50 viii 4 13 +2 0 SM,EX,SA,CA ii 1 0 Knockdown on airborne opponent
-
                    Lp.png                    ---.png                    B.png                    +                    Mp.png                    ---.png                    Lp.png                  
H 40 14 10 xiii -two -8 - 2 1 0 Knockdown on airborne opponent
Baiyuan Sanshou
                    Lp.png                    ---.png                    B.png                    +                    Mp.png                    ---.png                    Lp.png                    >                    Lp.png                  
50 seventy 12 three 26 difficult Knockdown.png -seven - 2 1 0 -
-
                    Lp.png                    ---.png                    Lp.png                  
H l 15 3 22 -4 -vii - ii one 0 Knockdown on airborne opponent, Doesn't combo
Divine Bear upon
                    Lp.png                    ---.png                    Lp.png                    ---.png                    Mp.png                  
Grand ninety 16 9 nineteen Knockdown.png -10 - 2 i 0 -
Divine Intervention
                    Lp.png                    ---.png                    Lp.png                    ---.png                    Mk.png                  
L lxx xiii 4 xiv +3 0 SM,EX,SA,CA 2 1 0 Knockdown on airborne opponent
-
                    B.png                    +                    Mp.png                  
H 50 6 v 19 -3 -6 - 2 1 0 Knockdown on airborne opponent
Trickling Stream
                    B.png                    +                    Mp.png                    ---.png                    Lp.png                  
50 60 xv 7 ten +4 +one SM,EX,SA,CA 2 1 0 -
Raging Rapids
                    B.png                    +                    Mp.png                    ---.png                    Mp.png                  
H 70 13 five 26 float -ix - 2 1 0 -
-
                    F.png                    +                    Mp.png                  
H sixty 12 4 nineteen -2 -5 - 2 1 0 Knockdown on airborne opponent
Boring Power Punch Combo
                    F.png                    +                    Mp.png                    ---.png                    Lp.png                  
H lxxx 18 3 27 float -6 - ii ane 0 -
Slow Power Punch to Low Kicking
                    F.png                    +                    Mp.png                    ---.png                    Lk.png                  
L 70 12 2 32 -12 -sixteen SM,EX,SA,CA 2 1 0 -
Slow Power Punch to High Kick
                    F.png                    +                    Mp.png                    ---.png                    Mk.png                  
H 80 12 4 25 -8 -11 SM,EX,SA,CA 2 one 0 Bladder airborne opponent, Forces standing
-
                    F.png                    +                    Mk.png                  
H 60 ix three 20 -2 -five - 2 1 0 Stagger (+35) on continuing Counter.png hitting, (+xviii) on crouching Counter.png hit, Knockdown on airborne opponent
-
                    F.png                    +                    Mk.png                    >                    Mp.png                    or                    Hp.png                  
H l xiv 4 28 -xi -xiv SM,EX,SA,CA ii 1 0 Knockdown on airborne opponent
Scarlet Orchid Combo
                    F.png                    +                    Mk.png                    ---.png                    Mp.png                    or                    Hp.png                    ---.png                    K.png                  
H ninety xi four 31 +half-dozen -15 - two 1 0 Knockdown on airborne opponent, Forces standing
Mountain Crusher
                    F.png                    +                    Mk.png                    ---.png                    Mp.png                    or                    Hp.png                    ---.png                    F.png                    +                    P.png                  
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
                    Lp.png                    +                    Lk.png                  
Throw.png 130 v two 20 hard Knockdown.png - - - - - -
Mad Axes
                    B.png                    +                    Lp.png                    +                    Lk.png                  
Throw.png 130 v 2 xx hard Knockdown.png - - - - - -

Special Moves

Move Hit Impairment Startup Active Recovery Striking Adv Block Adv Abolish JP JC JS Notes
Swift Stride
                    Hcf.png                    +                    Lp.png                  
- - - - 31 - - - - - - Airborne frames 15-25, Input b,b between frames 1-27 to Cancel.png into backdash
Swift Step EX
                    Hcf.png                    +                    Lp.png                    +                    Mp.png                  
- - - - 31 - - - - - - Ex.png
one point of armor during frames 1-fourteen, Airborne frames 15-25, Input b,b between frames ane-27 to Cancel.png into backdash
Lashing Arrow
                    Hcf.png                    +                    Mp.png                  
H 120 sixteen 10 fourteen Knockdown.png -9 - 3 3 0 Airborne frames sixteen-29
Lashing Arrow EX
                    Hcf.png                    +                    Lp.png                    +                    Mp.png                  
H 100 16 10 xiv wall bounce -9 - iii 3 0 Ex.png
1 point of armor during frames 1-xiv, Airborne frames 16-29
Swift Stride Explosion
                    Hcf.png                    +                    Hp.png                  
M 100 39 8 15 Crumple.png -v - three 3 0 Airborne frames 15-24, Knockdown on airborne opponent, Input b,b between frames 1-33 to Cancel.png into backdash
Swift Step Explosion EX
                    Hcf.png                    +                    Mp.png                    +                    Hp.png                  
M 100 39 8 15 Crumple.png -5 - 3 iii 0 Ex.png
i point of armor during frames 1-14, Airborne frames xv-24, Knockdown on airborne opponent, Input b,b between frames ane-33 to Cancel.png into backdash
Backdash (swift footstep)
Swift Step / Explosion                    ---.png                    B.png                    b                  
- - - - 22 - - - - - - Invulnerability frames one-4, Airborne frames 5-xviii
Rise Kick LK
                    Dp.png                    +                    Lk.png                  
H 130 half-dozen half-dozen 44 Knockdown.png -37 - 3 3 0 Strike invulnerability frames 1-9, Airborne frames half dozen-40
Rising Kick MK
                    Dp.png                    +                    Mk.png                  
H lxxx,60 7 ane(1)6 36 Knockdown.png -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
                    Dp.png                    +                    Hk.png                  
H 100,sixty 7 1(1)8 38 Knockdown.png -24 - three,3 one,3 0 Airborne frames seven-42
Rising Kick EX
                    Dp.png                    +                    K.png                    m                  
H 100,seventy 6 1(1)6 42 Knockdown.png -26 - 3,iii 1,iii 0 Ex.png
Invulnerability frames 1-nine, Airborne frames six-38
Tiger Strike
                    Qcb.png                    +                    P.png                  
H 50,100 13 three 28 hard Knockdown.png -nine - 3 iii 0 Chrg.png **LC
Chargeable: 51F for EX Version and 100F for Super Art
Tiger Strike EX
                    Qcb.png                    +                    P.png                    p                  
H eighty,120 16 iii 45 hard Knockdown.png -26 - 3 3 0 Chrg.png Ex.png **LC
Chargeable: 51F for Super Art
Wind Coil LK
                    Hcf.png                    +                    Lk.png                  
- - - - 24 - - - - - - Projectile invulnerability frames 1-xv
Air current Roll MK
                    Hcf.png                    +                    Mk.png                  
- - - - 25 - - - - - - Projectile invulnerability frames 1-16
Air current Roll HK
                    Hcf.png                    +                    Hk.png                  
- - - - 26 - - - - - - Projectile invulnerability frames 1-17
Air current Gyre EX
                    Hcf.png                    +                    K.png                    k                  
- - - - 23 - - - - - - Ex.png
Projectile invulnerability frames 1-16
Tequila Sunrise Elbow Boom 1st
Wind Curlicue                    ---.png                    P.png                  
M 50 xvi 7 35 +iii -20 - 3 iii 0 Knockdown on airborne opponent
Tequila Sunrise Elbow Smash 2nd
Tequila Sunrise                    ---.png                    P.png                  
H eighty 25 9 13 Knockdown.png +2 - 4 4 0 -
Hunting Tomahawk 1st hit
Wind Roll                    ---.png                    K.png                  
H threescore 8 4 33 -iii -13 - three 3 0 Knockdown on airborne opponent
Hunting Tomahawk 2nd hit
Hunting Tomahawk                    ---.png                    p                  
H 100 25 vii 23 Knockdown.png -8 - iv 4 0 -
Wind Gyre Explosion 1st hit
Wind Scroll                    ---.png                    D.png                    +                    K.png                  
Fifty 50 17 2 35 -three -13 - iii three 0 Knockdown on airborne opponent
Wind Scroll Explosion 2d hit
Current of air Scroll Explosion                    ---.png                    P.png                    p                  
H 100 18 7 23 Knockdown.png -8 - four four 0 -

Super Art

Movement Hit Damage Startup Agile Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Iron Mountain Rush
                    Qcb.png                    +                    3p.png                  
H 310 iv 3 35 hard Knockdown.png -xvi - 3 three - 68 frames cinematic freeze earlier assault begins, Invulnerability frames 1-iv
Cross Fine art
                    Qcf.png                    +                    Mp.png                    +                    Mk.png                  
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

Game Navigation

General

Controls

Controls

Notation

Notation

HUD

HUD

Glossary

Glossary

System

System

FAQ

FAQ

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Abel

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Blanka

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Cammy

Cammy

Chun Li

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Cody

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Dhalsim

Dhalsim

Dudley

Dudley

Elena

Elena

Guile

Guile

Guy

Guy

Hugo

Hugo

Ibuki

Ibuki

Juri

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Ken

Ken

M Bison

Chiliad Bison

Mega Man

Mega Man

Poison

Poison

Rolento

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Rufus

Rufus

Ryu

Ryu

Sagat

Sagat

Sakura

Sakura

Vega

Vega

Zangief

Zangief

Toro

Toro

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Asuka

Bob

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Bryan

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Christie

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Cole

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Heihachi

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Hwoarang

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Jack X

Jack X

Jin

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Julia

Julia

Kazuya

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King

King

Kuma

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Lars

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Law

Law

Lei

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Lili

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Marduk

Marduk

Nina

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Ogre

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Paul

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Raven

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Steve

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Xiaoyu

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Yoshimitsu

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Kuro

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