Tuesday 21 December 2010

Julia~


C&P from Zaibatsu. Credits to the Julia forums.
You don't have to mixup d,df,1,4,4,1+2 with d,df,1,4,2. You can just wait out the spin, i usually input some directional move but i don't know if it gets you out of it faster, and then just hopkick or ff+3 instead of that 2. Or you can just spin and then do mad axes or just do another d,df+1 if he keeps blocking. You can buffer mad axes in the spin and just throw it out when you're done with the spin. It's really neat. But it also starts to make them want to duck while you spin again, so then you just start to hopkick out of the spin and juggle them.

Other setup (and CH launcher) to WC df 4,3 is a straight up b+3. On CH you can launch by doing ff+1 at the right time.

It's also nice to get ur ff+1 going and if they get careless you delay the 4 (gives a wallsplat, in the open you can mostly get a ff+2.



I like to use 1,1,4 and then throw with whatever, MA i suppose is the obvious one...
Then as soon as they start to duck you can break out the hop kick launcher to lay on a juggle smackdown! (or do a low grab if you feel fancy).

Perhaps it's not great, I haven't checked frame rates or whatever... but it always works for me!

He's right. you can MA from everything.

d/f+4,2 MA
4~2 MA
d,d/f+1 MA
u/f+4 MA
ff+1 MA
1 MA
4 MA
d/f+3 MA
d+2,3 MA
WS2_d,d/f+1_1,2~3_4 MA
b+1 MA
ff+2 MA
u/f~n MA
d+3 MA
WR1 MA
W! 1+2,4 (opp tech) MA
BDC MA

Pretty much anything you want to do that doesn't have crazy pushback you can use it to disguise MA. Also, you have all the time in the world to hit QCB n then f+2 forever and a half later.
A lot of Julia players will buffer the command during a shotgun punch~spin. D, D/F+1, 4 (or 3) > Mad Axes. Trick is, is to press QCB during the entire animation of her shotgun punch~spin and then press F+2 after she spins.

Sometimes it works for tech rollers against the wall.

Also can someone confirm is you can buffer Mad Axes while in FC? If so then that just makes even more useful.
whenever df+3+4 is the second hit (like after ch db1 _ b1+2 _ 1,2,1,1)
you can always do this d,df+1~4, ff+1, d,df+1~4,1+2 b!
db22 is good on bt opponents!
Crazy combos
uf+4,3,ddf+1~3,1,ddf+1~4,1,d,df+1~4,1+2 B!

WS2,1 WR1
CH [ff+1]4 WR1
d/f+2,1 WR1
f+1+4 WR1
they work after f+1+2 on counter, and qcf+2. also the unblockable.
qcf+2, f+3~1, 1, f+3~1, ff+1, ddf+1~4~1+2 B!
qcf+2, f+3~1, 4, ddf1~4(~1_ff+1), ddf1~4~1+2 B!
qcf+2, f+3~1, 4, *
*1) d,df+1~4, ff+1, d,df+1~4,1+2 b!...
*2) d,df+1~4,1+2 b!


Tech Trap
there is the 4~2,1 _ df+1 tech trap

you can do any juggle
and after b! you do

d,df+1~4
now you have 3 options

they all start with a dash..

4~2,1 - tech trap
df+1 - tech trap
df+3+4 - reset

once you can make them lay on ground use the reset..but you have to master 4~2,1 for this..

4~2,1
FC d/f+4,3
If the opponent techrolls you can back dash one time to be at the perfect space.

CH 1~1,1
If the opponent techrolls you can back dash once to be at the perfect distance

WR1 on block
If the opponent continues to block slight SSR 4~2,1

d,d/f+1,4
If the opponent continues to block back dash and SSR 4~2,1

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