Julia movelist

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Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

Rage

R.d/f+1+2

m
55–82
-22
KND
KND
i20
pc8~19
Damage increases with lower health
Rage Drive

R.f+2+3

20,​ 24
+2 (in open), +8 (on wall)
KND (W!)
KND (W!)
i15~16, i34~35
A standard push rage drive. It's useless on infinite stages so save rage for a rage art to end a combo. Does 5 damage if the opponent hits the wall after blocking it, which can be used to get a KO on block. Extremely plus and gives Julia all sorts of ways to either win the round off of chip or to set up a mix up. Common options on block at the wall can be a d, df+1, 2 to try and counter hit confirm, df+2, 3~1 to catch a crouch, d+3 to sneak in a low.

n

1

h
7
+1
+8
+8
i10
r17

1,1

h,​m
7,​12
-9
+2
+2
,i22~i23
G-Clef Cannon

1,​1,1

h,​m,​m
7,​12,​20
-14
KND (W!)
KND (W!)
,i23-i24
Only natural on counter hit. First two hits can be used as one of her i10 punish options.
Divine Impact

1,​1,2

h,​m,​m
7,​12,​20
-9
+11
LAUNCH
i30

1,2

h,​h
7,​10
-1
+5
+5
i13

1,​2,1

h,​h,​m
7,​10,​10
-13
+3
+3
i20
Delayable from previous
Baiyuan Sanshou

1,​2,​1,1

h,​h,​m,​l
7,​10,​10,​20
-14
KND
KND
i25-26
u/f+3+4 guaranteed after hit. This attack and the previous can be delayed, and the previous attack jails on counterhit. Messing with the timing of this can be very useful.
Left Right Combo to Wind Roll

1,​2,3_4

h,​h,​(CES)
7,​10
3 rolls left, 4 rolls right

2

h
10
-2
+7
i10

2~B

h
10
-2
+7
i10
Switches sides
Spin Behind to Double Fist

2~B,1+2

h,​m
10,​22
+4
i12
i12 punish, back turn on hit. Second hit will not come out on block. Switches sides.

3

h
17
-14
-KND
KND
i14

4

h
7
-12
-3
LAUNCH
i11
One of the best magic 4's in the game due to its speed and how easily Julia can convert any launch into good damage and wall carry. Can be used to disrespect pressure. Hard to punish even at point-blank due to pushback.

4,4

h,​l (TC)
15,​12
-16
-2
-2
,i18
Spinning Kicks Slash Uppercut

4,​4,1

h,​l,​m
15,​12,​21
-14
LAUNCH
LAUNCH
,i27-28
Spinning Kicks Pam Exposion

4,​4,1~2

h,​l,​m
15,​12,​20
-9
KND
LAUNCH
,38
4,4 leaves enough time to anticipate if the following 1 will land, so switching to 1~2 makes this option safe. In theory, it can be easily stepped to either direction or interrupted, but in practice this doesn't happen unless the user is predictable.
War Drum

4~2,1

l (h),​ m
7 (12),​ 21
-12, -16
Knockdown, Wallsplat
i15, 18
Needs to be spaced so only the low hits so the mid will combo. Commonly set up off of a deep party crasher, but will not reach against big characters such as Bears, Gigas, Fahkumram, Jack, and Marduk. Can be hit confirmed, but Lethal when used at the wall.
Buffalo Retreat

1+2,4,4

m,​ h,​ m
14,​ 12,​ 20
-5, -12, -20
+1, -1, knockdown
i18, i19~20, i20~21
airborne on last hit
Julia's most consistent wall ender. Flips the opponent over, forcing them to tech roll. If they do not, she gets a free f, F+3.
Buffalo Charge

1+2,4,b,F+1+2

14,​ 12,​ 25
-5, -12, -10
i18, i19~20, i15~16
A less commonly used wall splat combo option. Will wall break on low splat where Mountain Crusher won't.

CES (Wind Roll)

CES stands for Clockwise/Counter-clockwise Evasive Roll. It's the legacy name for Wind Roll and used as the abbreviation as to not confuse with While Running.

War Club

CES.1

h
14
0
5~6
Launch
i15~16
Good to catch people flinching after a blocked shotgun or 1, 2 into WR. Can be interrupted if canceled into on block.
Wind Hatchet

CES.2

M
20
-9
+11, Spin State, Wall Splat
i18-19
Corkscrew state on air hit. Good for catching people tech rolling into crouch on wake up at the wall and also a good way to fish for wall splats.

f

Bucking Steed

f+2,1,2

h,​ h,​ m
10,​ 14
-2, -1, -10
+7, +5, KD
Only last hit counter hit launches
i12, i15~16, i18~20
i12 punish option. Can cancel second hit into Swift Step.
Angry Steed

f+2,4

h,​ m
10,​ 17
-2, -8
+7, +5
i12, i21~22
i12 punish. Higher damage and same frame advantage as f2, 1 but cannot be canceled into Swift Step.
Lashing Arrow

f+3~1

h
24
-3~+4
Knockdown
i12~19
Good way to get in, but is fairly linear. Easily stepped from distance. An iWR1 is probably better in most circumstances.
Swift Step Explosion

f+3, 2

m
20
-8
Knockdown, Wall Splat
Launch
SS+16~17
Good way to approach but is linear. Great reward on counter hit.
Deceptive Kick

f+3, 4

l
17
-13
+2
Knockdown.
SS+18~19
Another good way to approach, but more punishable than her other lows, but can only be launched by a handful of characters. Gets a free f, f+3 on counter hit.
Boulder Smash

f+1+2

m
25
-14
Knockdown, Wall Bounce
i18~19
Power Crush
Julia's only power crush. She has arguably safer ways to get out of pressure than this such as jabbing out or going for a 4. Not bad, but pretty punishable and maybe not worth going for if your opponent isn't near the wall.

d/f

Low Blow

df+1

m
13
-5
+1, +14 on crouch
i14
A good way to catch people crouching after party crasher. Gives her a party crasher with the follow up, a df+3, 1+2, or a f, F+1+2 on crouch hit, but latter is a lot harder.
Twisting Arrow Canon

df2, 1

m,​ m
8,​ 12
-9, -18
+2, launch
i15, i27
i15 punish option. Very long range and if the first hit lands, the second hit will always hit no matter what.
Left Knee Hunting Tomahawk

df+3, 1+2

m,​ m
14,​ 18
-7, -13
Knockdown
i13~14, i25~26
i13 punish. Does not wall splat but will wall break. Her i13 mid check for when you just need a frame trap. Does its job but party crasher is better in almost every other circumstance.
Mountain Crusher

df+4,2,(b,F+)1

m,​ m,​ m
14,​ 10,​ 30
-10, -13, -14
+1, -2, Knockdown + Wallsplat
natural on ch
i14, i19, i20~21
One of Julia's highest damage wall combo enders. Inputting b, F+1 will enhance the move's damage with no downsides. Can be counter-hit confirmed as counter-hit sparks will appear on the first hit after the second part of the string is input. It can be used to catch people flinching, to try and bait them into punishing the second hit, or to catch them crouching the high follow-up. It is very punishable, however so do this sparingly.
Red Orchid Combo

df+4, 2, 3

m,​ h,​ h
14,​ 10,​ 18
-10, -13, -5
+1, -2, Knockdown + Wallsplat
Natural on counter hit
i14, i19, i20~21
Generally used as one of Julia's most common ways to get corkscrew in a combo. Very good at getting high wall splats.

d

Jamming Low Kick

d+3

l
10
i11
-1
+4 Force Crouch
i13
A great low despite its low damage. Good for tacking on damage as the round goes on. Limits the opponents options on counter hit by forcing them to recover crouching.
Razor's Edge

d4, 1

l,​ m
12,​ 21
-16, -14
-2, launch
Natural on counter hit.
i20, i27~28
First hit high crush.
A bootleg Anna string. High crushes but only gets reward on counter hit. Great when it works, but db+1 is a better high crush counter hit launcher.
Raging Bull

d+1+2

m
27
-14
Knockdown + Wallsplat
i16
Amazing range. Hits at ranges it doesn't feel like it should. Is fairly fast for its range so it is great at whiff punishing. Good reward at the wall. Used after df+4, 3 at the wall on larger characters.

d/b

Dancing Hatchet

db+1

m
+5
-12
+5
Launch
i19~20
high
Good albeit punishable high crush counter hit launcher. Can be used to steal your turn back as about midway through start up frames Julia goes VERY low to the ground.
Trapping Arrow

db+4, 1

l,​ m
11,​ 23
-12, -10
-1, knockdown + wallsplat
+4, knockdown + wallsplat
i15~16, i26
Slightly slower than d+3 but does one more damage. Can be counter hit confirmed if you are able to tell that your opponent did a move. Has a fairly generous window for the second hit to land on counter hit, though there is no visual indicator if the move landed counter hit.

b

Tiger Swat

b+1

m
18
-9
+5 Force Crouch
Launch
i18
A bad Bryan b+1, but is still a decent ch option.
Double Sweep

b+3, 4

l,​ l
17,​ 10
-13, -8
+4, launch
launch, launch
i27~29
high
A very slow but long ranged counter hit launching low. Can be used to stuff approaches but better players will be able to low parry this. Second hit is safe but your opponent needs to be asleep to get hit by it.
Heaven Shatter Kick

b+4

high
20
-2
Knockdown/Launch
i18~19
Homing. Corkscrew state on air hit. Gives Julia a microdash df+3+4 for a pick up into a combo. Julia doesn't necessarily need homing moves, but this is still a good tool.
Twin Arrow

b+1+2

m
23
-14
Launch
i21
Can be used to stuff approaches or whiff punish moves with longer recovery. Pushback was reduced in on of the more recent patches so it is easier to punish on block. Still worth going for as it leads to great damage and wall carry for Julia.

u/f

Shove It Up

uf+1

m
+4
-12
+4~5
i15~16
If you think you can find a better evasive counter hit launcher, you can Shove It Up your ugly a$$. A fast, evasive counter hit launcher with good range. Picking up for the ch launch can be tricky at further ranges. No crush frames but is very evasive.
Double Lift Kick

uf+4, 3

m,​ m
8,​ 8
-8, -13
+4, Launch
i16~17, i13~14
An i16 hopkick. Has a safe follow up if your opponent forgot to punish the second hit fast enough. Second hit is safe and can be used to scout a low with relatively low commitment for Julia. Can be used to end combos on the wall but is prone drop after longer wall carry combos or against smaller characters.
Foot Stomp

uf+3+4

m
25
-13
Launch
i35~42
low
Julia's high wall splat ender and gives a free f, F+3 when hit as such. Gives a df+3+4 pickup into a combo on normal hit if you want to be a nut and throw it out in neutral.

Motion Input

Party Crasher

f, F+1, 4

m,​ h
11
-2, -4
+4, +15 (Spin State, Wall Splat)
Second hit CH Launches
i11, i24-25
Second hit Corkscrew state on air hit. One of the most unique tools in the game; can be used to scout options, approach, pressure, whiff punish, and so on. Good options after the first hit of Party Crasher is another Party Crasher, d+3, side step, backdash, delay the second hit, m4, Mad Axes, qcf+2, uf+1. A party crasher with the follow up hit deep will give Julia a setup of war drums or b+1+2 on every character but does not work on big bodies and evasive characters such as Feng may have ways to get out of certain options.
Lift Kick

f, F+3

m
18
-14
Knockdown
i13~14
Knockdown when hit standing cannot be teched, giving Julia a free hit, most often will be another f, F+3. If f, F+3 when hit grounded is not teched, she gets a flip over, giving her another f, F+3 hit. This can be looped if your opponent does not know to tech roll the move.
Storm Chaser

f, F+4

h
25
+2
Knockdown
i20~21
low crush
Corkscrew state on air hit. One of her few plus moves. May have slightly less range than expected and is a little linear to her right. Can also be used in some niche combos.
Double Palm Push

f, F+1+2

m
23
-9
Knockdown
i13~14
As of patch 5.00 released on August 17th 2022, this move is no longer a wall bounce but a wall splat. One of Julia's mix tools at the wall, normally between this and War Drum.
Lightning Bolt (Shotgun)

d,df+1, 2

m,​ m
14,​ 24
-6 (+2 WR cancel), -14
0 (+8 WR cancel), Knockdown
i12~13, i20~21
Natural on counter hit. Press 3 or 4 after the first hit to do a Wind Roll spin. D, df+1 and 3 or 4 is one of Julia's staple combo fillers. Does more damage than party crasher but has less wall carry.
Spirit Canon

d, df, f+2

h
15
-8
Launch
i15~16
No real high crush frames past the d, df from the input but is incredibly evasive and will beat every jab anyway. Common way to beat jab checks after party crasher.
Flaming Arrow

f, f, F+1

h
28
+4~5
Knockdown, Wall Splat
i12~13
A very fast and plus high that gives a free grounded hit if it lands. Good to approach with but can be linear.
Super Slash

f, f, F+3

m
30
Knockdown
i23~30
low
Generic slash kick. Ok to approach with but is linear and somewhat slow.

While Standing

Flash Uppercut

ws1

m
15
-13
Launch
i15
i15 ws punish
Middle Sobat

ws3

m
21
-7
+15, spin state
Knockdown
i14
As of patch 5.00 on August 17th 2022, this move no longer wall splats. This is Julia's Wall Crush move on hit, giving her +24 to +33 frames on wall hit depending on distance. Corkscrew state on air hit. Homing. Usually used as a mix between itself and fc df4, 3.
Skyscraper Kick

ws4

m
17
-12
Knockdown
i11
i11 ws punish. Fairly minus but few characters can punish due to the pushback. A small sidestep in either direction into a small backdash will give Julia a 50/50 of war drums and a mid of your choosing. B+1+2 is a good choice, but be careful using it against a character with a good i13~14 punish.

Crouch

Body Elbow

FC.df+2

m
25
-14
Knockdown, Wall Splat
i12~13
A relatively high damage i12 ws punish. Good damage, but does not give the set up that ws4 gives Julia. Best used to punish a move when at the wall or if ws4 wouldn't be enough to end the round by itself.
Spinning Sweep Combo (Bow and Arrow)

FC.d/f+4,3

l,​ m
9,​ 20
-14, -17
-3, Knockdown
i16, i23~27
Untechable knockdown. Gets a free f, F+3 at the wall and a d1+2 against big characters. No longer gets oki in open play as of patch 5.00, though Julia can easily chase the opponent down on wake up and set up War Drums. Can be hard to block both hits.

Throws

Mad Axes

QCB,f+2

h
4742
Knockdown
i10
One of the best throws in the game due to its speed at being the fastest throw in the game. Even pro players can have difficulty breaking this consistently if done unpredictably. Has an extremely long buffer window that allows you to hide the input in other moves such as party crasher, wind roll, d3, f, f+4 on block. The knockdown Julia gets is -5, however she is too far away once the throw ends for any wake-up attack to reach her and a spring kick is too far for her to block so be ready to punish unwitting opponents. The throw ends with the opponent being thrown almost 90 degrees to Julia's right at time of the throw landing so there is a chance it can lose you the wall.

External links