Julia (Tekken 7) |
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n
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
G-Clef Canon
1, 1, 1
h
7, 12, 20
+1, -9, -14
Knockdown, Wall Splat
Knockdown, Wall Splat
i10
Only natural on counter hit
Left Right Combo to Wind Roll
1, 2
h
10, 7
+1, -1
+1, +5
10, 13
i10 Punish option, can press 3 or 4 to go into Wind Roll stance
Spin Behind to Double Fist
2~b
h
10, 22
-8
last hit +4
i12
i12 punish, back turn on hit
[[#Julia- [4~2] 1]]
War Drum
[4~2] 1
l (h), m
7 (12), 21
-12, -16
Knockdown, Wallsplat
i15, 18
Wind Hatchet
WR+2
M
20
-9
+11, Spin State, Wall Splat
18-19
Corkscrew state on air hit
Bucking Steed
f2, 1, 2
h, h, m
10, 14
-2, -1, -10
+7, +5, KD
Only last hit counter hit launches
12, 15~16, 18~20
[[#Julia- f[3~1]]]
Lashing Arrow
f[3~1]
h
24
-3~+4
Knockdown
12~19
Left Knee Hunting Tomahawk
df3, 1+2
m, m
14, 18
-7, -13
Knockdown
13~14, 25~26
i13 punish
Heaven Shatter Kick
b+4
high
20
-2
Knockdown (Launch)
18~19
Homing. Corkscrew state on air hit
f, F+1, 4
m, h
11
-2, -4
+4, +15 (Spin State, Wall Splat)
Second hit CH Launches
11, 24-25
Second hit Corkscrew state on air hit
Double Palm Push
f, F+1+2
m
23
-9
Knockdown
13~14
Wall Bounce. 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
12~13, 20~21
Natural on counter hit. Press 3 or 4 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
15~16
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.
Middle Sobat
ws3
m
21
-7
+15, spin state
Knockdown
14
Corkscrew state on air hit. Homing. Free f, F+3 on ch or a combo if you're VERY good.
Spinning Sweep Combo (Bow and Arrow)
fc df4, 3
l, m
9, 20
-14, -17
-3, Knockdown
16, 23~27
Untechable knockdown. Gets a free f, F+3 at the wall and a d1+2 against big characters. In open play, f, F+2 will beat staying on the ground and spring kick. D+1+2 beats every other wake up option.