_____________________________________ | | | Santa's Julia Chang Faq | | version 4.65 (9-15-97) | |_____________________________________| ----------------------------------------------------------------------------- -----------------In Memory of Amy Diane Evernham 1975-1997------------------- ----------------------------------------------------------------------------- /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ ||||| ||||| ||||| ||||| ||||| ///\\\ ||||| ||||| ||||| ||||| ||||| ////\\\\ ||||| ||||| ||||| ||||| ||||| /////\\\\\ ||||| ||||| ||||| ||||| ||||| ///// \\\\\ ||||| ||||| ||||| ||||| ||||| /////||||\\\\\ ||||| ||||| ||||| ||||| ||||| /////||||||\\\\\ \\\\\ ///// ||||| ||||| ||||| ||||| ///// \\\\\ \\\\\ ///// ||||| ||||| ||||| ||||| ///// \\\\\ \\\\\///// \\\\\\\/////// ||||||||||| ||||| ///// \\\\\ \\\\//// \\\\\\////// ||||||||||| ||||| ///// \\\\\ ////\\\\ |||| |||| /\ |||| |||| /||||||||||\ /////\\\\\ |||| |||| //\\ ||||\ |||| |||||||||||| |||| \\\\ |||| |||| ///\\\ ||||\\ |||| |||| ||||| |||| |||| |||| ////\\\\ ||||\\\ |||| |||| |||| ||||||||||| //// \\\\ ||||\\\\ |||| |||| |||||| |||| ||||||||||| ////||||\\\\ |||| \\\\|||| |||| |||||| |||| |||| |||| ////||||||\\\\ |||| \\\|||| |||| |||| |||| //// |||| |||| //// \\\\ |||| \\|||| |||| |||| \\\\\///// |||| |||| //// \\\\ |||| \|||| |||||||||||| \\\\//// |||| |||| //// \\\\ |||| |||| \||||||||||/ \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Questions, comments, suggestions, and corrections(they are all more than welcome) should be mailed to me(Josh, a.k.a.Santa)at Santa999@hotmail.com. This faq should not be republished for money(c'mon EGM)and can only be distributed in its full form for no profit. Thanx for reading this and I hope this helps! The newest version of this faq can be found at http://www.geocities.com/TimesSquare/Alley/4845/SantasJuliafaq.txt /--------\ ( Contents ) \--------/ 1. foreword 2. Julia's moves and throws 3. specific move tables 4. explanation and strategy for moves 5. strategies 6. juggling 7. hitting grounded people and keeping them off their feet(okizeme) 8. strengths and weaknesses 9. Useless Info 10. update history 11. credits 12. coming in next version this faq is written in monospace format. do the numbers and dots line up vertically? 123456789 ......... if they dont this thing might look a little messed up. try using notepad or the new courier font in microsoft word and other programs to view this. /-----------\ ( 1. foreword ) \-----------/ this faq was made for beggining Julia players. because you can never stop learning, this faq will only take you to a certain point. by no means does this mean that there is a secret that will just enable you to do every throw, every tenhit, and every move, it means you have to practice to get better. "to learn a skill is one thing, but to practice to make it your own is another"...by the way...congratulations to Alex on winning the third session of the Tekken 3 tournament in the UK!!! long live Julia and all the faithful Julia players out there!!!!!!! /---------------------------\ ( 2. Julia's moves and throws ) \---------------------------/ Note-I use the most of the same notations as surfbard. to get to his site and get his faq look below at the credits section. also...for those of you new to tekken 3 go to the Tekken 3 Web Project and get their gameplay primer. after that read the advanced strategy section for techniques like dash buffering and button buffering(for things like reversal breaks and the supercharger) and several others. the address is http://metro.net/slikatel/tekken3/index1.htm other notations --------------- :=one fifth of a seconds pause in ten hit strings 1=left punch 2=right punch 3=left kick 4=right kick (RN)=while running QCB=quarter circle back(d,d/b,b) throws ------ (Front) 1+3 Death Valley Bomb 2+4 Fisherman Suplex d,D/B+1+3 Front Suplex (WC),d/b,d,D/B+1+2 Cyclone Suplex D/F+1+2 Armlock Suplex QCB,f+2 Triple Threat (Left) 1+3_2+4 Running Bulldog (Right) 1+3_2+4 Spinning Frankensteiner (Back) 1+3_2+4 Spinning Air Neck Breaker basic moves ----------- (u/b_u_u/f)+4 hopkick f,f,f+3 running sidekick (in lie down position)+3 sweep 1+2+3+4 supercharger special moves ------------- (1~1,1)_(d/f+1,1) Catapult Combo 1~1,4,3 Catapult, Sweep, Bow Leg d/f+1,4,3 Overhead Chop, Back Sweep, Fankick F+1 Rushing Uppercut **Juggles Opponent** f,f+1, Dashing Left Elbow, [Skyscraper Kick] 1~2,(3_4) Punch, Death Push, (Lowkick_Highkick) 1+2 Double Strike **Stuns If Blocked** (WS+2)_(3~2) Slash Uppercut 2 Elbow 1,1 Catapult Combo **Juggles Opponent** 1,4,3 Club Fist, Sweep, Bow Leg 4,(N+4)_(d+4)_1 Sweep, (Highkick_Fankick_Uppercut) (WS)+4 Skyscraper Kick 2+3,1 Death Push, Punt Kick, Uppercut **Juggles Opponent** (RN)_(WC,d/f)+1,2 Dashing Punch, Elbow (WC),d/f+2 Dashing Elbow **Stuns on Counterhit** (WC),d/f+4,3 Back Leg Sweep, Bow Leg d/f+2,3_4_1 Death Push, Lowkick_Highkick_uppercut **Juggles** 1~2~1 Jab, Death Push, Sky Uppercut **Major Counter Only** 2~b Punch, Spin Behind F+1~2 Lunging Palm Attack 1+4,3 Club Fist, Sweep, Bowleg d+4,4_(d+4)_1 Spinsweep, Highkick_Sweep_Uppercut **Juggles Opp.** 4,4,4_(d+4)_1 Kick, Sweepkick, Highkick_Sweep_Uppercut **Juggles** 3+4 Sidestep Spin 3+4,4,4,4_(d+4)_1 Spin, Highkick, Sweepkick, Highkick_Lowkick_Uppercut u/f+3+4 Earthquake Stomp d/f+3 Face Kick 2+3+4 Wave Taunt f+1+4 Heaven Cannon **Unblockable** (d/b)_(d)+(1+3)_(2+4) Low Attack Breaker 211:2:33:3:4:4:1 Tenstring HHMHHLHHLM 211:2:33:2:3:2:1 Tenstring HHMHHLMLMH 211:2:33:2:1:4:3 Tenstring HHMHHLMMLH /-----------------------\ ( 3. specific move tables ) \-----------------------/ someone suggested that i do this and it would be helpful to beginners so i thought i would go ahead and do it. key for where it hits-m=mid, h=high, l=low note-the life bar per match is about 140 points of health, not 100. also, the escape commands are for people looking for ways to get out of Julia's throws. they should be done as fast as possible as soon as the throw starts(the first few frames of animation). also, i apologize for not having the damage that the normal moves inflict. _______________________________________________________________ | throw | damage | escape command | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1+3 35 1 2+4 30 2 d,D/B+1+3 35 1 (WC),d/b,d,D/B+1+2 45 1+2 D/F+1+2 37 2 QCB,f+2 14,14,14 1+2 (Left) 1+3_2+4 40 1 (Right) 1+3_2+4 45 2 (Back) 1+3_2+4 50 inescapable _____________________________________________ | basic move | hits | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (u/b_u_u/f)+4 m f,f,f+3 m (in lie down position)+3 l 1+2+3+4 not available _________________________________________________________________ | special move | hits | damage | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (1~1,1)_(d/f+1,1) (h,m,m)_(m,m) (10,5,21)_(8,21) 1~1,4,3 h,m,l,h 10,5,12,15 d/f+1,4,3 m,l,h 8,12,15 F+1 m 15 f,f+1, m,m 10,15 1~2,(3_4) h,m,l_h 10,8,(10_20) 1+2 m 25 (WS+2)_(3~2) (m)_(m) (15)_(15)(when you follow up the slash uppercut with either the 1,1 combo or 1,4,3 combo the slash uppercut does 18 damage for some reason) ----note-the following four are follow ups for the slash uppercut---- 2 m 22 1,1 m,m 5,21 1,4,3 m,l,h 5,12,15 4,(N+4)_(d+4)_(1) l,h_l_m 12,(23)_(10)_(21) ----note-the preceding four were follow ups for the slash uppercut--- (WS)+4 m 15 2+3,1 l,m,m 8,9,25 (RN)_(WC,d/f)+1,2 m,m 14,21 (WC),d/f+2 m 20 (WC),d/f+4,3 l,h 12,15 d/f+2,3_4_1 m,l_h_h 10,10_20_21 1~2~1 h,m,m 10,15,21 2~b h 12 F+1~2 m 21 1+4,3 m,l,h 12,12,15 d+4,4_(d+4)_1 l,h_l_m 10,23_10_21 4,4,4_(d+4)_1 h,l,h_l_m 20,12,23_10_21 3+4 not available not available 3+4,4,4,4_(d+4)_1 h,l,h_l_m 20,12,23_10_21 u/f+3+4 m 35 d/f+3 m 17 2+3+4 not available not available f+1+4 m 50 (d/b)_(d)+(1+3)_(2+4) not available not available /-------------------------------------\ ( 4. explanation and strategy for moves ) \-------------------------------------/ throws ------ general-throws are always useful...they take off good damage, leave the opponent stunned on the ground for at least one more hit, are always good against turtles who only block, and sure frustrate a human opponent. use them wisely, however. be wary of the master that can break your throws. you must mix them up. specific -------- 1. 1+3 - this is a great throw, simple to do, and takes good damage, and lets you get in another hit while they're grounded. Also when they get up their back will be turned. 2. 2+4 - not as good a throw, not as much damage, and not quite as good positioning for getting a couple more hits in. Also when they get up their back will be turned. 3. d,D/B+1+3 - 4. (WC),d/b,d,D/B+1+2 - 5. D/F+1+2 - a good throw, cool looking and good damage. 6. QCB,f+2 - this one has great damage, and looks VERY cool, and takes 2 buttons to break...however it does take a little bit to get off, so use it carefully. 7. 1+3_2+4(left) - this throw must be done when the opponents left side is facing you. My advice? Whenever your opponents left side, right side, or back is facing you, do side or back throw. they are very simple to get off, and they provide great damage...and look alot cooler than others! but if you are playing a master who can break your thows they can see which side you are doing the throw from so you should pry only use back throws, since they are inescapable. 8. 1+3_2+4(right) - refer to number 7 9. 1+3_2+4(back) - refer to number 7 basic moves ----------- general-these are some moves that only certain characters have(except for the sweep+supercharger) and i find them very useful so i thought they were worth mentioning. specific -------- 1. (u/b_u_u/f)+4 - most useful basic move, and one of the best moves compared to the special moves, this move has great priority (priority means it will override your opponents attack, so great priority would mean that it overrides most of your opponents attacks), great range, is pretty quick to come out, and sets up a nice juggle. but it does have some lag time after it, so make sure you do it at the right times. 2. f,f,f+3 - all characters have this move, but all the women(i am pretty sure of this) fall down while doing it, while the men stay standing. it also is a move that stuns if blocked. my opinion is that the men are more vulnerable than the women after this move. most of the time this move hits.this can also be used as a way get to the lie down position to set up a sweep. 3. (in lie down position)+3 - i have to check on this to make sure, but i am pretty sure that there are juggling possibilities after this if it hits so it knocks the opponent over in a way to start a juggle; i believe you have to be in a certain liedown position-face down, feet towards opponent. Julia has no way to get to this position besides being knocked down in a certain way so you have to learn to recognize it. you usually end up in this position after Hwaorang throws. you can also roll fowards or backwards before you do this move. you should also mix up this move with the rising midkick (in lie down position-4) for unpredictability. 4. 1+2+3+4 - all characters have this move and it acts the same for all of them. your character charges up for a brief moment(my advice to you is to not use this move unless your opponent is pretty far away or lying down, but make sure he isnt close to you) during this time any move will be a counterhit, so what i use it for most is the 1~2~1 major counter combo. the charge last for a few seconds. special moves ------------- general-always learn all your moves, and use a great variety. especially good aggainst human opponents who will learn your style if you only use a couple. specific -------- 1. (1~1,1)_(d/f+1,1) - a good juggler...but not much else. i prefer the 1~1,1 2. 1~1,4,3 - the bow leg combos always look good and take nice damage, but they aren't much for countering or anything else, but once one part of the bow leg combo hits the rest is guaranteed, this goes all of the bow leg combos. 3. d/f+1,4,3 - basically the same as number 2 4. F+1 - great juggle starter, lets you run in and start a nice juggle when you block something and get pushed away. 5. f,f+1 - very quick, although not good damage or reach, besides how far you hop(this move can be dash buffered). can be used to counter nicely 6. 1~2,(3_4) - nice little combo, but not to much damage, but it can confuse an opponent. mix these up. if you use the 3 too much and then use the 4 it will be ducked and you will pay. 7. 1+2 - very slow start, but very good damage and long reach, when you stun on a counterhit with an elbow or something you should have enough time to pull this off for very nice damage, on a counter it knocks a long ways a way...you can usually get a stomp or shoulder ram in by running in! 8. (WS+2)_(3~2) - pretty quick, useful when interrupting an opponents tenstring after ducking a high hit, use these alot and mix them up, also, if you connect with this as a counter, the rest of the attack you choose will automatically connect! plus if the first attack is blocked you can go mid or low then if you use b,c,or d, you can go choose mid or low again!! total agony for your opponent! a. 2 - a quick finish...ok damage b. 1,1 - a nice juggle start, but not as much as d. is c. 1,4,3 - good damage, looks cool d. 4,(N+4)_(d+4)_1 - used with 4,1 its a great juggle start...mix that up with d+4, and if you must be careful about using N+4 9. (WS)+4 - not good damage...not good reach...only good thing about it is it knocks your opponent down. 10. 2+3,1 - very nice damage and juggle start, but the third hit gets blocked alot. this move is mainly useful in juggles. 11. (RN)_(WC,d/f)+1,2 - oh this is such a good move!! should be used at least once a round, its so quick, its such nice damage!!! 12. (WC),d/f+2 - this is quick and nice for countering, because it stuns then after it stuns you can do a double strike, you can also do this while running. 13. (WC),d/f+4,3 - another bow leg short combo, this is kind of nice, use this move if your opponent is just getting up to keep them off their feet. 14. d/f+2,3_4_1 - in the d/f+2,1 combo, if the first hit connects, the second hit is unblockable! this combo can be quite useful, if they start blocking the first hit alot of times the 3 option will hit because they keep blocking high. 15. 1~2~1 - also another great move to use!! looks oh so cool and causes oh so nice damage!! remember it only works on a major counter, but should be used as often as possible! 16. 2~b - used to trick opponent, if they are slow to react go for a back throw 17. F+1~2 - used to get in close like the rushing uppercut this causes better damage but doesnt juggle, so dont use it quite so much as other moves but it can be a confusing move to throw out once in a while because they may think you are doing a rushing uppercut and attack to soon and get countered. 18. 1+4,3 - easy way to get the bow leg, and nice damage but not much for countering or anything else 19. d+4,4_(d+4)_1 - these are very useful, especially the d+4,1(juggles) which should be used alot(be careful because if the second hit is blocked you better be ready to escape a throw or take some damage), mix that up with the d+4,d+4 and if you must use it be careful about using the d+4,4 20. 4,4,4_(d+4)_1 - NICE damage, especially the juggle starting one(4,4,1), mix that up with the 4,4,d+4 , and if you must use it be careful about using the 4,4,4(the reason i keep saying this is because it gets ducked, countered, or reversed so easily 21. 3+4 - not as good as the regular axis shifting sidestep if you ask me, but it does go at a sharper angle 22. 3+4,4,4,4_(d+4)_1 - this pretty useful for getting out of the way and getting a quick attack off, adjust strategy according according to 20. 23. u/f+3+4 - very good damage, but not to useful, except against an opponent that just wont get up(this move is used on grounded opponents well) 24. d/f+3 - this move can be a useful quick attack, but not much else, so you probably shouldnt use it very often 24. 2+3+4 - dont ask me why youd ever use this 25. f+1+4 - this is probably one of the best unblockables in the game, its very quick, can be used at good range so they might have some trouble getting in to you and interrupting the unblockable charge up...oh i so love using this on Eddy mashers! an added bonus-it juggles VERY high!! 26. (d/b)_(d)+(1+3)_(2+4) - for those of you who dont use this, you dont know what youre missing. useful in defending against tenstrings or other combos(like Jin's u/f+4,4,4,4) because you basically stop the combo completely and get the slight advantage(28 frames of animation) to attack first...this does not mean that they will not be able to block your attack, but you get the choice of attack level... basically, the advantage of suprise. remember, this will only catch low moves, but this type of reversal is final, it cannot be broken like a regular mid+high reversal. also i think a hopkick juggle is guaranteed after a successful low attack cancel. tenstrings ---------- general-can catch many inexperienced and button masher players who cannot block, but used against masters who can reverse and counter them you will just end up looking like a fool. mix em up so they dont know when those low hits are coming. for Julia's ten hits, the first 2 hits(2,1) should be done immediately after the other(2~1) almost in a fluid motion across the two buttons. and remember, practice, practice, practice, because that is the only way youll ever learn a tenstring. specific -------- 211:2:33:3:4:4:1 - probably her worst tenstring...although the last 2 hits are slow, the last hit juggles! 211:2:33:2:3:2:1 - probably her second best tenstring, i am pretty sure that if the second to last hit connects, the last hit is unblockable!(the last 2 hits look like the last 2 hits of the 1~2~1 major counter combo) 211:2:33:2:1:4:3 - this is a very good 10 hit, probably her best, because it has good speed and varying attack levels. /-------------\ ( 5. strategies ) \-------------/ against human opponents ----------------------- the best strategy i can give you in this section is to always, ALWAYS, watch your opponent for a couple rounds as he plays against the computer. learn his style, as it is very likely not to change...this strategy will never fail you, unless you are playing one of the BEST of tekken players and you are totally outmatched. if you can, use throws and laugh as you use them as this will take them off their game. get catlord's tekken phsycology 101 paper and read it for proper trash talking. always learn how to block anything, as it will leave them wide open after say, a ten hitter. defensive situations -------------------- when floored-your strategies here will differ according to how your opponent thinks. if he expects you to roll backwards or fowards, he will probably use a powerful mid. in this situation staying on the ground perfectly still would probably be your best option, then you can sweep them as they are recovering. if they expect you to roll to the side then they will probably go for a low attack with a good diameter. in this case you should probably do the quick rise(see surfbard's faq for info on this) before he gets a chance to hit you and block what he tries to hit you with. if he expects you to stay still then you should probably roll to the side. when floored, it is mainly anticipation, also you should have noticed that almost all strategies for when you are floored are defensive. also, if you are playing against a better player, they will catch on to what you are doing to avoid him, such as you are lying still he will start to use stuff that hits you while you are still. you must now start rolling to the side. when attacking-yes i know, you are saying "when attacking!? in the defensive section!?!?" well, there is a defensive side to attacking in that, you can be reversed, you must be ready to break reversals. i know, this isnt quite beginner strategy, but i thought i should mention it. for you above average players out there i recommend buffering reversal breaks for as many moves as you can, especially when you expect to be reversed, like when you are using a string, or someone thats playing with Paul and going reversal crazy. when being thrown-learn all escapes for all throws. i think the hardest thing about breaking throws is learning to recognize the throw you are trying to break out of. if you can, try to know when your opponent will try to throw you, and if he is predictible enough, he will do the same throw a lot so make sure you break it. at different ranges-when in close to opponent be ready for anything. a throw or high attack, which you can duck and retaliate, a mid attack which you will either have to block or sidestep or counter because of Julia's lack of a mid/high reversal or attack cancel, or a low attack, which you can either block or use the low attack cancel on, which would be the better option, because a hopkick juggle is pretty much guaranteed after a low attack cancel. when at medium to long ranges you should probably not be on defense here at all because of Julia's wide array of dashing attacks. offensive situations -------------------- staying on the attack-Julia is offensive! like most Tekken 3 characters, not all, but most. this means you need to stay on the at least 80% of the time, if not more!! to stay on the attack, it takes learned skill, not something that comes easy. you have to make your moves flow together so that your opponent cannot anticipate what you do next and you have to mix your moves up so you dont become too predictible, when you are playing against reversal characters, use elbows more often because they arent reversable, and when playing against a character with a mid/high attack cancel only some of you elbows can be cancelled, whatever you do you want to avoid being put on the defensive!! countering-one of the hardest skills to learn, but also one of the skills most worth learning! to counter an opponent you have to either hit them when they are (a.) executing the move-an example would be seeing Paul do an unblockable charge up, and hitting while he is still in the unblockable charge up. doing something like this is a major counter. (b.) finished with a move and recovering. such as if Paul had just done a deathfist, and you hit him with a jab before he can attack again or block your hit. this is a minor counter. some of Julia's moves stun on a counter, so thats a chance to some major damage! countering usually includes stuff like interrupting, which is usually when an opponent is doing a string and you just do a quick jab or attack to stop his momentum and get yourself back on the offensive. at different ranges-i shouldnt have to say BE ON THE ATTACK! when opponent is floored-you should watch what he does. if he rolls back you catch him with a dashing punch + elbow, a sweep into uppercut will do the trick for this and also will do the trick for if they are lying still, if they just dont get up, you can opt for better damage with the earthquake stomp. if they roll to the side then your best bet would probably be a back leg sweep (WC,d/f+4) with out the 3 on it at the end, because that will miss. i think the d/f+3(face kick) might work too, i have to check on this...whatever you do dont do a d+4,1 if they are rolling to the side!! it will miss completely, leaving you wide open!! /-----------\ ( 6. juggling ) \-----------/ juggling -------- explanation-juggling is always an important part of any characters and players arsenal. juggling is basically hitting an opponent with a move that floats them and hitting them in mid air(moves that juggle are noted above, and the unblockable heavens cannon also juggles). juggles ------- d+4,1 - Front Sweep -> Cannon Blast 1,d+4,1 1,2,d+4,1 F+1 - Dashing Uppercut d+4,1(d+4,1 can be done 3 times) 1,2+3,1 uf+4 - Hopkick 1,2,b+1 1,1~1~1 1,2,1,1,2,3,3,3 1,f,f+1,4,4,4 1,1,2,4 1,1,2,3 1,df+1 1,2+3,1 1~1~1 - Treble Clef Cannon 1,d+4,1 1,f,f+1 1,1,1,d+4,1 f+1+4 - Heavens Cannon(unblockable) d+4,D,d/f+4,3 D/F~1,2,d+4,1 2,1,1,2,3,3,3,4,4,1 - tenstring 1,2+3,1 3+2,1 - death push,punt kick, uppercut 1,d+4,1,d+4,1,d+4,1,d+4 /-------------------------------------------------------------------\ ( 7. hitting grounded people and keeping them off their feet(okizeme) ) \-------------------------------------------------------------------/ this is exactly what it sounds. hitting people on the ground. especially useful against lei. the 3 moves that start with a sweep are good for this, and d+4,1 can be done cheesily up to three times. if you are playing against a novice or button masher, they will usually roll forwards or backwards(you can use this on Gun Jack, Kuma, and Ogre2 even if they dont start rolling away), so after you knock them too far away to hit with a d+4,1, go for a heaven's cannon(f+1+4), and it will usually hit and cause massive damage, AND JUGGLE!!dont try this on an experienced player. /---------------------------\ ( 8. strengths and weaknesses ) \---------------------------/ strengths --------- alot of Julia's strength comes from her dashing attacks, such as the dashing elbows, dashing punch and elbow, lunging palm, rushing uppercut, and unblockable heaven's cannon. they are all very quick and useful, and most do very decent damage. another strength comes from her long leg reach. remember, Julia is mainly offensive(this doesnt mean you shouldnt become good on defense too, because a strong offense and defense would be the best thing), but she does find strength in her low attack cancel (d_db+1+3_2+4) and i am pretty sure that a hopkick juggle is garunteed after you break their low attack. its very important to use this move to switch the offensive side back to you, where it belongs if you want to be good with Julia. Julia also gains a lot of strength from her speed. also, Julia is great for Okizeme tactics, probably one of the best in the game. weaknesses ---------- her main drawback is her lack of power and power moves. what can i say? Power is definitely important(even though i prefer speed and agility over power). Julia's one real power move(1+2) is fairly slow. another drawback is Julia is very hard to learn, you have to practice alot to be good with her, but thats why youre reading this guide, isnt it? Julia is also very hard to juggle with effectively, so thats more practice time. also her lack of a mid/high attack cancel or reversal can be very annoying at some times. /---------------\ ( 9. Useless Info ) \---------------/ story ----- _____ |_ _| | | | | __ | | \ \__/ / \____/ ulia studies archeology in Michelle Chang's tribal lands. As a baby, Julia was deserted in the ruins of acient Native American Settlements, where Michelle found her. Michlle rescued Julia and brought her up with love. Julia loved Michelle and her adopted tribe and trained with Michelle to protect her beloved home land. \ / \/\/ hen Julia was 18, stories of sudden disappearances of famous martial artists all over the world began to reach the tribe. The tribe knew the cause, which was contained in the tribal legends...the legend of the God of Fighting. People in the tribe feared that Michelle's pendant, the key to Native american sacred treasure, had something to do with the disappearances. \ / \/\/ ith apprehension spreading through the tribe, Michelle left for Japan to ask Heihachi why he had sought to take the pendant during the second tournament, Michelle hoped to learn about the origin of the God of Fighting's power. Michelle did not return. Julia suspected Heihachi and now seeks him out to discover the truth. profile ------- catch copy - wandering woman fistfighter nationality - USA fighting style - chinese kenpo age - 18 height - 165cm weight - 54kg blood type - B occupation - archaeology research hobby - hunting likes - buffalo dislikes - mishima zaibatsu stage - Temple Entry Room the voice actress for Julia is Tsuru Hiromi(family name first) WINNING STANCES (hold button after winning round) ------------------------------------------------- 1- Forward Flip, Sultry Hip Pose 2- Jumping One Leg Twist, Kneeling Pray 3- Backflip, Sultry Hip Pose 4- Jumping One Leg Uppercut, Sky Pray /------------------\ ( 10. update history ) \------------------/ version 1.00-first release version 1.10-added Julia's story version 1.50-many various corrections, added strategy for most of throws version 2.50-a few corrections, added strategy for most of moves and a tenstring version 2.60-made one major correction version 3.00-some adjustments, added strategy for okizeming and some moves and a tenstring and also the general tenstring strategy. version 3.20-some minor adjustments and corrections, added strategy for a tenstring version 3.90-added foreword, added some strategy, added unconfirmed move(i just need to get to the arcade to confirm it) added confirmed move, some adjustments to the faq version 4.20-added a stat to Julia's profile, added specific move tables, made some corrections, confirmed that the unconfirmed move was wrong version 4.50-added basic moves sections, made a couple corrections, added some stuff version 4.65-added some stuff, added strengths and weaknesses section, made some major adjustments, added TONS of strategies /-----------\ ( 11. credits ) \-----------/ I would like to thank all these people. Surfbard, for letting me use his moves from his wonderful faq. you can go to his site and get his faq from it at http://pw2.netcom.com/~surfbard/ Catlord, for letting me use his moves and timings for the tenstrings. you can get his latest faq at http://www.monmouth.com/~karin/t3moves.txt AL X, for letting me use the juggles from his great juggler's bible, and for having one of the best tekken web sites for many reasons. his website is http://www.geocities.com/~twistedtekken/ Don "Gamera" Chan, for some of Julia's profile Namco, for making such a great game that i got addicted to. all the people who have put this faq on their site, such as slikatel, surfbard, alx, nogard, and Richard Dick...please tell me if i forgot to mention you in the credits section. Jon, one of the workers at Tilt, for giving me some good competition besides Eddy mashers... Tilt in Bloomington/Normal for giving me a place to play Tekken 3... /----------------------------\ ( 12. coming in later versions ) \----------------------------/ more juggles! expanded in depth strategy! rest of the strategy for every move and throw! Note-version 5.00 will be the FINAL version, unless a new version of T3 comes out where Julia is actually changed. usually i update my faq every couple of weeks.