Julia Chang

Original Spreadsheet

Command Hit Level Damage Startup
Frame
Block
Frame
Hit
Frame
Counterhit
Frame
Notes/Properties
During Rage d/f+1+2 M 55 20 -22 KND KND Rage Art.
During Rage f+2+3 M,M 44 15 +2 KND KND Rage Drive, Wall Break/Splat.
1 H 7 10 +1 +8 +8
1,1 H,M 7,12 10 -9 +2 +2s NC.
1,1,1 H,M,M 7,12,20 10 -14 KND KND NCC, Wall Break/Splat.
1,1,2 H,M,M 7,12,20 10 -9 KND Launch Wall Break/Splat.
1,2 H,H 7,10 10 -1 +5 +5 NC, Jails.
1,2,1 H,H,M 7,10,10 10 -13 +3 +3
1,2,1,1 H,H,M,L 7,10,10,20 10 -14 KND KND
1,2,3 (or 1,2,4) H,H 7,8 10 +1(-9) +7(-3) +7(-3) Enters Evasive Spin (CES). NOTE: X (Y) Y is the frames with no followup else add X to the CES move.
2 H 10 10 -2 +7 +7
2,B (only during front hit) H 10 12 -8 +5 +5 Spin Behind (SB).
Spin Behind 1+2 H 22 - - +4 +4
3 H 17 14 -14 KND KND Wall Break/Splat
4 H 15 11 -12 -3 Launch
4,4 H,L 15,12 11s -16 -2 -2 TC.
4,4,1 H,L,M 15,12,21 11 -14 Launch Launch (4),4,1 is NCC, Wall Splat.
4,4,[1~2] H,L,M 15,12,20 11 -9 KND Launch Wall Break/Splat.
4,4,4 H,L,H 15,12,23 11 -6 KND KND (4),4,4 is NCC, Wall Break/Splat.
4,4,d+4 H,L,L 15,12,10 11s -19 -8 -8 (4),4,d+4 is NCC.
4~2 L,H 7,5 15(~16) -12 -4 +1
4~2,1 L,H,M 7,5,21 15(~16) -16 KND KND NCC, Wall Break/Splat. Is NC if the High doesn't connect.
1+2 M 14 18 -5 +1 +6 Floor Break.
1+2,4 M,H 14,12 18 -12 -1 +4 NC, Jails.
1+2,4,4 M,H,M 14,12,20 18 -20 KND KND (1+2),4,4 is NCC.
1+2,4,b,f+1+2 M,H,M 14,12,25 18 -10 KND KND (1+2),4,b,f+1+2 is NCC, Wall Break/Splat.
3+4 (or u+3+4) - - ? - - - Evasive Spin (CES).
CES 1 H 14 15(~31) +0 +6 Launch NOTE: X(~Y) Y is startup when doing raw CES else add X to the frames given by moves entering CES.
CES 2 M 20 18(~34) -9 +11 +11 Tail Spin, Wall Break/Splat.
CES 3 M 10 18(~34) -17 -7 -7
CES 3,1+2 M,M 10,27 18(~34) -13 KND KND NC, Wall Break/Splat.
CES 4 L 14 20(~36) -26 +6s +6s Recovers Crouching.
CES 4,1+2 L,M 14,18 20(~36) -16 KND KND NC, Wall Break.
CES 1+2 M 18 19(~35) -9 +5s Launch Floor Break.
1+4 M,L 12,21 18 -26 KND Launch NC.
1+4,D M 12 18s -18 -7 -7
f+2 H 10 12 -2 +7 +7
f+2,1 H,H 10,14 12 -1 +5 +10 NC.
f+2,1,2 H,H,M 10,14,20 12 -10 KND Launch (f+2),1,2 is NCC.
f+2,1,3 H,H 10,14 12 -1(-23) +5(-17) +10(-12) NOTE: X (Y) Y is the frame when doing Swift Step with no followup else add X to the given f+3~ moves.
f+2,1,3~1 H,H,H 10,14,24 12 -3 KND KND (f+2),1,3~1 is NCC, Wall Break/Splat.
f+2,1,3,1 H,H,M 10,14,15 12 -13 Launch Launch Wall Splat.
f+2,1,3,2 H,H,M 10,14,20 12 -8 KND Launch Wall Break/Splat.
f+2,1,3,4 H,H,L 10,14,17 12 -13 +2 Launch
f+2,1,3,u/f+3+4 H,H,M,H 10,14,8,12 12 -16 Launch Launch
f+2,4 H,M 10,17 12 -8 +5 KND NC.
f+3 - - 15 - - - Can hold d_d/b to enter crouching state at end, TJ 13F.
f+3~1 H 24 12(~19) -3 KND KND Wall Break/Splat, TJ 18F.
f+3,1 M 15 24(~39) -13 Launch Launch Wall Splat.
f+3,2 M 20 16(~31) -8 KND Launch Wall Break/Splat.
f+3,4 L 17 18(~33) -13 +2 KND
f+3,u/f+3+4 M,H 8,12 24(~39) -16 Launch Launch Wall Splat.
f+4 M 13 15 -10 +3 +3
f+4,1 M,M 13,23 15 -14 KND KND NC.
f+4,1~D M 13 15 -15 -2 -2
f+1+2 M 25 18 -14 KND KND Power Crush, Wall Bounce.
f+1+4 (,B to cancel) ! 30 67 Launch Launch Launch Unblockable, Wall Splat.
d/f+1 M 13 14 -5 +1 +1 Becomes +14 when hitting a crouching opponent. Floor Break.
d/f+2 M 8 15 -9 +2 +2
d/f+2,1 M,M 8,12 15 18 Launch Launch NC, Wall Splat.
d/f+2,3 M 8 15 +1 (-21) +12 (-10) +12 (-10) NOTE: X (Y) Y is the frame when doing Swift Step with no followup else add X to the given f+3~ moves.
d/f+2,3~1 M,H 8,24 15 -3 KND KND NC, Wall Break/Splat.
d/f+2,3,1 M,M 8,15 15 -13 Launch Launch Wall Splat.
d/f+2,3,2 M,M 8,20 15 -8 KND Launch Wall Break/Splat.
d/f+2,3,4 M,L 8,17 15 -13 +2 Launch
d/f+2,3,u/f+3+4 M,M,H 8,8,12 15 -16 Launch Launch
d/f+2,4 M,H 8,18 15 -6 +5 +5 NC.
d/f+3 M 14 13 -7 +4 +4
d/f+3,1+2 M,M 14,18 13 -13 KND KND NC, Wall Break/Splat.
d/f+4 M 14 14 -10 +1 +1
d/f+4,2 M,M 14,10 14 -13 -2 -2 NCC.
d/f+4,2,1 M,M,M 14,10,25 14 -14 KND KND NCC, Wall Break/Splat.
d/f+4,2,b,F+1 M,M,M 14,10,30 14 -14 KND KND NCC, Wall Break/Splat.
d/f+4,2,3 M,M,H 14,10,18 14 -5 KND KND NCC, Tail Spin, Wall Break/Splat.
d/f+3+4 SM,M 10,20 17 -7 +9 +9 NC.
d+1 SM 5 10s -5 +6 +6 TC 4F, Input f after to be in standing instead.
d+2 SM 8 11s -4 +7 +7 TC 4F.
d+2,3 SM,M 8,13 11 -10 +1 +1 NCC.
d+3 L 10 13 -12 -1 +4s
d+4 L 12 20s -16 -2 -2 TC 6F.
d+4,1 L,M 12,23 20 -14 Launch Launch NCC, Wall Splat.
d+4,[1~2] L,M 12,20 20 -9 KND Launch Wall Break/Splat.
d+4,4 L,H 12,23 20 -6 KND KND NCC, Wall Break/Splat.
d+4,d+4 L,L 12,10 20s -19 -8 -8 TC, NCC.
d+1+2 M 27 1 -14 KND KND Wall Break/Splat.
d/b+1 M 17 19 -12 +5 Launch TC 6-15F.
d/b+2 M 13 15 -10 +1 +1
d/b+2,1 M,L 13,7 15 -11 -4 +0 NCC.
d/b+3 L 12 16s -17 -6 -6 TC 4F.
d/b+4 L 11 15 -12 -1 +4
d/b+4,1 L,M 11,23 15 -10 KND KND NCC, Wall Break/Splat.
b+1 M 18 18 -9 +5s Launch Floor Break.
b+2 H 14 13 -10 +1 +1
b+2,3 H,H 14,15 13 -12 +4 +4 NC.
b+2,3,1+2 H,H,M 14,15,21 13 -13 KND KND (b+2),3,1+2 is NCC, Wall Break/Splat.
b+3 L 17 27s -13 +4 Launch TC 6F.
b+3,4 L,L 17,10 27s -8 Launch Launch TC.
b+4 H 20 18 -2 Launch Launch Tail Spin, Homing.
b+1+2 M 23 21 -14 Launch Launch
u/f+1 M 17 15 -12 +4 Launch
u/f+2 (or u+2 or u/b+2) H 17 15 -12 +9 +9
u/f+3 M 18 15 -16 KND KND Wall Break/Splat, TJ 9F.
u/f+4 M 8 16 -8 +4 +4 TJ 9F.
u/f+4,3 M,M 8,8 16 -13 Launch Launch Wall Splat.
u/f+4,3,1 M,M,M 8,8,25 16 -6 KND KND Wall Break/Splat.
u/f,n,4 M 25 ~23 -18 Launch Launch TJ 9F.
U/F,4 M 25 ~23 -8 +3 +3
u/f+3+4 M 25 35 -7~-13 Launch Launch TJ 7F.
f,F+1 M 11 11(~12) -2 +4 +7
f,F+1,4 M,H 11,17 11(~12) -4 +15g Launch NC, Tail Spin, Wall Break/Splat.
f,F+2 M 23 18(~19)s -13s KND KND Floor Break.
f,F+3 M 18 12(~13) -14 KND KND Wall Break/Splat.
f,F+4 H 25 20(~21) +2 Launch Launch Tail Spin.
f,F+1+2 M 23 13(~14) -9 KND KND Wall Break/Splat.
d,D/F+1 M 14 12(~12) -6 +0 +5
d,D/F+1,2 M,M 14,25 12(~12) -14 KND KND NCC, Wall Break/Splat.
d,D/F+1,3 (or d,D/F+1,4) M 14 12(~12) +2 (-8) +8 (-2) +13 (+3) Enters Evasive Spin (CES). NOTE: X (Y) Y is the frames with no followup else add X to the CES move.
qcf+2 H 15 i15 -8 Launch Launch Wall Splat.
f,f,F+1 (or WR+1) H 28 i12 +4 KND KND Wall Break/Splat.
f,f,F+2 (or WR+2) M 12 i14 -14 +1 +1
f,f,F+2,1 (or WR+2,1) M,M 12,21 i14 -13 KND KND NC, Wall Break/Splat.
f,f,F+3 (or WR+3) M 30 i23 +0 KND KND Wall Break/Splat, TJ 3F.
WS+1 M 15 15 -13 Launch Launch Wall Splat.
WS+[1~2] M 20 20 -9 KND Launch Wall Break/Splat.
WS+2 M 11 18 -17 -9 -6
WS+2,1 M,H 11,20 18 -4 KND Launch NC, Tail Spin.
WS+2,2 M,M 11,16 18 -16 KND KND NC, Floor Break.
WS+2,2,D M,M 11,16 18 -18 KND KND NC, Floor Break.
WS+2,hold 2 M,M 11,23 18 +4 KND KND NCC, Floor Break.
WS+2,hold 2,D M,M 11,23 18 +4 KND KND NCC, Floor Break.
WS+2,2,1+2 M,M,M 11,16,17 18 -16 KND KND NC, Wall Break, TJ.
WS+2,hold 2,1+2 M,M,M 11,23,17 18 -16 KND KND NCC, Wall Break, TJ.
WS+2,3 (or WS+2,4) M 11 18 +2 (-8) +10 (+0) +13 (+3) Enters Evasive Spin (CES). NOTE: On hit CES 1+2 trades with 11 frame moves.
WS+3 M 21 14 -7 +12~24g +12~24g Tail Spin, Homing, Wall Crush.
WS+4 M 17 11 -12 KND KND
FC d/f+2 M 25 12 -14 KND KND Wall Break/Splat.
FC d/f+4 L 9 16 -14 -3 -3
FC d/f+4,3 L,M 9,20 16 -17 KND KND NC, TJ.
SS+2 M 15 18(~27)s -5 +3 +28g TC 6F.
SS+3 M 23 20(~29) -6 KND KND Wall Break/Splat.
SS+4 L 17 20(~29) -13 +0 +13g TC 6F.
SS+3+4 M,M 10,10 22(~31) -21 Launch Launch
1+3+4 - - - - - - Taunt.
2+3+4 - - - - - - Welcome.
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