This post will conclude our presentation of Julia’s hitboxes. We will discuss her command normals, shatter attack, specials and super. Normals often have subtle hitboxes that have specific applications, specials moves generally have a lot bigger and dominant hitboxes.
df+HK
This is Julia’s only command normal, it is a low hitting move that knocks down on hit and has slightly better range and a better hitbox than the cr.HK. To balance it out against the cr.HK, the move has a slower startup and a hefty recovery. The move can be cancelled into a fireball to make it safe on block. One should be careful not to whiff it, as this sets you up for great punishment.
Shatter Attack (HP+HK)
The Shatter Attack is still very much a work in progress move. Right now it reuses the sprite of the j.HK, however with different hitboxes. Notice that during her attack she is lower body invincible and she is considered airborne. The invincibility allows her to dodge low attacks and hit it as a devastating counterattacks.
Because the move is airborne, the move is also unthrowable. You can therefore decide to throw it out when you anticipate a throw.
While this move beats two very common tactics (low attack and throw), it is very unsafe on block, and one needs to be very careful to throw it out.
Projectile (qcf+P)
Julia’s projectile is quite high up vertically, which makes it a little difficult to jump over. Because of this same fact some characters will have options to go under it (as Julia does herself with cr.HK). As you can see, the hitbox of the projectile extends a little further down than you might expect from the sprite. This is to make it so that the fireball doesn’t whiff over crouchers normally.
Both versions of the projectile have the same hitboxes. The hard punch fireball is quicker but the recovery of the move is slightly longer.
Dragonpunch (dp+P)

dp+LP

dp+HP

Julia’s dragonpunch is an excellent anti-air and has incredible priority to beat other moves out. The recovery is huge, which sets you up for brutal punishment if you whiff it. Both the light and heavy versions can be supercancelled.
The light version is invincible during the entire startup, but can be hit at the feet during its first active frames. As a result it will trade with a meaty attack if you reversal with it. This is not necessarily disadvantageous for Julia, as the dragonpunch juggles and it is possible to follow up with attacks after a trade. Unlike the hard version, the light version only hits once.
The hard version is completely invincible during the first hit, which means it will beat out meaties clean, but it has slightly longer startup.
The hitbox of the rising part of the dragonpunch is identical for both the light and the heavy versions. While this part of the move is not invincible, the priority is still very good, and covers a good amount of vertical space, making this section of the move also a potent anti-air.
Flying kicks (qcb+K)

qcb+HK (1st hit)

qcb+LK (1st hit), qcb+HK (2nd hit)

qcb+LK/HK (final hit)
The two versions of the flying kicks in terms of hitboxes are very similar, but the framedata and hit effects differ considerably. These moves are the most damaging special moves in Julia’s arsenal and are very unsafe on block. It is mostly as a tool for dealing damage, but can also be used to quickly cross some screen distance.
The light version can combo off light attacks, does two hits and does not knock down on hit. After it is hit both players recover at the same time, which allows Julia to press her advantage.
The hard version does not combo off light attacks, does three hits and does knock down.
While both these moves are important combo tools, it should be noted that they will whiff on most crouching characters, and therefore you will only be able to maximize the damage with these moves if you catch your opponent standing.
Super Projectile (2xqcf+P)
Clearly this move has not been completely drawn yet and we are still using placeholder art. As a result many of the hitboxes are still subject to change. There are several properties which will certainly remain the same. There are two versions, the light version is a slower projectile, while the hard version is a faster projectile. The hitbox will be both vertically and horizontally bigger than the normal projectile.
The move will hit five consecutive times, and will deal a massive amount of damage, it does not knock down. If you want a combo into super to do a knockdown, you will have to supercancel the Light punch dragonpunch into the fireball.
So that’s it! Those are the moves of Julia. We hope you’ve found these showcases interesting and that you have gotten some insight into our technical design decisions of the game.