Julia’s Jump Normals

Jump normals are always a challenge to get right in fighting games. Because movement is so much more limited by a jump, a lot of factors like range, start-up and active frames become less important than the are on the ground game. This often leaves characters with a plethora of jump normals that are hardly ever used.

We have decided that we want every single jump normal to have a specific function, so that every single button can plausibly be used in high level play. Julia is a good example of this design decision. Every single one of her jump normals has a specific function, and you will have to make specific decisions on what button to press with every jump you do.

 

Jumping Light Punch

jlpJulia’s jumping light punch hits fairly high up, and will whiff on most crouching opponents. Its main use is therefore air-to-airing opponents. While its hitboxes are not amazing, the long active period (12 frames) of the attacks, allows Julia to cover a large part of the jump arc with an attack box. This makes it a low damage, low range, but easy to use air-to-air normal.

 

 

Jumping Light Kick

jlkTogether with the jumping hard punch, this move is one of Julia’s main jump-in attacks. The damage and blockstun that this move does are lower than that of the jump hard punch, but it makes up for this because of its cross-up potential. As you can see the attack box extends behinds Julia, this allows for her to jump over the opponent and still hit them.

 

Jumping Hard Punch

jhpThis damaging, and very deep hitting jump attack is Julia’s main jump-in tool. It easily hits crouchers and does a lot of blockstun. The attack box is somewhat smaller than that of other moves, making this move specifically geared towards jump-in attacks, and not particularly useful as an air-to-air.

 

 

Jump Hard Kick

jhk

The excellent upward angle on this move and the formidable damage, make this attack Julia’s scariest air-to-air normal. Different from the jumping light punch, this move has shorter active frames, forcing the player to be more specific about when to press it. But when it connects, it hurts.

Because Julia pulls her legs up during this move, she is able to dodge some incoming fireballs. This is once again an example of an emergent property inspired by the animations Bob Sagat has drawn.

That concludes our discussion of Julia’s basic normals. Next post we’ll discuss Julia’s single command normal, specials and super.

-Phoenix

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