Ougon Musou Kyoku/Jessica Ushiromiya: Difference between revisions

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Krauss and Natsuhi's 18-year-old daughter. Although Jessica is the heiress of the Ushiromiya family after her father, she is an energetic and tomboyish young woman who lacks the more refined behavior expected of such a role. Due to her rebellious nature, she is resentful of her parents for the pressures they place on her regarding the family headship, but still shows concern for them.  
Krauss and Natsuhi's 18-year-old daughter. Although Jessica is the heiress of the Ushiromiya family after her father, she is an energetic and tomboyish young woman who lacks the more refined behavior expected of such a role. Due to her rebellious nature, she is resentful of her parents for the pressures they place on her regarding the family headship, but still shows concern for them.  
Health - 1400


'''Pros'''<br>
'''Pros'''<br>
+ High high damage<br>
+ High high damage<br>
+ Does not rely on meter<br>
+ Does not rely on meter<br>
Line 16: Line 19:


'''Cons'''<br>
'''Cons'''<br>
- Is zoned out very easily<br>
- Is zoned out very easily<br>
- Relies on having enchant activated for improved combos/neutral game<br>
- Relies on having enchant activated for improved combos/neutral game<br>
Line 21: Line 25:
- Rushdown character without good range on normals<br>
- Rushdown character without good range on normals<br>


Health - 1400. <br>
. <br>


==Changes==
==Changes==

Revision as of 10:30, 6 July 2012

Jessica Ushiromiya

Introduction

Krauss and Natsuhi's 18-year-old daughter. Although Jessica is the heiress of the Ushiromiya family after her father, she is an energetic and tomboyish young woman who lacks the more refined behavior expected of such a role. Due to her rebellious nature, she is resentful of her parents for the pressures they place on her regarding the family headship, but still shows concern for them.

Health - 1400

Pros

+ High high damage
+ Does not rely on meter
+ Damage increases drastically when given as much as 1-2 SP
+ Quick and effective knockdown normals
+ Can stun after most combos by ending in a 214AB
+ Can use her Meta super on cornered opponents for easy Oki chip and pressure, as well as securing a guard break often enough.
+ Once 'in' on the opponent, forces them to choose between using a reversal, guard touching or other tools to get out of her pressure or she will immediately guard crush and combo.
+ Invincible SP2

Cons

- Is zoned out very easily
- Relies on having enchant activated for improved combos/neutral game
- Rather average mixup
- Rushdown character without good range on normals

.

Changes

Patch 2.30

+ The non SP version of Maiden's Invincible Punch (214SP) now dodges lows as well.

Ability

Shave Booster - Increases shave(chip) damage. As of Cross this ability also prevents chip damage from being converted into recoverable health.


Move List

Normal Moves


【f.5A】

Jessica jabs forward. Self explanatory.
Damage:


Jessica-2A.png
【2A】

Jessica does a crouching jab. Hits mid.
Damage:


Jessica-6A.png
【6A】

Jessica steps forward and jabs. Hits mid.
Damage:


Jessica-f5B.png
【f.5B】

Jessica punches forward, generating wind around her fist and sliding forward. Good poke. Hits mid.
Damage:


Jessica-6B.png
【6B】

Jessica steps forward before doing an overhead strike. Hits twice. Meta, special and attack touch cancelable for combo potential.
Damage:180


Jessica-c5B.png
【c.5B】

Jessica does a quick strike to the kidneys. Hits mid.
Damage:


【2b】

Jessica crouches and does a low straight. Hits mid.
Damage:


Jessica-c5B.png
【f.5C】

Jessica leans forward as her sprite inches forward, punching ahead of her. Slow start-up, but fantastic range. Hits mid.
Damage:


【6C】

Jessica steps forward and does an uppercut. Launches if opponent is in the air. Useful for setting up Meta super oki.
Damage:


【c.5C】

Jessica does a left hook. Hits mid.
Damage:


【2c】

Jessica slides forward and strikes at their feet. Hits low. Knocks down. Very fast, and when meta canceled, can do 6C afterwards to set up Jessica's Metasuper.
Damage:


Jessica-c5B.png
【j.A】

Jessica jabs downwards, with almost no horizontal reach. Hits high. Great for going through Shannon shields.
Damage:


Jessica-c5B.png
【j.B】

Jessica does her uppercut in the air. Hit high.
Damage:


Jessica-c5B.png
【j.c】

Jessica swipes downwards. Hits high.
Damage:


Jessica-c5B.png
【8j.B】

Jessica does a jumping straight. Hits high. Deceptively long active frames.
Damage:


Jessica-c5B.png
【8j.c】

Jessica punches downwards diagonally, ala ryu j.hp. Hits high.
Damage:


Jessica-c5B.png
【bc】

Jessica grabs the opponent by their collar, punching them silly before tossing them into the air. Air techable.
Damage:


Special Moves


Enchant 「エンチャント」 - 22ABC

Jessica enchants her brass knuckles, enabling her to use enchant specials. Recovery frames of enchant block projectiles for some reason. Effects of enchant go away on touch.


"Maiden's heartbreak!" 「乙女のハートブレイク!」 - 236ABC

Enchant only. Jessica punches forward horizontally, leaving a wave of flames as she does. Button determines distance traveled, startup, and recovery. You can combo after all three version of Maiden's heartbreak!.


"Maiden's Explosion!" 「乙女のエクスプロージョン!」 - 623ABC

Enchant only. Jessica does a ground pound, making a small explosion upwards ala Terry Bogard Power Geyser. OTGs.

"Maiden Invincible Punch!" 「乙女の無敵パンチ!」 - 214abc

Jessica does one of 3 different moves, depending on the button used. All versions are charge/delayable. A version makes her step back and feint right, unleashing a powerful punch after a moment. Dodges high/mid/low attacks. B version makes Jessica crouch down before doing an uppercut, charging determines height of uppercut. Can be useful for ending a combo in a launch and stun if 214AB is not available. C version makes Jessica feint to the left before striking. All versions knock the opponent into the air, though 214B knocks them significantly higher.


Jessica-c5B.png
"Maiden's Heartbeat!" 「乙女のハートビート!」 - a, b, or c 5 times

Jessica's variation of the hundred hand slap, punching rapidly until the button presses stop or after a short duration. Button used changes the distance she moves forward. Can be relatively safe on block, and is great for building guard crush.


SP Supers


"Maiden's heartbreak!" 「恋する乙女のハートブレイク!」 - 236AB

Jessica does a super version of the heartbreaker, crossing half of the screen in an instant. Not very useful in neutral game, but fantastic for combos. Hits mid.


"Maiden's Explosion!" 「恋する乙女のエクスプロージョン!」 - 623AB

Jessica does a more accurate version of Terry's power geyser, with a gigantic hitbox and invincibility frames. OTGs. Usable as an anti-air.


Jessica-c5B.png
"Maiden's Invincible Punch!" 「恋する乙女の無敵パンチ!」 - 214ABC

Jessica feints to the right before doing a powerful strike. Dodges high/mid during the dodge. Does crazy amounts of stun and wall slams. One of her most reliable ways to score knockdown, end combos and reversal.


Jessica-c5B.png
"Maiden's heartbeat!" 「恋する乙女のハートビート!」 - AB 5 times

Jessica does a super version of her Maiden's heartbeat, traveling across the screen extremely fast and wall slamming on the last hit.




Level 2 Super


Jessica-c5B.png
Jessi Roll - 「ジェシー・ロール」 - 236236C

Jessica demonstrates her variation of the Dempsey roll. Has startup invincibility, moves roughly half the screen. 645 damage. Aside from the invincibility, is rather standard fare for a SP2.



Meta Super


Jessica-c5B.png
Sweet! Thanks for coming to see me Today! - 641236C

Jessica changes into her Marisa Kirisame cosplay and performs an upwards version of Master Spark. Very slow startup, full invincibility during the beam and unpunishable on block. Hard to combo into outside of stun, but does fantastic chip and guardbreak on oki.

Strategy

Like most 'explosive damage' characters, Jessica has only one goal in every match-up: To get in, get close, and get a hit confirm in any way possible. Due to how scary her damage is, she has very few tools that let her get in on opponents reliably. As a result, Jessica gets zoned out easily, and prefers an opponent that tries to get in on her so she can score a quick knockdown through a hitconfirm or a 214 series so she can begin her pressure.

Once Jessica is actually in, she can quickly turn into an absolute pressure monster. Most of her pokes have great forward momentum, all of her normals can easily be turned into a combo, or at the very least, a setup into her meta super for pressure, and she can build guard break extremely fast with her mash punch supers and extended block strings. Essentially, once she finally DOES get in... the opponent is forced to make a decision to get her off of them, or they WILL be guard broken.

Tag partners

Jessica is rather meter independent, so pairing her with someone who needs a lot of meter to succeed can be a good idea, such as Virgilia or Beatrice. Unfortunately, while her ability 'Shave Boost' sounds great on paper, increasing chip damage and lowering the amount of recoverable health the opponent gains from chip damage... unfortunately, very few characters can actually utilize this ability, and the bonuses are not as amazing as they sound.

The biggest flaw for her explosive damage and rush down are her poor normals, which is a major flaw in a game flooded with 'sword normal' characters that all have godlike normals. Pairing her with these characters, such as Kanon or Lucifer, can actually be a rather good idea, as they can quickly corner the opponent before attack touching into Jessica and allowing her to pressure them endlessly. Unfortunately, her Enchant goes away on touch, so most tag combos will have to end in either a meta super setup or a quick 214SP for a stun.


Combos

While Jessica somewhat lacks variety in her combos, it really doesn't matter because her damage output is downright disgusting. Her loops are relatively simple but effective, and as long as she has enchant up she can tag an easy 1.5k minimum before attack touching her partner in. Lacking enchant, however, she usually has to rely on comboing a 2C for a meta super setup, or a 214SP for a stun.

Meterless

No Enchant

  • (2A/5A)>2B>5B>5C>2C>214B/C
  • 6B>214B - Overhead
  • (J.9C>J.9B)>2B>5B>5C>2C>214B/C

Requires Enchant

22A/B/C for Enchantment

  • 2A/5A>5B>5C>236A/B/C>5A>5B>5C>2C>214B
  • (J.9C>J.9B)2A>2B>5B>5C>236B/C>2A>2B>5B>5C>2C>236B
  • (J.9C>J.9B)2A>2B>5B>5C>236B/C>2A>2B>5B>5C>2C>5B>6C - Corner
  • 2A>2B>5B>5C>2C>5B>6C>623A/B/C>214B

SP Combos

No enchant

  • 2b>5b>5C>DC>2b>5b>5c>214AB - 1SP, dash cancel.
  • 2b>5b>5c>2c>214AB - 1SP. Input the 214AB pretty much as soon as the 2c connects to deal with the wind-up on 214AB.
  • Blah blah>2C>Meta cancel>6C>Meta super - A quick an easy setup that allows for Jessica to use her meta super for oki pressure, and does not rely on enchant.

Requires Enchant

  • 2b>5b>5c>2c>623A>SP2 - A basic combo into SP2.
  • 2b>5B>5C>Meta Cancel>2b>5B>5C>236AB>2b>5B>5C>Dash cancel>2b>5B>5C>214AB>Stun, enchant>2b>5B>5C>DC>2b>5B>5C>exAB>EX214 - 3k damage, 3SP. Disgusting damage. The loop can also be performed off her overhead, merely substitute the initial loop for 6B>Meta cancel.
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