Jump Jousts Jam/Bears: Difference between revisions

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(Created page with "{| class="wikitable" style="float:right; margin-left: 10px;" |- ! align="center" colspan="2" | Bears |- | align="center" colspan="2" | 400px |- | '''Gravity''' || 1.0 |} == Overview == '''We Baby Bears''' are a new fighter to the ''Jump Jousts'' series. The bears are a fighter sporting a unique mechanic, with their special being cyclical, using a different move every time. This leads to them having to play an interesting resource managemen...")
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Revision as of 14:47, 8 January 2024

Bears
JJJ BearsColor1.png
Gravity 1.0

Overview

We Baby Bears are a new fighter to the Jump Jousts series. The bears are a fighter sporting a unique mechanic, with their special being cyclical, using a different move every time. This leads to them having to play an interesting resource management game and sporting a much different playstyle than most other characters.


Strengths Weaknesses
  • Cellphone: Panda's special is a large, fast restrain which is a strong option for confirming combos and generally controlling neutral.
  • Damage: The Bears can generally spend 1 or 2 bars for solid damage in a single combo as well as getting on a better cycle.
  • Defensive toolkit: With a small hurtbox, parry, larger than average 4A projectile, and Bullet Break tag, the Bears can offer unique defensive utility in many situations.
  • Meter Reliance: The Bears rely on special in many situations to threaten neutral and confirm combos and the cyclical nature of special makes misusing it extremely punishing.
  • Mediocre Jumps: The Bears' jumps are not very high or far which gives them poor mobility.
  • Meterbuilding: Their best meterless neutral tool, 4A, builds no meter on hit and cannot be converted off without meter, forcing Bears to get parries or 6A to build back their meter themselves.

Move List

Normals

5A
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - -

A parry, strong as a reactive defensive option.

6A
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Bullet Break

Grizz does 2 claw swipes. While big, there is an abusable gap between this move's 2 hitboxes.

4A
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - ?f Lifespan, Spinstun

A projectile that slides along the ground. Has spinstun, but can be hard to convert without the use of meter. Will beat certain anti-projectile options.

Metered

Grizz Special (1 Bar)
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Bullet Break, Armor Break

An alright neutral tool, but generally only used to get to Bears' better specials.

Panda Special (1 Bar)
Cellphone.
Cellphone.
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Restrain

A massive, if slightly vertically thin Restrain which opens up the Bears' combo game and gives them a significant neutral threat.

Ice Bear Special (1 Bar)
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Spinstun, Reflector, Armor Break

A vertically large Spinstun, though it is mainly used as a combo tool after Cellphone to get 3 damage conversions for 2 bars. Has a slight hurtbox shift backwards, but is mostly niche.

Super (4 Bars)
Damage Startup Active Landing Lag Magnitude Angle Misc.
3, 0 - - - 15 - Invuln 1-?, Spinstun, Bounce

Arguably the worst super in the game due to its odd hitbox. Lets the Bears combo out of it for 4 damage, but is difficult to combo into due to its 0 damage sourspot. Even if this super was good, it would still see relatively little use due to the strength of the Bears' special.

Strategy

Composition

Bears are usually ran as an Anchor character due to their high reliance on and good use of meter, which they often rely on the point character to build.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6

Notable Players

General
FAQ
Controls
System
Assists
Characters
Robin
Starfire
Raven
Beast Boy
Cyborg
Bugs Bunny
505
Finn
Kelsey
Shaggy
Bears
Garnet
Gumball