Jump Jousts Jam/Robin: Difference between revisions

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(Frame data for robin)
Line 32: Line 32:
   {{AttackData-JJJ
   {{AttackData-JJJ
   | damage=1
   | damage=1
   | angle=
   | angle=55 (Early) 65 (Strong)
   | startup=
   | startup=8 (Early) 11 (Strong)
   | active=
   | active= 8-23
   | landinglag=
   | landinglag=24
   | properties= Bullet Break
  | magnitude=10 (Early) 17 (Strong)
   | properties= Bullet Break 11-23
   | description= Lingering hitbox with Bullet Break. Can be used as a pre-emptive anti-air due to its disjoint and active frames, but is generally outclassed by 6A in this context.
   | description= Lingering hitbox with Bullet Break. Can be used as a pre-emptive anti-air due to its disjoint and active frames, but is generally outclassed by 6A in this context.
   }}
   }}
Line 46: Line 47:
   {{AttackData-JJJ
   {{AttackData-JJJ
   | damage=1
   | damage=1
   | angle=
   | angle=70
   | startup=7
   | startup=7
   | active= ~
   | active= 7-15
   | landinglag=
   | landinglag=20
  | magnitude=15
   | properties=
   | properties=
   | description= Robin's best move, a divekick style move with his staff.  
   | description= Robin's best move, a divekick style move with his staff.  
Line 60: Line 62:
   {{AttackData-JJJ
   {{AttackData-JJJ
   | damage=1
   | damage=1
   | angle=
   | angle=75 (Gun) 60 (Strong) 50 (Weak)
   | startup=
   | startup=0 (Gun) 15 (Kick)
   | active=
   | active=0-4 (Gun) 15-18 (Strong) 18-37 (Weak)
   | landinglag=
   | landinglag=12
  | magnitude=17 (Gun) 15 (Strong) 13 (Weak)
   | properties=
   | properties=
   | description=Advancing forward kick that can easily be stuffed out due to its stubby hitbox and is often punishable on hit if it does land. Has an odd hitbox near his grapple gun at the startup of the move. Can be done very low to the ground to land before the upwards swing.
   | description=Advancing forward kick that can easily be stuffed out due to its stubby hitbox and is often punishable on hit if it does land. Has an odd hitbox near his grapple gun at the startup of the move. Can be done very low to the ground to land before the upwards swing.
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   {{AttackData-JJJ
   {{AttackData-JJJ
   | damage=1
   | damage=1
   | angle=
   | angle=65
   | startup=
   | startup=11
   | active=
   | active=~
   | landinglag=
   | landinglag=18
   | magnitude=15
   | magnitude=15
   | properties=38f Lifetime
   | properties=38f Lifetime
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   {{AttackData-JJJ
   {{AttackData-JJJ
   | damage=3
   | damage=3
   | angle=
   | angle= 55
   | startup=
   | startup=12
   | active=
   | active=~
   | landinglag=
   | landinglag=18
   | magnitude=15
   | magnitude=18
   | properties=?f Lifetime
   | properties= Armor Break, Invincible 0-6
   | description=Travels slower than Special, but is bigger and deals 3 damage. You should be spending this meter on your anchor instead.
   | description=Travels slower than Special, but is bigger and deals 3 damage. You should be spending this meter on your anchor instead.
   }}
   }}

Revision as of 16:09, 9 January 2024

Robin
JJJ RobinColor1.png
Gravity 1

Overview

Robin is the leader of the Teen Titans and a returning character in the Jump Jousts series. While not being quite as powerful as he was in Jump Jousts 2, Robin remains relevant with his trusty staff and nimble hops.


Strengths Weaknesses
  • Great Mobility: Robin's jump arcs lend themselves well to playing footsies in the mid-range.
  • Decent Button: 6A is Robin's staple poke and punish option, with relatively fast startup, high hitbox, and being a divekick with a slight amount of disjoint.
  • Lackluster Metered Options: While having a projectile like Birdarang can be nice, it's not as character defining of a move like 505's grab or Bears' camera.
  • Low Damage: Robin has no ability to combo naturally, requiring an assist like Penumbra, Grim, or Scrappy to perform combos.
  • Assist Dodging: Robin's back jump will not go over certain assists, limiting his options in certain situations.

Move List

Normals

5A
JJJ Robin5A.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 8 (Early) 11 (Strong) 8-23 24 10 (Early) 17 (Strong) 55 (Early) 65 (Strong) Bullet Break 11-23

Lingering hitbox with Bullet Break. Can be used as a pre-emptive anti-air due to its disjoint and active frames, but is generally outclassed by 6A in this context.

6A
JJJ Robin6A.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 7 7-15 20 15 70 -

Robin's best move, a divekick style move with his staff.

4A
JJJ Robin4A.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 0 (Gun) 15 (Kick) 0-4 (Gun) 15-18 (Strong) 18-37 (Weak) 12 17 (Gun) 15 (Strong) 13 (Weak) 75 (Gun) 60 (Strong) 50 (Weak) -

Advancing forward kick that can easily be stuffed out due to its stubby hitbox and is often punishable on hit if it does land. Has an odd hitbox near his grapple gun at the startup of the move. Can be done very low to the ground to land before the upwards swing.

Metered

Special (1 Bar)
JJJ RobinSpecial.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 11 ~ 18 15 65 38f Lifetime

Reliable, but small fireball with no extra frills or gimmicks.

Super (4 Bars)
JJJ RobinSuper.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
3 12 ~ 18 18 55 Armor Break, Invincible 0-6

Travels slower than Special, but is bigger and deals 3 damage. You should be spending this meter on your anchor instead.

Strategy

Composition

Robin is typically ran in the Point position as he's at his strongest at the very start of a match, before the other characters can gain meter to get their more ignorant options online.

Colors

Color 1
Color 2 Nightwing
Color 3 Red Robin/Tim Drake
Color 4 Trans Rights
Color 5 Red X
Color 6 Batman

Notable Players

Name Color Region Status Details
Waddle

JJJ RobinColor4.png

North America Active Known as the best Jump Jousts 2 player. Runs Robin alongside 505 with varying assists, currently Yosemite Sam.
Example Play



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