Jump Jousts Jam/Starfire: Difference between revisions
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* '''Safety on Hit:''' Starfire's 5A and 6A can become unsafe on hit when used too close to the opponent. This is especially relevant in matchups against heavier characters like 505, Garnet, and Cyborg, where these buttons can be hard to use at all. | * '''Safety on Hit:''' Starfire's 5A and 6A can become unsafe on hit when used too close to the opponent. This is especially relevant in matchups against heavier characters like 505, Garnet, and Cyborg, where these buttons can be hard to use at all. | ||
*'''Checkmate Avoidance:''' While Starfire's movement is usually strong and she can use 4A to stall over assists, her generally horizontal movement can become detrimental in last-hit scenarios or when she is in the corner. | *'''Checkmate Avoidance:''' While Starfire's movement is usually strong and she can use 4A to stall over assists, her generally horizontal movement can become detrimental in last-hit scenarios or when she is in the corner. | ||
* '''Struggles against projectiles:''' Since Starfire is a brawler with a low back jump she often struggles to deal with projectiles, especially projectiles that break through armor. | |||
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Revision as of 13:52, 15 January 2024
Starfire | |
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Gravity | 1.15 |
Overview
Starfire is a returning character in the Jump Jousts series, coming off of being one of the strongest characters in Jump Jousts 2. This iteration of Starfire is not only toned down, but also somewhat reworked, going from a neutral dominant character with high one-chance potential to a consistently damaging character with many armored attacks. She is still a solid character even in this version.
Strengths | Weaknesses |
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Move List
Normals
5A
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6A
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4A
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Metered
Special (1 Bar)
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Super (4 Bars)
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Strategy
Composition
Starfire's strong buttons and jumps lead to her being a solid point character, especially before the opponent has meter to stuff her approach.