Jump Jousts Jam/Raven: Difference between revisions

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Revision as of 16:45, 3 February 2024

Raven
JJJ RavenColor1.png
Gravity 0.85

Overview

Raven is a returning character in the Jump Jousts series. She retains her defensive playstyle from Jump Jousts 2 with very high, floaty jumps. Along with special giving her consistent damage and strong pressure, she is generally improved from her previous appearance.


Strengths Weaknesses
  • Special: Raven's special is a lingering projectile that can break through armor and deals Restrain, which gives her access to consistent 2-3 damage combos. This gives her great corner pressuring and whiff punish potential.
  • Assist Counterplay: Raven's high and floaty jumps, particularly her back jump, allow her to avoid assists without committing to a punishable option.
  • Evasiveness: Raven's 6A launching her backwards allows her to threaten space without heavily committing and her 5A allows her to reactively invuln through some approaches or even supers.
  • Light Weight: Raven's lower gravity leaves her in greater disadvantage on hit than some of the cast.
  • Speed: Raven's slow jumps and shorthops lead to her missing key conversions and generally being unable to keep up with faster characters in neutral.
  • Meter Reliance: Without special, Raven can struggle to approach or shut down their approach against most characters.
  • Committal Approach: Raven's approach often requires her to commit to options such as empty hops and spend meter on special.

Move List

Normals

5A
JJJ Raven5A.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 30 30-38 27 15 70 Invincible 4-34

Raven ducks into a portal before returning with an invincible strike. A strong option for anti-airing approaches, but will often be very punishable on whiff, including when the opponent crosses Raven up.

  • Punishable on hit against heavier characters.
6A
JJJ Raven6A.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 8 8-16 14 13 65 -

Decently disjointed poke that sends Raven flying backwards. Raven's key spacing tool since her float allows her to mix up the timing of this move with potentially low risk depending on the matchup.

4A
JJJ Raven4A.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 7 7-43 12 12 45 (Middle) 65 (Top) 80 (Bottom Bullet Break 7-43, Armor Break 7-43

Not a very good move due to its long duration and poor advantage on hit. It can destroy projectiles, but they will often recover in time to punish. Has armorbreak, but against most armored move it either loses due to poor hitboxes or is outclassed by 5A.

  • Has a sourspot which is even less safe on hit because it was simply too plus.

Metered

Special (1 Bar)
JJJ RavenSpecial.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 10 ~ 14 ? 45 Restrain 1.5, Armor Break, 180f Lifespan

This is Raven's most important move. Gives Raven a strong whiff punish tool and armor breaker allowing her to convert a bar into solid damage. Long projectile lifespan allows Raven to use it to camp or obtain pressure/checkmate scenarios, especially in the corner.

Super (4 Bars)
JJJ RavenSuper.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
3 5 30f 12 18 (Startup) 20 (Strong) 17 (Late) 70 (Startup) 75 (Palm) 65 (Arm) 180 (Fingers) Invuln 0-21, Armor Break, Ground Bounce

Raven summons a hand a set distance away from her. Ideally, meter is spent on her special instead, since you can squeeze out more damage for less meter with an optimized combo. All hitboxes besides the early one ground bounce. The fingers hitbox launches them backwards.

Strategy

Composition

Raven essentially needs to be run as an Anchor character, as her point matchup is generally unfavorable, especially without meter to use her strong special. She is often brought out in the middle of games to provide corner pressure, dodge certain supers, camp, and generally extend life leads.

Assist

Raven generally wants to run assists which cover long ranges she may have trouble covering, such as Sam and Penumbra. Penumbra in particular can be strong due to her giving Raven high damage potential off her setups.

Teammates

Raven generally can be run alongside any point character provided they are able to gain a life lead and push to corner, including Garnet, Beast Boy, and potentially Finn. Raven can also work well with Bugs Bunny to get potentially incredibly high damage off singular interactions.

Colors

Color 1
Color 2 Happiness Emoticlone
Color 3 Lady Legasus
Color 4 Trigon
Color 5
Color 6 White Raven

Notable Players

Name Color Region Status Details
Table

JJJ RavenColor2.png

North America Active Ranked #1 on the Jam Arena PR. Runs Raven alongside Bugs Bunny and Penumbra.



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