Jump Jousts Jam/Robin: Difference between revisions

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{{ProConTable   
{{ProConTable   
|pros=
|pros=
* '''Great Mobility:''' Robin's jump arcs lend themselves well to playing footsies in the mid-range.
* '''Good Mobility:''' Robin's jump arcs and 6A's drop 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 and being a divekick with a slight amount of disjoint.
* '''Solid 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.


|cons=
|cons=
* '''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.
* '''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' cellphone.
* '''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.
}}
}}


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   {{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
   | description= Lingering hitbox with Bullet Break.
  | magnitude=17
  | 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.
   }}
   }}
}}
}}
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   {{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=
   | description= Robin's best move, a divekick style move with his staff.  
   | description= Robin's best move, a divekick style move with his staff.  
   }}
   }}
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   {{AttackData-JJJ
   {{AttackData-JJJ
   | damage=1
   | damage=1
   | angle=
   | angle=75 (Gun) 68 (Kick)
   | startup=
   | startup=0 (Gun) 15 (Kick)
   | active=
   | active=0-4 (Gun) 15-18 (Strong) 18-37 (Weak)
   | landinglag=
   | landinglag=12
   | description=Advancing forward kick that can easily be stuffed out due to its stubby hitbox. Has an odd hitbox near his grapple gun at the startup of the move.
  | magnitude=14 (Gun) 14 (Swing)
  | properties= Spinstun (Both Hits), Finisher (1st Hit)
   | description=A grapple hook into an advancing kick. Both have spinstun and the grapple hook hit can combo into the second hit. Second hit can also combo into other things with the right spacing. Decent neutral option, but can be too stubby to throw out and too slow to whiff punish.
   }}
   }}
  }}
  }}
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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= 95
   | startup=
   | startup=10
   | active=
   | active=~
   | landinglag=
   | landinglag=18
   | magnitude=15
   | magnitude=12
   | description=Travels slower than Special, but is bigger and deals 3 damage. You should be spending this meter on your anchor instead.
  | properties= Spinstun, Armor Break
   | description=As the only non-invincible super in the game, it lacks some of the utility other supers have. However, it is able to be comboed from for more damage, giving it potential as a rewarding punish.  
   }}
   }}
}}
}}
== Strategy ==




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{| class="wikitable"
{| class="wikitable"
!width="95"|Name!! width="58"|Color
!width="95"|Name!! width="58"|Color
!width="125"|Region !! Status !! Details !!
!width="125"|Region !! Status !! Details  
|-
|-
|[https://twitter.com/Waddle_JJ2 Waddle<br>]|| style="text-align:center;"|  
|[https://twitter.com/Waddle_JJ2 Waddle<br>]|| style="text-align:center;"|  

Latest revision as of 15:24, 23 February 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
  • Good Mobility: Robin's jump arcs and 6A's drop lend themselves well to playing footsies in the mid-range.
  • Solid 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' cellphone.
  • 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 17 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 14 (Gun) 14 (Swing) 75 (Gun) 68 (Kick) Spinstun (Both Hits), Finisher (1st Hit)

A grapple hook into an advancing kick. Both have spinstun and the grapple hook hit can combo into the second hit. Second hit can also combo into other things with the right spacing. Decent neutral option, but can be too stubby to throw out and too slow to whiff punish.

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 10 ~ 18 12 95 Spinstun, Armor Break

As the only non-invincible super in the game, it lacks some of the utility other supers have. However, it is able to be comboed from for more damage, giving it potential as a rewarding punish.

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