Jump Jousts Jam/Robin: Difference between revisions
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* ''' | * '''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. | ||
|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' | * '''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. | *'''Assist Dodging:''' Robin's back jump will not go over certain assists, limiting his options in certain situations. | ||
}} | }} | ||
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| active= 8-23 | | active= 8-23 | ||
| landinglag=24 | | landinglag=24 | ||
| magnitude= | | magnitude=17 | ||
| properties= Bullet Break 11-23 | | 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. | ||
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{{AttackData-JJJ | {{AttackData-JJJ | ||
| damage=1 | | damage=1 | ||
| angle=75 (Gun) | | angle=75 (Gun) 68 (Kick) | ||
| startup=0 (Gun) 15 (Kick) | | startup=0 (Gun) 15 (Kick) | ||
| active=0-4 (Gun) 15-18 (Strong) 18-37 (Weak) | | active=0-4 (Gun) 15-18 (Strong) 18-37 (Weak) | ||
| landinglag=12 | | landinglag=12 | ||
| magnitude= | | magnitude=14 (Gun) 14 (Swing) | ||
| properties= | | properties= Spinstun (Both Hits), Finisher (1st Hit) | ||
| description= | | 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=3 | | damage=3 | ||
| angle= | | angle= 95 | ||
| startup= | | startup=10 | ||
| active=~ | | active=~ | ||
| landinglag=18 | | landinglag=18 | ||
| magnitude= | | magnitude=12 | ||
| properties= Spinstun | | 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. | | 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. | ||
}} | }} |
Latest revision as of 15:24, 23 February 2024
Robin | |
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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 |
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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
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
Notable Players
Name | Color | Region | Status | Details |
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Waddle |
North America | Active | Known as the best Jump Jousts 2 player. Runs Robin alongside 505 with varying assists, currently Yosemite Sam. Example Play |