Teleport (236A), Invul Run (214B), Extra Jump/Dash (6C, j.6C, j.5C)
Backstory
Jodie is someone who doesn't have a past, born without a name, or better yet, doesn't know his past. He just knows that he was always alone. No family. No mother. No father. No anything. When he was really young he would do anything to survive. He was very raw and almost emotionless having to deal with the struggles of the world alone, but one day he met someone named Kaige. Kaige is a very lazy and laid back guy, but he has a strong sense of justice, and likes to have fun. He was the one to give Jodie his name, and because of him, he discovered the power of "The Wielder". After going through so much together, now his precious friend is missing. Outside of the Strike Force, Jodie also works for a secret organization called "The Company" along with Kaige. Now ever since Kaige went on a reconnaissance mission and lost all contact. Jodie vows to search for his friend either dead or alive till the day he dies.
Gameplay
Jodie is a versatile and very fast stance character who can freely choose between being a rushdown and being a sword fighter. He is able to trade fast moves and burst movement for massive hitboxes and powerful fatals and vice versa at will, allowing you to play Jodie however you desire, as long as it's up close and personal.
Strengths
Weaknesses
Exceptionally High Damage Output - Jodie can easily defeat his opponent in 2 touches if they don't starburst.
Many Strong Reversals - They give him a better disadvantage state than most of the cast.
Great Mobility - He has very fast run speed, and he has fast additional burst movement that allows him to quickly get in when he sees a chance. In addition, his fast movement makes it difficult to camp Jodie out.
Exceptional Meter Build - Giving him enough meter to do his exceptionally high damage often while continually having access to his extra movement options.
Very Good Normals - Many of Normal Jodie's moves are faster than average, while all of Sword Jodie's moves have very large hitboxes and decent range.
Strong Pressure - With meter, Normal Jodie will always have the threat of an invul command grab out of 214B within his blockstring, forcing the opponent to think quickly or get caught in a very damaging combo, while without meter he has a very fast low and strong overheads to mixup his pressure. For Sword Jodie, As long as Jodie has meter to do S.j.5c, Jodie can continually and safely reset his blockstring for constant mixups.
Damaging Fatals in Sword Mode - Sword Jodie's 5b and j.b are both large fatals that come out decently fast at frame 6, and will easily convert into damaging combos (if he has the meter).
Has a Reversal Air Grab - While the move greatly reduces combo damage after it's use, not many characters have an air grab, let alone a reversal air grab. Use it wisely.
His Approach is Vulnerable - Some of his common approaching moves leave him vulnerable and wide open, if only for a brief moment, making him susceptible to reads or to being stuffed out.
Lack of range on everything - Jodie has to rely on his speed, and he has to get in at some point to get anything done.
Universal throw does not combo - Jodie does not get rewarded as much as others for landing a normal grab, meaning that he must spend meter in some way to combo off of a grab, whether that is doing a command grab or doing starburst.
Unreliable Anti-Airs as Normal Jodie - Every anti-air normal jodie has is very stubby, and most of them have a lot of end lag on whiff.
Cannot Charge Meter as Sword Jodie - Sword Jodie essentially runs on limited fuel if his meter is not managed properly.
Command List
Normal Moves
5A
5A
Damage
Guard
Cancel
Invul
Property
Cost
15
Mid
5AA, 2A, 5B, 5C, 236A, 214A, 236C
-
Air Unblockable
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
3
6
0
5
5
Jodie takes a jab at the opponent.
It's a fast poke that confirms into either continued pressure or a combo.
Safe on whiff.
5AA
Damage
Guard
Cancel
Invul
Property
Cost
20
Mid
5BB, 5C, 6C, 236A, 214A
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
5
8
0
5
5
Jodie follows up with a kick.
5B
5B
Damage
Guard
Cancel
Invul
Property
Cost
15
Mid
2A, 5AA, 5BB, 6C, 5C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
10
12
13
0
5
10
Jodie does a high kick.
Can function as an anti-air if timed properly, but there are better moves for that.
Can be done in a block string to set up a pseudo 50/50 of either cancelling into 5C and doing and high attack, or cancelling into 2A for a low attack.
Achieving the right circumstances for this is difficult, but may be worth it for an extremely fast pseudo-50/50. It's safest to do this by cancelling into 5B from your 5A jab in a blockstring.
5BB
Damage
Guard
Cancel
Invul
Property
Cost
40 (5 x 8)
Mid
5BBB, 5C, 6C, 214A, 214B
(Projectile Invul) 0 - 31
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
3
24
17
0
5
5
Jodie breakdances on the opponent.
This move has very, very high meterbuild, so it's a staple in every combo.
Useful in blockstrings as it leads to 5BBB, which can be canceled.
This move itself can be cancelled into several important pressure moves for unpredicable pressure. Some routes completely punish many forms of retaliation, and others take advantage of a scared opponent.
It can be cancelled into 5C. Only do this if you are certain that the opponent won't press buttons.
5BBB
Damage
Guard
Cancel
Invul
Property
Cost
20
Mid
Jump (on hit only), 5C, 6C, 236A (on hit only), 214A
-
Launches
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
4
20
-8
5
10
Jodie kicks the opponent high in the air.
This is one of jodie's main launcher in combos. It's advantage over 6C is that it builds meter rather than drain it, but it does slightly less damage and consumes juggle.
On block, this causes a lot of blockstun for the opponent, so you can cancel the move to take advantage of it. Twinkle cancelling it is especially powerful (and very costly) as it leads to a guaranteed 50/50.
Extremely negative when instant blocked.
66B
Damage
Guard
Cancel
Invul
Property
Cost
40 total, 5 per hit, 8 hits
Mid
Jump (on hit only), 5C, 6C, 236A (on hit only), 214A
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
3
24
17
-7
3
10
Jodie spin-kicks his way into the action
Extremely fast startup
Decent priority above him, so can function as an anti-air, though many dive kicks will beat it.
Same as 5BB in many aspects, and has the same cancels on block
j.A
Damage
Guard
Cancel
Invul
Property
Cost
15
High
Jump, j.A, j.B, j.5C, j.6C, 214A
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
5
2
33
-14 to -9
2
10
Jodie Kicks in the air
Good to use after launching the opponent to continue the combo.
j.B
j.B
Damage
Guard
Cancel
Invul
Property
Cost
25
High
Jump, j.6C, j.5C, j.BB
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
6
0
+4 to +12
0
10
Jodie kicks in the air, but with the other leg.
This is one of normal jodie's best moves
Completely Safe
Really good in combos
Meaty high, so it's very good for oki
The ligering hitbox and the lack of recovery makes it good for safely approaching.
j.BB
Damage
Guard
Cancel
Invul
Property
Cost
20
High
IAD (on hit only), Airdash (on hit only)
-
Knockdown
-
Startup
Active
Recovery
Advantage
Proration
Juggle
9
2
10
+1
0
10
Jodie follow up with a second kick that throws the opponent against the ground.
Can be cancelled with IAD to continue the combo back on the ground. Make sure to always let the opponent bounce once before continuing the combo.
Leaves you safe and back in a neutral state on block.
Sword Moves
S.5A
S.5A
Damage
Guard
Cancel
Invul
Property
Cost
15
Mid
S.5AA, S.2A, S.5B, S.5C, 236A, 214A, 236B
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
8
4
13
0
3
5
Jodie slashes his sword upwards.
Combo starter with massive range.
Can stuff other moves out
Can function as a very good anti-air
S.5AA
Damage
Guard
Cancel
Invul
Property
Cost
25
Mid
S.2A, S.5B, 236A, 214A, 236B
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
8
8
0
3
5
Jodie follows up with a downward slash
Good for taking on damage in combos
Can be delayed in blockstrings for a good stagger.
S.5B
S.5B
Damage
Guard
Cancel
Invul
Property
Cost
25 (50 on Fatal)
Mid
5BB, 5C, 236A, 214A, 236B
-
Fatals, Air-Unblockable
-
Startup
Active
Recovery
Advantage
Proration
Juggle
6
6
10
0
5
10
Jodie thrusts his sword into the opponent
Amazing Fatal that converts to a combo.
Can be staggered out of both parts of S.5A for a dangerous frame trap.
S.5BB
Damage
Guard
Cancel
Invul
Property
Cost
30 (60 on fatal)
Mid
-
-
Fatals, Launches
-
Startup
Active
Recovery
Advantage
Proration
Juggle
8
3
16
-2
0
10
Jodie does one last slash to send the opponent flying into the air.
Sword Jodie's standard launcher
Safe, but negative on block. You will not be able to continue you're pressure if this move is blocked.
S.j.A
Damage
Guard
Cancel
Invul
Property
Cost
15
High
Jump (on hit only), j.S.B, j.S.5C, j.S.2C, 214A
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
4
2
6
+5 to +6 (+1 to +2)
0
10
S.j.B
S.j.B
Damage
Guard
Cancel
Invul
Property
Cost
15 (30 on fatal)
High
Jump, j.S.BB, j.S.5C, j.S.2C, 214A
-
Fatals
-
Startup
Active
Recovery
Advantage
Proration
Juggle
5
2
10
-3 to -5
5
5
Jodie slashes upwards in the air.
A fast fatal with a massive hitbox.
S.j.BB
Damage
Guard
Cancel
Invul
Property
Cost
20 (40 on fatal)
High
Jump, j.S.5C, j.S.2C, 214A
-
Fatals, Knockdown
-
Startup
Active
Recovery
Advantage
Proration
Juggle
3
2
10
0
5
5
Jodie follows up with a slash downward, knocking the opponent down.
Puts the opponent in knockdown if it lands while still being safe on block.
Just like the first part of this move, this part also fatals, and it can be staggered.
iad, 66, j.6C, (the following are on hit only) j.A, j.B, j.5C
(Air Attacks) frames 1 to 7, (Low and Projectile) Frames 3 to 23
Partial Invul, Fatals
-
Startup
Active
Recovery
Advantage
Proration
Juggle
13
2
12
-1
8
0
Jodie jumps and slams his opponent downward with a kick.
Strong Overhead out of a blockstring.
Serves as a good knowledge check.
Also good for catching opponents trying to mash out of your blockstring, as this fatal hits especially hard, and it will always beat lows and universal counters.
Normal Jodie's most effective meterless anti-air, but also his riskiest one.
Invul on start-up.
Cancelling this version of the move on hit will cause the combo to drop, as it's instantly techable.
Tip: When on the ground, Back Dash > j.5C is a very effective way of beating many aerial moves as it combines the Invul Frames of Back Dash and the start up of this move.
Spinning Flip Kick (j.5CC)
Damage
Guard
Cancel
Invul
Property
Cost
30
High, Air
j.6C
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
-
-
-
KND (-5 to +5)
-
-
Jodie slams the opponent into the ground with a kick.
236C.A, 236C.B, j.5cc (second hit, replaces 236C.A in the air)
Full Length of Move
Full Invul, Unblockable
1000
Startup
Active
Recovery
Advantage
Proration
Juggle
6
3
10
-
25 (50 in the air)
0
Jodie grabs and spins on his opponent.
Air Ok
Invul on startup
An incredibly fast command grab
Air version tanks proration
Can finish this move in one of two ways
Jodie Spinner (236C.A)
Damage
Guard
Cancel
Invul
Property
Cost
10 x9 = 90
Mid, Air
5c
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
3
27
9
-
0
0
Jodie does a breakspin, kicking his opponent repeatedly!
In the air he delivers a spinning kick and slams the opponent into the ground.
Use this if you wanna continue your combos or set up for oki
Air version will lower your proration a lot, ruining combo damage afterwards.
Jodie Kicker (236C.B)
Damage
Guard
Cancel
Invul
Property
Cost
110 + Proration Points
-
214A
-
-
-
Startup
Active
Recovery
Advantage
Proration
Juggle
3
10
10
-
0
0
Jodie does a massive kick, doing huge damage while sending the opponent flying.
Use this if you want raw damage
Cancel Table
Cancel Table
A
B
C
Star Strike
Unique
PLACEHOLDER
-
-
-
-
-
PLACEHOLDER
-
-
-
-
-
PLACEHOLDER
-
-
-
-
-
X: On Contact
X[+]: Available on Whiff
X[-]: On Hit only
X[/]: On Block only
Combos
Combo
Damage
Cost
Meter Gain
Location
(2A > 5BBB > 9 j.a > j.bb > iad)x2 2a > 5bb Oki
288
0
2510 Opp: 2510
Anywhere
Simple meterbuild combo
2a > 5bb > 6c2c > 236b
500
1000
1500 (before j.236B) Opp: 1000
Midscreen
Long combo
Roadmap
17% complete
In Progress / Completed
To-do
Basic stuff like the landing page and navbox is in, along with some system pages.
System page is complete.
Clean up and finish the rest of the character pages. Every page needs to be updated to account for changes in updates 2.0 to 2.4.
Create netplay page.
Update FAQ
Add patch-notes from 2.1 to 2.4.
Finish adding frame data to every page, and begin adding hit-boxes to every page. Glitch is currently the gold standard in the gameplay section, hitboxes aside. (Avoid doing Violet's at all costs however!)
When Adding Hitboxes: Only take images from Fighter Factory. This is to keep the look of the hitboxes clean!