Ougon Musou Kyoku/Jessica Ushiromiya
Introduction
UNDER CONSTRUCTION
Ability: "Shave Booster"
Increases chip damage and prevents recoverable health accumulation.
Move List
Normal Moves
Standing
5A
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6A
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c.5B
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f.5B
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6B
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c.5C
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f.5C
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6C
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Crouching
2A
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2B
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2C
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Jumping
j.A
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j.8B
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j.7/9B
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j.8C
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j.7/9C
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Throw
Throw
B+C |
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Special Moves
【Enchant】
22A/B/C |
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【Maiden's Heartbreak!】
236A/B/C with Enchant on |
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【Maiden's Explosion!】
623A/B/C with Enchant on |
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【Maiden's Invincible Punch!】
214A/B/C |
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【Maiden's Heartbeat!】
Mash A/B/C 5 times |
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SP Supers
【MAIDEN'S HEARTBREAK!】
236A+B |
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【MAIDEN'S EXPLOSION!】
623A+B |
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【MAIDEN's INVINCIBLE PUNCH!】
214A+B |
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【MAIDEN'S HEARTBEAT!】
Mash A+B 5 times |
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Level 2 Super
【JESSICA'S DEMPSEY ROLL】
236236C |
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Meta Super
【Sweet! Thanks for coming to see me Today!】
641236C during MetaWorld |
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Frame Data
UNDER CONSTRUCTION (Format stolen from ABK Wiki. Don't sue!)
KD = Knockdown
+- = May be more or less than
Move = Fully Charged
| Frames | Frame Advantage | Attack | Damage|Startup*| Active | Recovery |On Hit | On Block | Notes Throw ------------------------------------------------------------------ B+C | 300 | 0-1 | -- | -- | TKD | -- |27 Duration on Whiff Normals ------------------------------------------------------------------ 5A | 54 | 4 | 3 | 6 | +1 | +1 | 2A | 45 | 4 | 4 | 3 | +3 | +3 | c.5B | 150 | 8 | 4 | 6 | +6 | +4 | f.5B | 135 | 8 | 7 | 8 | +1 | -1 | 2B | 165 | 6 | 4 | 11 | +1 | -1 | c.5C | 270 | 10 | 3 | 13 | +9 | +6 | f.5C | 240 | 14 | 8 | 16 | +1/+8 | -2/+5 | 2C | 255 | 12 | 3 | 12 | UKD | +7 | j.5A | 60 | 3 | 6 | 6 | | | j8.5B | 150 | 7 | 6 | 7 | | | j8.5C | 252 | 11 | 6 | 12 | | | j(7/9).5B | 150 | 8 | 13 | 0 | | | j(7/9).5C | 252 | 11 | 3 | 11 | | | Command Normals ------------------------------------------------------------------ 6A | 72 | 12 | 4 | 6 | +0 | +0 | 6B | 90,90 | 20 | 4,4 | 10 | +0 | -2 | 6C | 255 | 11 | 7 | 19 | -1 | -4 | Specials ------------------------------------------------------------------ 22A/B/C | -- | 25 | ? | ? | -- | -- | 236A | 300 | 18 | ? | ? | +15 | +12 | 236B | 330 | 22 | ? | ? | +11 | +8 | 236C | 360 | 26 | ? | ? | +7 | +4 | 214A |330/450| 20/34 | ? | ? | KD | -4/+0 | 214B |360/480| 14/28 | ? | ? | KD | -16/-18 | 214C |330/450| 22/36 | ? | ? | KD | -4/-1 | 623A | 300 | 13 | ? | ? | KD | -5 | 623B | 320 | 16 | ? | ? | KD | -6 | 623C | 360 | 19 | ? | ? | KD | -7 | A/B/Cx5 | +-500 |10/12/14| ? | ? | ? | ? | SPs and Meta ------------------------------------------------------------------ 236A+B | 390 | 15 | ? | ? | +16 | +12 | 214A+B | 540 | 20 | ? | ? | KD | -8 | 623A+B | 540 | 11 | ? | ? | KD | -10 | A+Bx5 | 573 | 7 | ? | ? | KD | +2 | 236x2C | 645 | 8 | ? | ? | KD | -5 | 641236C |+-1250 | 72 | ? | ? | KD | -10 |
Strategy
Feel free to edit this part of the wiki with your tips/strats on how to use Jessica and her strategy vs specific characters. Remember I'm watching you.
Jessica by herself, has arguably a terrible neutral game. Having only two normals with which to poke with, and abysmal aerials makes her neutral game a little tough.
f.5B: Jessica's signature poke/hitconfirm. It moves Jessica forward a bit, has good recovery, and can easily hitconfirm a f.5C off of if it hits a careless dasher. You'll be using this move a lot as the neutral game goes on, hoping for a random hit so as to hitconfirm.
f.5C: Another one of Jessica's long range normals. It moves her forward a good distance, and if it hits, you'll be able to dash cancel and start your oki. However, the recovery frames are very long so if she whiffs this move, expect an aware opponent to punish. It's a nice move to throw out randomly since it's even more effective than f.5B at punishing bad jump-ins and dashes.
2C: The hitbox of this move lingers, punishing dashes and bad jump-ins, along with giving Jessica somewhat of a low hitbox. This move is much more useful in blockstrings however, as on block it gives an massive advantage of +7, literally forcing most opponents to block your next mixup or eat a very damaging frame trap. 2A into 2C is a deceptive frame trap. Be wary of parry guard touches though, so don't be too 2C happy.
6C: Jessica's anti-air move. If you can hit an airborne opponent with this move, you can get a 214B loop, which will do a ton of damage. The hitbox is not high enough to catch some jumpers, like Erika or Bern, so you may whiff this move. However, this move makes Jessica something to fear when you're in the air. You can dash in and 6C after making your opponent block 2C. 2C has a couple frames where they can jump out, and 6C can launch them and guarantee you a high damage combo for an Enchant setup. If it's blocked, you can just cancel it with another 2C and continue the blockstring from there.
8j.B: Jessica's only decent air to air move. You can attempt this to knock enemies out of the air, but it's not as reliable as Battler's 8j.B
A+Bx5: This move is Jess' definitive guard break special. It does 50-60% damage to the opponent's Break Limit, and it can't be guard touched, making it one of the best options to guard break with. Ronove can still guard kick this however so be careful.
214A: The small invincibility frames this move gives you will help you punish dash ins, jump ins, and even attack touches. It's not recommended to charge this move however, since any low will go through it.
214C: It is recommended to charge this move however. During the last part of the charging animation. Jessica becomes invincible during the entire attack, making it an extremely useful tool to punish wake-up reversals, and jump ins. The best way to use this move is to use it as oki, as the opponent is waking up. Charging the move will give you reversal coverage, and the move is relatively safe on block if spaced well. 214C cannot be guard touched, making it a good move to use to guard break the opponent. 214C > 623A+B is a good frametrap to use to punish enemies that try to punish your 214C or jump out, or even finish off the opponent's Break Limit.
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for Jessica to use. Remember I'm watching you.
Lucifer
Coming Soon
Ange
Coming Soon
Battler
Coming Soon
Beatrice
Coming Soon
Rosa
Coming Soon
Virgilia
Coming Soon
Willard
Coming Soon
Kanon
Coming Soon
Shannon
Coming Soon
Black Battler
Coming Soon
Eva
Coming Soon
Chiester 410
Coming Soon
Ronove
Coming Soon
LambdaDelta
Coming Soon
George
Coming Soon
Erika
Coming Soon
Dlanor
Coming Soon
Bernkastel
Coming Soon
Sample Combos
Feel free to edit this part of the wiki with your tips/strats what combos to use. Remember I'm watching you.
Meterless:
No Enchant
2A > 2B > 5B > 5C > 2C > 22A/B/C: Basic setup for Enchant. - 773 Damage
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
- Delay after 5C is necessary in order to be able to hit with 2C.
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
2A > 2B > 5B > 5C > 2C > 2B > 6C > 22A/B/C: Setup for Enchant in the corner. - 1136 Damage
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
- Delay after 5C is necessary in order to be able to hit with 2C.
- The latter 2B may have to be omitted against opponents with thin air hitboxes, like Beatrice and Lambda. Switch it with 5B.
- Can be used midscreen if dash is used between 2C and the latter 2B. Will not work against characters with thin air hitboxes, like Beatrice and Lambda.
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
2A > 2B > 5B > 5C > 2C > 214B/C: Basic combo that ends with a knockback instead of Enchant. - 1070 Damage
- If used midscreen, essentially another 22A/B/C setup, but you lose the oki that would have been gained by using 6C instead, therefore this combo is not recommended.
AA 6C > 214[B] > 214[B] > 2B > 6C > 22A/B/C: Anti-air combo which does a lot of damage and sets up Enchant. - 1531 Damage
- [Move] = Charged
- [AA] = Anti-Air (Must hit an airborne opponent).
With Enchant
2A > 2B > 5B > 5C > 236B/C > 2A > 2B > 5B > 2C > 6C > 22A/B/C: An Enchant loop followed up by another Enchant setup. - 1469 Damage
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
2A > 2B > 5B > 5C > 2C > 623A/B/C > 2B > 6C > 22A/B/C: Combo that uses 623C to OTG opponent off the ground to hit with 6C for enchant setup. - 1433 Damage
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
- Delay after 5C is necessary in order to be able to hit with 2C.
- Use in case you're scared of opponent damage bursting, not recommended otherwise however.
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
2A > 2B > 5B > 5C > 2C > 2B > 6C > 623C > 214[B] > 2B/5B > 6C > 22A: Corner only combo which guarantees stun against most characters. - 2176 Damage
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
- Delay after 5C is necessary in order to be able to hit with 2C.
- The latter 2B may have to be omitted against opponents with thin air hitboxes, like Beatrice and Lambda. Switch it with 5B.
- [Move] = Charged
- Definitely recommended every time you're in the corner with enchant up.
- Combo success varies according to hitboxes of opponents.
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
AA 6C > 214[B] > 214[B] > 2B > 6C > 623C > 2B > 6C > 22A/B/C: Anti-Air combo that uses Enchant's 623 series to extend the combo. - 2217 Damage
- [Move] = Charged
- [AA] = Anti-Air (Must hit an airborne opponent).
- The latter 2B may have to be omitted against opponents with thin air hitboxes, like Beatrice and Lambda. Switch it with 5B.
- If used in corner, instead after 623C, use 214[B], then follow it up with 2B for more damage.
With Meter:
No Enchant
2A > 2B > 5B > 5C > 2C > 214A+B: Basic combo that ends with a SP knockback. - 1259 Damage
- Only recommended to be used if opponent is near stun, or the extra damage given by 214A+B KOs the opponent. Better off just setting up another Enchant.
2A > 2B > 5B > 5C > A+B+C > Dash > 2B > 5B > 5C > 2C > 2B > 6C > 641236C: Combo into meta super. - 2269 Damage
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
- Delay after 5C is necessary in order to be able to hit with 2C.
- You MUST dash after 2C if you are midscreen in order to hit 2B.
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
META (Or during Meta) > AA 6C > 641236C: Guaranteed meta super. - Up to 1371 Damage
- Recommended to just use 214[B] loop since it does more damage, but this combo has a high chance of stun and it looks cool so...
With Enchant
2A > 2B > 5B > 5C > 236B/C/A+B > 2A > 2B > 5B > 5C > Meta > 2A > 2B > 5B > 5C > 2C > 214A+B: Combo that leads to a guaranteed stun. - 2471 Damage
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
- Delay after 5C is necessary in order to be able to hit with 2C.
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
2B > 5B > 5C > Meta Cancel > 2B > 5B > 5C > 2C > 2B > 5B > HJC9 > j.A > j.C > j.B > 623AB > (214A+B OR 2B > 5B > j.A > j.C > j.B) > Stun: 3.2k damage, 3/2SP, before stun.
- 214A+B ender actually does less damage but is easier to execute.
- Skipping the 2B after the 2C might be necessary against some characters;
- The 2B after the 623AB is necessary, or else 5B will launch & knockdown.
- Ridiculous damage, and doesn't require any touch meter/can be touched into.
Will SP Cancel Specific Cancels
2A > 2B > 5B > 5C > A+B+C > Dash > 2B > 5B > 5C > 2C > 623B/C/A+B > Cancel > 641236C: Guaranteed stun. = Up to 2564 Damage
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
- Delay after 5C is necessary in order to be able to hit with 2C.
- Will need to dash after 2C if used midscreen in order to combo the 623.
- May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
214A+B > 623B/C/A+B > Cancel > 61236C: Wonderful combo to punish wake-ups with. Corner only. - 1701 Damage
Ronove CH Boost Specific Combo
9j.C > 9j.B > 66 > 2B > c.5C > 66 > 5A > f.5B > f.5C > 236A+B > 66 > 2B > c.5C > 66 > 5A > f.5B > f.5C > Attack Touch > 66 > c.5B > c.5C > 623A+B > 66 > c.5B > c.5C > A+B+C > 66 > c.5B > c.5C > 623A+B > 66 > 5B > 2C > 6C > 641236C > Raw Touch > 22A/B/C > 9j.C > 9j.B > 66 > 2B > c.5C > 66 > 5A > f.5B > f.5C > 236A+B > 66 > 2B > c.5C > 66 > 5A > f.5B > f.5C > Attack Touch > 66 > c.5B > c.5C > 623A+B > 66 > c.5B > c.5C > A+B+C > 66 > c.5B > 2C > 6C/f.5C -> 641236C: Around 7600 damage, started from CH Boost. If done w/o CH Boost, around the 6000s.
- Requires a lot of links