Overview
Lore
WIP. Complete brief character lore write-up.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait
|
85 |
Zoning |
5 |
Recklessness. Whenever you end your main phase with your high and low blocks in your discard pile, take 2 damage and draw a card.
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Overview
WIP. Complete overview of character gameplay.
Strengths |
Weaknesses
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- Oppressive Offense. Jaina can set up high reward, low risk mix-ups using her ability Arc Shot and her fast and safe S2 fireball super; when the opponent is knocked down, things only get grimmer. When paired with her Y, it even beats burst. Even if the opponent commits to blocking, her high chip damage fireball can continue to bring the pain. Few characters can set-up checkmate situations as easily as her.
- Non-Stop Aggression. Jaina's unique trait allows her to keep her offense running longer than most characters, focusing on a high reward attack/throw mix-up playstyle. As long as she doesn't commit to a combo, her attacks and throws will also be neutral or positive in terms of card advantage, as long as she remains blockless.
- No Respect. Jaina has two reversals, a special and a super costing only 1 meter, allowing her to regularly threaten interrupting an opponent's offense. Both are also fast, allowing her to out speed the more common 11 speed reversals.
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- I Didn't Pay $60 to Block. When going blockless, it is important for Jaina to carefully manage her defensive resources. A dodge or reversal can take on the same role as a block, but the punishment for a misplay can be huge.
- Burning Too Bright. Jaina's unique trait and Dragonheart health penalties can easily eat up tons of life if not managed effectively. It is important to know when to curtail the button mashing and just block.
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Moves
Normal Moves
A. Quick Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
3
|
0
|
8
|
Chain Combo
|
1
|
Low
|
|
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B. Light Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
4
|
0
|
7
|
Chain Combo
|
1
|
Low
|
|
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C. Medium Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
5
|
0
|
6
|
Chain Combo
|
1
|
-
|
|
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D. Heavy High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
6
|
0
|
5
|
Chain Combo
|
1
|
High
|
|
|
E. Power High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
7
|
0
|
4
|
-
|
1
|
High
|
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Block
|
-
|
-
|
-
|
-
|
-
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On block: Draw a card. Recurring
|
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Block
|
-
|
-
|
-
|
-
|
-
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On block: Draw a card. Recurring
|
|
|
Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Throw
|
7
|
-
|
5
|
Starter
|
2
|
Knockdown
|
|
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Special Moves
X. Flame Arrow
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
7
|
5
|
7
|
Ender
|
1
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Projectile Lv. 1, Recurring, Lockdown
|
|
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Y. Dragonheart
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
8
|
1
|
14
|
Ender
|
3
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Unsafe on Block, Pump 1 Card: +5 Damage, Take 5 damage when you play Dragonheart unless you have 35 or less life. If your Arc Shot is active this turn, this is safe on block.
|
|
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Z. Crossfire Kick
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
6
|
3
|
8
|
Linker
|
2
|
High, Pump 1 Z: +7 Damage
|
|
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Super Moves
S1. Red Dragon
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
10
|
2
|
12
|
Can't Combo
|
-
|
Costs 1 Super Meter. Unsafe on Block, Pump 2 Super Cards: +9 Damage/card
|
|
|
S2. Dragon's Breath
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Attack
|
18
|
4
|
8
|
Ender
|
2
|
Costs 2 Super Meter. Lv. 3 Projectile
|
|
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Ability Card
Arc Shot
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Ability
|
-
|
-
|
-
|
-
|
-
|
When the opponent opens with an attack, they take 7 damage and can't combo or pump. When they open with a block, they take 5 block damage. Discard this from play: End of Next Combat.
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|
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Combos
Basic
Attack Super Confirm. A > S2 = 21 Damage.
Throw Super Confirm. Throw > E > S2 = 32 Damage.
Throw Chain Confirm. Throw > D > E > X = 27 Damage + 1 Meter.
During Knockdown
Low Mix-Up Confirm. B > C > Z > X = 22 Damage / 29 Damage with Pump + 1 Meter.
High Mix-Up Confirm. D > E > Z > X = 26 Damage / 33 Damage with Pump + 1 Meter.
Strategy
General
WIP. Complete later.
Matchups
Geiger
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Something about gears.
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