Overview
Lore
Jaina Stormborne witnessed her father die at the hands of General Onimaru; the trauma left a lasting impression on her. If a loved one can die so suddenly, what guarantee is there for any of us? She wants whatever fun, whatever thrill she can have in her limited time in this world. She says don't take shit from anyone, and don't apologize for your vices. As a child she was reckless and prone to injury from overexerting herself or attempting overly dangerous feats.
Master Midori took in the Stormborne children and raised them as his own. While Grave, her brother, took readily to physical training, Jaina was disobedient and out of control. Midori taught her to use a bow — a weapon totally unsuitable for her temperament — in an attempt to teach her patience and focus. While she had no interest in meditation, archery became a substitute to calm her mind.
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
|
Normal Attack
|
3
|
0
|
8
|
Chain Combo
|
1
|
Low
|
|
|
B. Light Low Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
4
|
0
|
7
|
Chain Combo
|
1
|
Low
|
|
|
C. Medium Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
5
|
0
|
6
|
Chain Combo
|
1
|
-
|
|
|
D. Heavy High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
6
|
0
|
5
|
Chain Combo
|
1
|
High
|
|
|
E. Power High Attack
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Attack
|
7
|
0
|
4
|
-
|
1
|
High
|
|
|
Low Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
|
High Block
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Block
|
-
|
-
|
-
|
-
|
-
|
On block: Draw a card. Recurring
|
|
|
Dodge
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Dodge
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throw
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Normal Throw
|
7
|
-
|
5
|
Starter
|
2
|
Knockdown
|
|
|
Special Moves
X. Flame Arrow
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
7
|
5
|
7
|
Ender
|
1
|
Projectile Lv. 1, Recurring, Lockdown
|
|
|
Y. Dragonheart
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
8
|
1
|
14
|
Ender
|
3
|
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.
|
|
|
Z. Crossfire Kick
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Special Attack
|
6
|
3
|
8
|
Linker
|
2
|
High, Pump 1 Z: +7 Damage
|
|
|
Super Moves
S1. Red Dragon
|
Move Type
|
Damage
|
Block Damage
|
Speed
|
Combo Type
|
Combo Points
|
Attributes
|
Super 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
|
Super Attack
|
18
|
4
|
8
|
Ender
|
2
|
Costs 2 Super Meter. Lv. 3 Projectile
|
|
|
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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