Ougon Musou Kyoku/Jessica Ushiromiya

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Jessica Ushiromiya

Introduction

Krauss and Natsuhi's 18-year-old daughter. Although Jessica is the heiress of the Ushiromiya family after her father, she is an energetic and tomboyish young woman who lacks the more refined behavior expected of such a role. Due to her rebellious nature, she is resentful of her parents for the pressures they place on her regarding the family headship, but still shows concern for them.

Health - 1400

Pros

+ Large damage and guard crush potential
+ Does not rely on meter
+ Damage increases drastically when given as much as 1-2 SP
+ Quick and effective knockdown normals
+ Meta super on cornered opponents for easy Oki chip and pressure, as well as doing high amounts of guard break.
+ Invincible SP2

Cons

- Is zoned out very easily
- Relies on having enchant activated for improved combos/neutral game
- Rather average mixup
- Rushdown character without good range on normals
- Meta Super mostly useless outside of corner

.

Changes

Patch 2.30

+ The non SP version of Maiden's Invincible Punch (214SP) now dodges lows as well.

Ability

Shave Booster - Increases shave(chip) damage. As of Cross this ability also prevents chip damage from being converted into recoverable health.


Move List

Normal Moves


【f.5A】

Jessica jabs forward. Self explanatory.
Damage:


Jessica-2A.png
【2A】

Jessica does a crouching jab. Hits mid.
Damage:


Jessica-6A.png
【6A】

Jessica steps forward and jabs. Hits mid.
Damage:


Jessica-f5B.png
【f.5B】

Jessica punches forward, generating wind around her fist and sliding forward. Good poke. Hits mid.
Damage:


Jessica-6B.png
【6B】

Jessica steps forward before doing an overhead strike. Hits twice. Meta, special and attack touch cancelable for combo potential.
Damage:180


Jessica-c5B.png
【c.5B】

Jessica does a quick strike to the kidneys. Hits mid.
Damage:


【2b】

Jessica crouches and does a low straight. Hits mid.
Damage:


Jessica-c5B.png
【f.5C】

Jessica leans forward as her sprite inches forward, punching ahead of her. Slow start-up, but fantastic range. Hits mid.
Damage:


【6C】

Jessica steps forward and does an uppercut. Launches if opponent is in the air. Useful for setting up Meta super oki.
Damage:


Jessica-c5B.png
【c.5C】

Jessica does a left hook. Hits mid.
Damage:


【2c】

Jessica slides forward and strikes at their feet. Hits low. Knocks down. Very fast, and when meta canceled, can do 6C afterwards to set up Jessica's Metasuper. Can be comboed into 2b or 5b to begin an aerial combo.
Damage:


Jessica-c5B.png
【j.A】

Jessica jabs downwards, with almost no horizontal reach. Hits high. Great for going through Shannon shields.
Damage:


Jessica-c5B.png
【j.B】

Jessica does her uppercut in the air. Hit high.
Damage:


Jessica-c5B.png
【j.c】

Jessica swipes downwards. Hits high.
Damage:


Jessica-c5B.png
【8j.B】

Jessica does a jumping straight. Hits high. Deceptively long active frames.
Damage:


Jessica-c5B.png
【8j.c】

Jessica punches downwards diagonally, ala ryu j.hp. Hits high.
Damage:


Jessica-c5B.png
【bc】

Jessica grabs the opponent by their collar, punching them silly before tossing them into the air. Air techable.
Damage:


Special Moves


Enchant 「エンチャント」 - 22ABC

Jessica enchants her brass knuckles, enabling her to use enchant specials. Recovery frames of enchant block projectiles. Lose enhancement if you are hit while the animation.


"Maiden's heartbreak!" 「乙女のハートブレイク!」 - 236ABC

Enchant only. Jessica punches forward horizontally, leaving a wave of flames as she does. Button determines distance traveled, startup, and recovery. You can combo after all three version of Maiden's heartbreak!. A version is the easiest to combo after but does the least damage out of the three and travels the least distance while C version is the hardest one to combo after but does the most damage and travels the farthest. B version is in the middle.


"Maiden's Explosion!" 「乙女のエクスプロージョン!」 - 623ABC

Enchant only. Jessica does a ground pound, making a small explosion upwards. OTGs, button press determines the size of the explosion.

"Maiden's Invincible Punch!" 「乙女の無敵パンチ!」 - 214abc

Jessica does one of 3 different moves, depending on the button used. All versions are charge/delayable. A version makes her step back and feint right, unleashing a powerful punch after a moment. Dodges high/mid/low attacks. B version makes Jessica crouch down before doing an uppercut, charging determines height of uppercut. Can be useful for ending a combo in a launch and stun if 214AB is not available. C version makes Jessica feint to the left before striking. All versions knock the opponent into the air, though 214B knocks them significantly higher.


"Maiden's Heartbeat!" 「乙女のハートビート!」 - a, b, or c 5 times

Jessica's variation of the hundred hand slap, punching rapidly until the button presses stop or after a short duration. Button used changes the distance she moves forward. Can be relatively safe on block, and is great for building guard crush.


SP Supers


"Maiden's heartbreak!" 「恋する乙女のハートブレイク!」 - 236AB

Jessica does a super version of the heartbreaker, crossing half of the screen in an instant. Not very useful in neutral game, but fantastic for combos. Hits mid.


"Maiden's Explosion!" 「恋する乙女のエクスプロージョン!」 - 623AB

Jessica does a more accurate version of Terry's power geyser, with a gigantic hitbox and invincibility frames. OTGs. Usable as an anti-air.


Jessica-c5B.png
"Maiden's Invincible Punch!" 「恋する乙女の無敵パンチ!」 - 214ABC

Jessica feints to the right before doing a powerful strike. Fully invincible during the dodge. Does crazy amounts of stun and wall slams. Great as a combo ender or reversal.


Jessica-c5B.png
"Maiden's heartbeat!" 「恋する乙女のハートビート!」 - AB 5 times

Jessica does a super version of her Maiden's heartbeat, traveling across the screen extremely fast and wall slamming on the last hit.




Level 2 Super


Jessica-c5B.png
Jessi Roll - 「ジェシー・ロール」 - 236236C

Jessica demonstrates her variation of the Dempsey roll. Has startup invincibility, moves roughly half the screen. 645 damage. Aside from the invincibility, is rather standard fare for a SP2.



Meta Super


Jessica-c5B.png
Sweet! Thanks for coming to see me Today! - 641236C

Jessica changes into her Marisa Kirisame cosplay and performs an upwards version of Master Spark. Has very slow startup, but it has full invincibility during the beam . Hard to combo into outside of stun, but does fantastic chip and guardbreak when used as oki.

Strategy

Like most 'explosive damage' characters, Jessica has only one goal in every match-up: To get in, get close, and get a hit confirm in any way possible. Due to how scary her damage is, she has very few tools that let her get in on opponents reliably. As a result, Jessica gets zoned out easily, and prefers an opponent that tries to get in on her so she can score a quick knockdown through a hitconfirm or a 214 series so she can begin her pressure.

Once Jessica is actually in, she can quickly turn into an absolute pressure monster. Most of her pokes have great forward momentum, all of her normals can easily be turned into a combo, or at the very least, a setup into her meta super for pressure, and she can build guard break extremely fast with her mash punch supers and extended block strings. Essentially, once she finally DOES get in... the opponent is forced to make a decision to get her off of them, or they WILL be guard broken.

Tag partners

Jessica is rather meter independent, so pairing her with someone who needs a lot of meter to succeed can be a good idea, such as Virgilia or Beatrice. Unfortunately, while her ability 'Shave Boost' sounds great on paper, increasing chip damage and lowering the amount of recoverable health the opponent gains from chip damage... unfortunately, very few characters can actually utilize this ability, and the bonuses are not as amazing as they sound.

The biggest flaw for her explosive damage and rush down are her poor normals, which is a major flaw in a game flooded with 'sword normal' characters that all have godlike normals. Pairing her with these characters, such as Kanon or Lucifer, can actually be a rather good idea, as they can quickly corner the opponent before attack touching into Jessica and allowing her to pressure them endlessly. Unfortunately, her Enchant goes away on touch, so most tag combos will have to end in either a meta super setup or a quick 214SP for a stun.


Combos

While Jessica somewhat lacks variety in her combos, it really doesn't matter because her damage output is downright disgusting. Her loops are relatively simple but effective, and as long as she has enchant up she can tag an easy 1.5k minimum before attack touching her partner in.

Meterless

No Enchant

  • (2A/5A)>2B>5B>5C>2C>214B/C
  • (2A/5A) > 2B > 5B > 2C > 6C > 22A/B/C - Great way to activate Enchantment, and gives you a very long knockdown to capitalize off of.
  • (2A/5A) > 2B > 5B > 5C > 2C > 2B > 5B > 6C > 22A/B/C - A much more damaging way to activate enchantment when you have the opponent cornered. The string after 2C may need to be changed against some characters.
  • 6B>214B - Overhead
  • (J.9C>J.9B)>2B>5B>5C>2C>214B/C
  • 6C > 214[B]x2 > 2B > (5B) > 6C > 22A/B/C - Anti-air combo, does decent damage and gets you an Enchantment.

Requires Enchant

22A/B/C for Enchantment

  • 2A/5A>5B>5C>236A/B/C>5A>5B>5C>2C>214B
  • (J.9C>J.9B)2A>2B>5B>5C>236B/C>2A>2B>5B>5C>2C>236B
  • (J.9C>J.9B)2A>2B>5B>5C>236B/C>2A>2B>5B>5C>2C>5B>6C - Corner
  • 2A>2B>5B>5C>2C>5B>6C>623A/B/C>214B
  • 6C > 214[B]x2 > 214B > 623C > 214B/2B > (5B) > 6C > 22A - Anti-air and very character specific. While 214B is techable, doing 623C as fast as possible allows you to reset the opponent when they land, making it inescapable. Furthermore, if the opponent doesn't tech, 623C combos normally.
  • (5A/2A) > 2B > 5B > 5C > 2C > 2B > 5B > 6C > 623A > 214[B] > 2B > 5B > 6C > 22A/B/C - Corner, does about 2600 damage for 0 SP, loads of stun, and gives you another Enchantment. Absolutely worth knowing, but the difficulty varies wildly depending on the character it's being done on.

Easy (2B > 5B link after 2C and 214[B] works perfectly): Rosa, Virgilia, both Battlers, Kanon, Ronove, Jessica, George, Dlanor, Bernkastel
Medium (2B > 5B link after 2C is a bit awkward, 5B after 214[B] needs to be taken out): Ange, Lucifer, Shannon, Siesta 410, Lambdadelta, Erika
Hard (2B > 5B link after 2C and 214[B] doesn't work at all, 5B has to be taken out): Beatrice, Eva-Beatrice
Impossible (This combo only works if you cancel 6C straight into 623C rather than linking into 623A): Willard

SP Combos

No enchant

  • 2b>5b>5C>DC>2b>5b>5c>214AB - 1SP, dash cancel.
  • 2b>5b>5c>2c>214AB - 1SP. Input the 214AB pretty much as soon as the 2c connects to deal with the wind-up on 214AB.
  • 2b>5b>5c>Meta cancel>5b>2b>5c>2c>2b>5b>6c>Meta Super - 1SP, works on character with big hitboxes like Virgilia in the corner

Requires Enchant

  • 2b>5b>5c>2c>623A>SP2 - A basic combo into SP2.
  • 2b>5b>5c>Meta cancel>5b>2b>5c>2c>2b>5b>6c>Meta Super>623a>2b>5b>6c>Meta super - 1SP, works on character with big hitboxes like Virgilia in the corner
  • 2b>5B>5C>Meta Cancel>2b>5B>5C>236AB>2b>5B>5C>Dash cancel>2b>5B>5C>214AB>Stun, enchant>2b>5B>5C>DC>2b>5B>5C>exAB>EX214 - 3k damage, 3SP. Disgusting damage. The loop can also be performed off her overhead, merely substitute the initial loop for 6B>Meta cancel.
  • 2B>5B>5C>Meta Cancel>2B>5B>5C>2C>2B>5B>HJC9>j.A>j.C>j.B>623AB>(214AB OR 2B>5B>j.A>j.C>j.B)>Stun - 3.2k damage, 3/2SP, before stun. 214AB ender actually does less damage but easier to execute. Skipping the 2B after the 2C might be necessary against some characters; the 2B after the 623AB is necessary, though, or else 5B will launch & knockdown. Ridiculous damage, and doesn't require any touch meter/can be touched into.
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