![](/images/8/8c/Icon_patch_notes.png) |
Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
|
Jodie
|
Owned by:
|
KlasiqueTV
|
HP:
|
1000
|
Meter Size:
|
3000
|
Prejump Frames:
|
2
|
Extra Movement Options:
|
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 very versatile stance character who can freely choose between rushdown and footsies. 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
- Possesses many powerful and versatile reversals, giving him a better disadvantage state than most of the cast
- Very Fast Burst Movement
- Exceptional Meter Build
- Easy to use at a beginner level
|
- His burst movement leaves him vulnerable and wide open, if only for a brief moment, making him susceptible to reads
- Lacks any midscreen or fullscreen presence, meaning Jodie is forced to be in the opponent's face to be effective
|
Command List
Normal Moves
5A
|
5A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
Mid
|
5AA, 2A, 5B, 5C, 236A, 214A, 236C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
6
|
3
|
6
|
0 (0)
|
5
|
5
|
Jodie takes a jab at the opponent.
- It's a fast poke that confirms into either continued pressure or a combo.
|
5AA
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Mid, Air
|
5BB, 5C, 6C, 236A, 214A
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
6
|
5
|
8
|
-1(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(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
|
up to 40
5 per hit, up to 8 hits
|
Mid, Air
|
5BBB, 5C, 6C, 214A, 214B
|
(Projectile Invul) 0 - 31
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
3
|
24
|
17
|
-3(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.
- It can be cancelled into 5C, but it is not recommended as you will be negative.
|
5BBB
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Mid, Air
|
Jump (on hit only), 5C, 6C, 236A (on hit only), 214A
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
6
|
4
|
20
|
9 (-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.
- 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.
|
|
66B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
40 total, 5 per hit, 8 hits
|
Mid, Air
|
5BBB, 5C, 6C, Y
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
3
|
24
|
17
|
-4(-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.
|
|
j.A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
15
|
High, Air
|
Jump, j.A, j.B, j.5C, j.6C, 214A
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
5
|
2
|
33
|
-8 to -13(-9 to -14)
|
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, Air
|
Jump, j.6C, j.5C, j.BB
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
9
|
6
|
0
|
12 (+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, Air
|
IAD (on hit only), Airdash (on hit only)
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
9
|
6
|
0
|
KND (+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
Universal Mechanics
EX Attacks
Star Strikes
Combos
Roadmap
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!
- Ensure that this chart is updated over time.
|