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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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Jodie
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Owned by:
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KlasiqueTV
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HP:
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1000
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Meter Size:
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3000
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Prejump Frames:
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2
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Extra Movement Options:
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Teleport (236A), Invul Run (214B), Extra Jump/Dash (6C, j.6C, j.5C)
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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 versatile and very fast stance character who can freely choose between being a rushdown and being a sword fighter. 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
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- Exceptionally High Damage Output - Jodie can easily defeat his opponent in 2 touches if they don't starburst.
- Many Strong Reversals - They give him a better disadvantage state than most of the cast.
- Great Mobility - He has very fast run speed, and he has fast additional burst movement that allows him to quickly get in when he sees a chance. In addition, his fast movement makes it difficult to camp Jodie out.
- Exceptional Meter Build - Giving him enough meter to do his exceptionally high damage often while continually having access to his extra movement options.
- Very Good Normals - Many of Normal Jodie's moves are faster than average, while all of Sword Jodie's moves have very large hitboxes and decent range.
- Strong Pressure - With meter, Normal Jodie will always have the threat of an invul command grab out of 214B within his blockstring, forcing the opponent to think quickly or get caught in a very damaging combo, while without meter he has a very fast low and strong overheads to mixup his pressure. For Sword Jodie, As long as Jodie has meter to do S.j.5c, Jodie can continually and safely reset his blockstring for constant mixups.
- Damaging Fatals in Sword Mode - Sword Jodie's 5b and j.b are both large fatals that come out decently fast at frame 6, and will easily convert into damaging combos (if he has the meter).
- Has a Reversal Air Grab - While the move greatly reduces combo damage after it's use, not many characters have an air grab, let alone a reversal air grab. Use it wisely.
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- His Approach is Vulnerable - Some of his common approaching moves leave him vulnerable and wide open, if only for a brief moment, making him susceptible to reads.
- Lacks any midscreen or fullscreen presence - Jodie is forced to be in the opponent's face to be effective.
- Universal throw does not combo - Jodie does not get rewarded as much as others for landing a normal grab, meaning that he's usually better off spending meter to use his command grabs if he wants to grab.
- Unreliable Anti-Airs as Normal Jodie - Every anti-air normal jodie has is either very stubby, or has a lot of end lag on whiff.
- Cannot Charge Meter as Sword Jodie - Sword Jodie essentially runs on limited fuel if his meter is not managed properly.
- Loses access to burst movement as Sword Jodie - Sword Jodie must rely on his normals, the universal movement, and footsies to get in and win neutral.
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Command List
Normal Moves
5A
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5A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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Mid
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5AA, 2A, 5B, 5C, 236A, 214A, 236C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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3
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6
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0 (0)
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5
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5
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Jodie takes a jab at the opponent.
- It's a fast poke that confirms into either continued pressure or a combo.
- Safe on whiff.
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5AA
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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Mid, Air
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5BB, 5C, 6C, 236A, 214A
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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5
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8
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-1(0)
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5
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5
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Jodie follows up with a kick.
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5B
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5B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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Mid
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2A, 5AA, 5BB, 6C, 5C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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10
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12
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13
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0(0)
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5
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10
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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.
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5BB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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40 (5 x 8)
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Mid, Air
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5BBB, 5C, 6C, 214A, 214B
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(Projectile Invul) 0 - 31
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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3
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24
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17
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-3(0)
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5
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5
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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, and others take advantage of a scared opponent.
- It can be cancelled into 5C. Only do this if you are certain that the opponent won't press buttons.
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5BBB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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Mid, Air
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Jump (on hit only), 5C, 6C, 236A (on hit only), 214A
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-
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Launches
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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4
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20
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9 (-8)
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5
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10
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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, but it does slightly less damage and consumes juggle.
- 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.
- Extremely negative when instant blocked.
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66B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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40 total, 5 per hit, 8 hits
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Mid, Air
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Jump (on hit only), 5C, 6C, 236A (on hit only), 214A
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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3
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24
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17
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-4(-7)
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3
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10
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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.
- Same as 5BB in many aspects, and has the same cancels on block
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j.A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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High, Air
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Jump, j.A, j.B, j.5C, j.6C, 214A
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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5
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2
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33
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-8 to -13(-9 to -14)
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2
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10
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Jodie Kicks in the air
- Good to use after launching the opponent to continue the combo.
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j.B
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j.B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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25
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High, Air
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Jump, j.6C, j.5C, j.BB
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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6
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0
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12 (+4 to +12)
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0
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10
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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.
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j.BB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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High, Air
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IAD (on hit only), Airdash (on hit only)
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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9
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2
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10
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KND (+1)
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0
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10
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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.
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Sword Moves
S.5A
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S.5A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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Mid, Air
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S.5AA, S.2A, S.5B, S.5C, 236A, 214A, 236B
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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8
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4
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13
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0(0)
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3
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5
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Jodie slashes his sword upwards.
- Combo starter with massive range.
- Can stuff other moves out
- Can function as a very good anti-air
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S.5AA
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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25
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Mid, Air
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S.2A, S.5B, 236A, 214A, 236B
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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8
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8
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0(0)
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3
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5
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Jodie follows up with a downward slash
- Good for taking on damage in combos
- Can be delayed in blockstrings for a good stagger.
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S.5B
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S.5B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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25 (50 on Fatal)
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Mid
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5BB, 5C, 236A, 214A, 236B
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-
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Fatals, Air-Unblockable
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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6
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6
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10
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0(0)
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5
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10
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Jodie thrusts his sword into the opponent
- Amazing Fatal that converts to a combo.
- Can be staggered out of both parts of S.5A for a dangerous frame trap.
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S.5BB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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30 (60 on fatal)
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Mid, Air
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-
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-
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Fatals
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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8
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3
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16
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Launch +27(-2)
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0
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10
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Jodie does one last slash to send the opponent flying into the air.
- Sword Jodie's standard launcher
- Safe, but negative on block. You will not be able to continue you're pressure if this move is blocked.
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S.j.A
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15
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High, Air
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Jump (on hit only), j.S.B, j.S.5C, j.S.2C, 214A
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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4
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2
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6
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+5 to +6 (+1 to +2)
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0
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10
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S.j.B
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S.j.B
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15 (30 on fatal)
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High, Air
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Jump, j.S.BB, j.S.5C, j.S.2C, 214A
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-
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Fatals
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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5
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2
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10
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+1 to +4 (-3 to -5)
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5
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5
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Jodie slashes upwards in the air.
- A fast fatal with a massive hitbox.
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S.j.BB
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20 (40 on fatal)
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High, Air
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Jump, j.S.5C, j.S.2C, 214A
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-
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Fatals
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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3
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2
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10
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KND (0)
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5
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5
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Jodie follows up with a slash downward, knocking the opponent down.
- Puts the opponent in knockdown if it lands while still being safe on block.
- Just like the first part of this move, this part also fatals, and it can be staggered.
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Universal Mechanics
Low Attack
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Normal Jodie
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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20
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Low, Air
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5AA, 5BB, 5C, 236C
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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5
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3
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17
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-7(-7)
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5
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5
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Very fast low kick
- Important in jodie's combos as it is one of his few moves that can pickup knocked opponents
- Will outspeed many moves and has an amazing hitbox, but is wiff-punishable.
- The move itself is very good at wiff-punishing moves as well as block-punishing unsafe moves.
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Sword Jodie
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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15, 20
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Low, Air
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Bounce (Jump), S.5BB, 236A, 214A, 236B
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-
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Multi-hit move (2 hits)
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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8, 7
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4, 4
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14
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Launch +18 (-5)
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5
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10
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Jodie does low swipe with his sword
- A meaty low that converts into combos
- Is jump cancelable. He is +2 on block if he jump cancels this move.
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Overhead
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Normal Jodie
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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10
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High, Air
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IAD, Airdash (66, 44), j.6c
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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18
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2
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32
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+8 (+5)
|
5
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0
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Jodie jumps in the air and kicks the opponent in the head.
- Very slow overhead that leads to plus frames.
- Can be used to call out counters, but is otherwise extremely reactable at frame 18.
- Outclassed as an overhead by his jumping moves.
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Sword Jodie
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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10
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HA
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IAD, j.S.5c, 236A (if inputted as 236B for some reason)
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-
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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22
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3
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33
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+12 (+9)
|
5
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0
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Jodie jumps in the air and kicks the opponent in the head, but he has a sword on him now.
- A more extreme version of the normal jodie 2b. Even slower, but more plus. Has the same use.
- Despite the plus frames, it's so slow that this move is still heavily outclassed as an overhead by Sword Jodie's aerial moves.
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Grab
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Damage
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Guard
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Cancel
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Invul
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Property
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Cost
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150
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Unblockable
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-
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Invul on hit
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Throw
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-
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Startup
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Active
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Recovery
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Advantage
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Proration
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Juggle
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10
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5
|
15
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33
|
35
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25
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Jodie lunges forward and grabs the opponent. If it succeeds, he throws them behind him.
- Faster than average grab
- Can only combo in the corner
- It's decent, but it's still outclassed by his 214B~C command grab, which is also fast, is untechable, and can lead to his most damaging combos. If you don't want to use meter, however, do use the grab, as it's still very fast.
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EX Attacks
EX Attack 1
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
Stance A, Stance B, Stance C, Jump, 2C, Dash Back, Sprint
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-
|
Stance
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
36
|
-
|
-
|
200
|
Jodie does a spindash, giving him access to 3 additional moves and many other options.
- Some actions take longer than others to come out. Here are all the actions that jodie can take during this stance.
- Frame 12: Stance A, Stance B, Stance C, Jump, 2C
- Frame 26: Dash Back (hold back), Sprint (hold forward)
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|
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
20
|
Mid, Air
|
-
|
-
|
Launches
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
3
|
4
|
20
|
+9 (+2)
|
5
|
10
|
Jodie kicks the opponent upwards.
- Jodie's fastest option out of the spindash; beats normal retaliation.
- Very minus if instant blocked, but timing can be mixed up, so don't be predictable.
|
|
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
50 (100 on fatal)
|
High, Air
|
iad, 66, j.6C, (the following are on hit only) j.A, j.B, j.5C
|
(Air Attacks) frames 1 to 7, (Low and Projectile) Frames 3 to 23
|
Partial Invul, Fatals
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
13
|
2
|
12
|
2 (-1)
|
8
|
0
|
Jodie jumps and slams his opponent downward with a kick.
- Strong Overhead out of a blockstring.
- Serves as a good knowledge check.
- Also good for catching opponents trying to mash out of your blockstring, as this fatal hits especially hard, and it will always beat lows and universal counters.
|
|
|
Spin Dash C (Spin Jump)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
3 per hit
|
Mid, Air
|
iad, 66, j.A, j.B, j.5CC, j.6C, 214A, 236C
|
1 to 10
|
Full Invul, Multi-Hit
|
200
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
9
|
24
|
14
|
+7 to +9 (-13 to -19)
|
5
|
10
|
Jodie jumps and does a spin dash. He is invulnerable on startup
- Serves as a small dp in a blockstring. Useful if an opponent is trying to hit your Spin Dash B move.
- Also serves as a timing mixup for the overhead.
- On its own, it's extremely minus on block, so don't do the move alone. Almost always follow up with j.CC on block.
- If timed properly, this move can counter many dp's. Timing varies on opponent timing and the move they are using.
|
|
EX Attack 2
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
40 (80 on fatal)
|
Mid, Air
|
Jump, 6C (cancels into itself only once), 6C2C, (air only) j.5C
|
10 to 20
|
Invul, Fatals
|
200
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
10
|
10
|
10 or until grounded
|
Launch (8 to -9)
|
5
|
0
|
Jodie boosts towards his opponent, launching them into the air.
- One of Jodie's many strong approach tools.
- Inputing 2C after connecting this move will cause Jodie to switch to Sword Mode and perform S.j.5C
- Aerial Version has a bit more blockstun, making it safer on block. This move is never safe on block point blank though.
- Jodie's Main Launcher with meter, as it does more damage than 5BBB
- Doing this move from an air dash or a run will skip to the first active frame, making it come out frame 1.
- Technicality: The aerial and grounded versions count as different attacks in the eyes of the stale move system.
- <bold>If done after inputting 66, this moves becomes frame 1, making it technically the fastest move in the game.
|
|
Falling Whirlwind From Boost Dash 6C2C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
78 (6 x 13)
|
Mid
|
S.j.5CC
|
-
|
-
|
300
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
8
|
26
|
13
|
-14 to +3
|
0
|
10
|
Jodie pulls out his sword and spindashes with it.
- A more damaging version of Falling Whirlwind.
- One of Jodie's very powerful ways to switch stances mid pressure.
|
|
EX Attack 3
|
j.5C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
3 per hit
|
Mid, Air
|
j.5CC, j.6C, 214A, 236C
|
1 to 10
|
Full Invul, Multi-Hit
|
200
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
9
|
24
|
14
|
+7 to +9 (-13 to -19)
|
5
|
10
|
- Normal Jodie's most effective meterless anti-air, but also his riskiest one.
- Invul on start-up.
- Cancelling this version of the move on hit will cause the combo to drop, as it's instantly techable.
- Tip: When on the ground, Back Dash > j.5C is a very effective way of beating many aerial moves as it combines the Invul Frames of Back Dash and the start up of this move.
|
Spinning Flip Kick (j.5CC)
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
30
|
High, Air
|
j.6C
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
KND (-5 to +5)
|
-
|
-
|
Jodie slams the opponent into the ground with a kick.
- Useful for continuing combos back on the ground.
|
|
EX Attack 1
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
42 (7 x 6)
|
Mid
|
S.2A, S.5BB, 236A, 214B, 236B
|
-
|
Multi-Hit
|
200
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
6
|
24
|
12
|
-4
|
0
|
10
|
Jodie Spins into his opponent.
- Can be used to extend Sword Jodie's block string and delay the 2a or fish for a counter.
|
|
EX Attack 2
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
39 (3 x 13)
|
Mid
|
S.j.5CC
|
-
|
-
|
300
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
8
|
26
|
13
|
-14 to +3
|
0
|
10
|
Jodie spindashes with his sword.
- When positioned up close, this move becomes plus, making it a very powerful pressure tool.
- Massive hitbox makes it very good in neutral.
- Very negative if spaced improperly
- Will easily convert into a combo if it connects.
|
S.j.5CC
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
Mid
|
214A
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
6
|
2
|
6
|
+5
|
11
|
0
|
- This move puts the opponent into hard knockdown. Good for ending combos and setting up for okizeme.
|
|
EX Attack 3
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
35 (5 x 7) + 30
|
Mid, Air
|
Saber Throw
|
-
|
-
|
250
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
14
|
21
|
38
|
-18 to -16
|
5
|
15
|
Jodie spins around with his saber.
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
30
|
Mid, Air
|
-
|
-
|
Projectile
|
250
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
1
|
Varies
|
50 (till you land)
|
-5 to -6
|
0
|
5
|
Jodie throws his sword forward.
- The swords becomes a projectile untill it lands on the ground.
- The swords explodes 6 seconds after landing on the ground.
- Jodie goes into normal jodie after using this move, and cannot access any move that would use a sword until this one blows up.
|
|
Star Strikes
Star Strike 1
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Star Strike 2
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
- Jodie's DP
- Invul on start-up, and a massive hitbox.
- Jodie always ends in Sword Mode
- Negative on block.
|
|
Star Strike 4
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
- Most Damaging Super
- Only Accessible on Sword Mode
|
|
Star Strike 3
|
Start
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
- Only Accessible On Normal Mode
|
A
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
B
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
C
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Star Strike 5
|
Damage
|
Guard
|
Cancel
|
Invul
|
Property
|
Cost
|
-
|
-
|
-
|
-
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Proration
|
Juggle
|
-
|
-
|
-
|
-
|
-
|
-
|
- Air Ok
- Reversal Command Grab.
|
|
Combos
Combo
|
Damage
|
Cost
|
Meter Gain
|
Location
|
Simple meterbuild combo
|
Long combo
|
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.
|