Jump Jousts Jam/Assists

From Mizuumi Wiki
Jump to navigation Jump to search

Overview

Jump Jousts Jam offers players the choice between 6 assists which all offer different options. These assists allow for different setups and playstyles and generally determine the pace of the neutral.

Assists

BMO

BMO
JJJ BMO.png
Proves that size doesn't matter.
Proves that size doesn't matter.
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Armor Break ?-?, Reflector ?-?

BMO beeps, turning the surrounding area into a large hitbox. BMO serves a strong defensive role due to his large hitbox and high knockback. His large hitbox can also be used to make him unavoidable in certain setups or near the corner.

Strengths Weaknesses
  • Defensive Properties: BMO's Armor Break and Reflect can make some setups far worse and his far launch can force characters back to a more comfortable range.
  • Size: BMO's large size and active frames can make him a commanding neutral presence, especially in the corner or with some moves such as Shaggy's door.
  • Low Damage: BMO does one damage and has little combo utility, which may force the BMO player to win more interactions.
  • Backing Up: BMO mainly covers close ranges, meaning that characters without ways to safely set it close or ways to cover back jumps won't find much neutral utility from it.

Yosemite Sam

Yosemite Sam
JJJ YosemiteSam.png
Sam Bigots
Sam Bigots
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Lifespan ?-?

Sam chucks a piece of dynamite at the opponent, which explodes on contact with them or the ground. Sam's long range combined with the explosion's large hitbox can make it difficult to avoid for some characters, giving the Sam player good control of the screen.

Strengths Weaknesses
  • Range: Sam covers a lot of space, forcing the opponent to deal with him if they choose to back up.
  • Size: The explosion from the dynamite is large and comes out anyways regardless of Bullet Breaks. Combined with the high arc it is thrown, some characters may have to take damage when he comes in.
  • Low Damage:: Sam does one damage and has little combo utility, which may force the Sam player to win more interactions.
  • Reflectors: While most Bullet Breaks don't usually work, other anti-projectile counterplay such as projectile clashes and reflectors (especially BMO) can pose trouble for Sam users.

Penumbra

Penumbra
JJJ Penumbra.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Restrain ?f

Penumbra summons shadows at a distance from her. As the only Restrain assist, Penumbra allows her team to get unique.combos high damage conversions off their assist. She also covers further screen space, which can discourage defensive play. She is versatile and good for many teams.

Strengths Weaknesses
  • Range: Penumbra covers a lot of space at far ranges, making her very good at forcing opponents to respect her.
  • Height: Penumbra's height can make her difficult to avoid for many characters, forcing them to play a disadvantaged mixup.
  • Combos: As the only assist with Restrain, Penumbra allows high damage both mid combo and as a starter.
  • Defensive Utility: Penumbra's large deadzone between where she spawns and the user can leave her useless in certain defensive positions.

Banana Joe

Banana Joe
JJJ BananaJoe.png
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Snap, Spinstun (1 character left)

Banana Joe walks across the screen. If he hits the opponent, they are forced to swap to their other character. The ability for this tag to be punished allows offensive comps to follow behind him, disrupt the opponent's rhythm and potentially destroy a team through tag punishes.

Strengths Weaknesses
  • Screen Coverage: Banana Joe's slow movement allows his team to use him as a constant hitbox and force the opponent to respect space.
  • Damage: Banana Joe's damage combined with strong tag punishes allows his team to potentially create high damage scenarios.
  • Range:: Banana Joe is somewhat small and doesn't walk super far, allowing both back jumps and strong forward jump threats to beat his approach.
  • Comedy Factor: Tags have attacks attached to them and tag supers are also an option. If the Joe user is poorly positioned when Joe hits, they can get punished by the tag.

Scrappy Doo

Scrappy Doo
JJJ ScrappyDoo.png
Gappy Doo
Gappy Doo
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Reflect ?-?, Spinstun ?-?

As a parry assist, Scrappy provides a unique utility, giving solid reward for the opponent pressing in close-ranged interactions and having strong defensive use. However, the inherent weakness of parry assists means he requires certain teams to make him work.

Strengths Weaknesses
  • Defensive Utility: Scrappy's projectile reflect and nullification of other assists at certain times gives him the most defensive utility in the game.
  • Damage: Scrappy's Spinstun allows the user to use him in close scrambles to potentially get a positive trade or command space.
  • Inconsistency:: Scrappy can be beaten by disjointed hitboxes or ones with backwards movement. It also will sometimes lose to assists or even phase through characters at certain times.
  • Defensiveness: Scrappy by himself does not command much screen space and requires one of the players to approach or commit to an option for him to see use.

Grim

Grim
Damage Startup Active Landing Lag Magnitude Angle Misc.
1 - - - - - Spinstun ?-?

Grim goes across the screen swinging his scythe. An assist that goes across all areas of the screen, Grim is characterized by his scythe swings, where jumps need to be timed over or between them in order to avoid it, allowing the opponent to take advantage of the predictable movement.

Strengths Weaknesses
  • Range: Grim goes across the entire screen and can hit even full-screen opponents depending on the timing.
  • Speed: Grim spawns relatively fast, allowing him to serve as a non-committal whiff punish.
  • Damage: Having Spinstun, Grim can be converted off of for more damage or even comboed into.
  • Relatively Avoidable:: Players more familiar with the gaps in Grim's swings may be able to get through them and he does not cover significant height.
  • Odd Niche: Other assists are more generically better at covering his strong ranges. Grim only does specific things better than Sam and Penumbra.