Shaggy
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Gravity |
1
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Overview
Shaggy is a new character to the Jump Jousts series. While he has a passing resemblance to Jump Jousts 2 's Kid Flash with a teleport special, he plays more similarly to this game's Raven, with high, floaty jumps and an invincible 5A for anti-airs. Where he differs from Raven is his combo game, which is among the most varied in the game, making him an explosive part of the roster.
Strengths |
Weaknesses
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- Damage: Due to Shaggy's combos into and from special as well as his 4 damage super, Shaggy's damage off of good starters is absurdly high.
- Evasiveness: Shaggy's teleport special, invuln 5A, and high jumps allow him to avoid a wide variety of situations.
- Pressure: Shaggy's door allows him to cover back jump in a variety of situations, giving him strong reward against overly defensive opponents.
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- Neutral control: Shaggy's buttons are relatively stubby aside from 5A, giving him weaker screen presence than other characters.
- Situational Confirms: While Shaggy has high damage, the starters for that damage can be situational in certain matchups.
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Move List
Normals
5A
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Damage
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Startup
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Active
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Landing Lag
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Magnitude
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Angle
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Misc.
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1
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-
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-
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-
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-
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-
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Invuln ?-?, Armor Break
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Shaggy advances before running away. Only invincible until the hitbox comes out. A strong tool for contesting approaches.
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6A
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Damage
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Startup
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Active
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Landing Lag
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Magnitude
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Angle
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Misc.
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1
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-
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-
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-
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-
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-
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Spinstun, Restrain
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A flashlight with restrain on the close hitbox that can be comboed from. Far hitbox cannot combo without an assist. Airstalls so generally has high recovery.
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4A
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Damage
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Startup
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Active
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Landing Lag
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Magnitude
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Angle
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Misc.
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1
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-
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-
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-
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-
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-
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?f Lifespan Spinstun
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Shaggy throws a sandwich at you which he can combo off of on hit. Not very active projectile so only sees niche use.
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Metered
Special (1 Bar) Door. Door.
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Damage
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Startup
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Active
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Landing Lag
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Magnitude
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Angle
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Misc.
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1
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-
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-
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-
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-
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-
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Invuln ?-?, Spinstun
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Shaggy's core movement callout and combo extender, giving him high damage. Also a strong tool for escaping the corner or avoiding certain supers on reaction.
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Super (4 Bars)
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Damage
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Startup
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Active
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Landing Lag
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Magnitude
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Angle
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Misc.
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2, 1
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-
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-
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-
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-
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-
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Invuln 1-?, Spinstun
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Shaggy's super where Scooby runs across the screen into his arms. Scooby's run can combo into the hold to deal 3 damage if they are close enough. Solid tool that can be hard to avoid due to Scooby's positioning.
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Strategy
Shaggy's combo structure is character specific and changes depending on whether the opponent is light or heavy.
Light:
Kelsey,
Raven,
Beast Boy,
Bugs Bunny,
Gumball,
Robin,
Shaggy,
Bears
Heavy:
Finn,
Starfire,
Garnet,
Cyborg,
505
Some of the light combos may occasionally work on Finn and Starfire, but will not reliably work.
Against light characters midscreen, Shaggy is generally able to route into
6A > Door > 6A
For 3 damage, and can tack this on after a door starter for 4 damage.
Shaggy is also able to get better combos off of 4A due to its higher launch, potentially getting the sweetspot of 6A into the above route.
6A > Door generally drops on heavy characters, however they are more vulnerable to other combos. One is a very low 6A > 6A midscreen, which is practical mainly as a Penumbra combo and generally doesn't work outside the corner universally.
Shaggy also has an easier time landing
6A > Super (4 damage)
On heavy characters by delaying the timing of super, where he has to use tricks such as movement during the super to land the combo against lighter characters.
Composition
Shaggy is typically run as an Anchor character due to his high damage with meter and ability to camp with a life lead.
Colors
Notable Players