Jump Jousts Jam/System

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Movement

Movement is done by using either forward or back jumps.

The jump buttons may be held for full hops or pressed and quickly released for shorthops.

Health and Defense

All characters have 10 health at the start of every round. This adds up to 20 total health per team.

Timeouts are determined by total team health at the end of a round. If the health is tied, the 2 characters currently in will each be set to 1 hit point for Make Your Move.

Teching

Upon touching the ground after being hit, all characters will gain the ability to forward or back tech by pressing the respective direction.

Teching puts the character in about 20 frames of invuln, during which they are able to perform any actions they could otherwise. This allows many characters to perform attacks invincibly upon being hit, greatly limiting certain offensive options.

Characters also have the option to not press any direction on wakeup in order to stay in place. This will leave them vulnerable, but can be used to avoid committing to a direction or to keep positioning if the opponent is unable to hit them off the ground.

Unlike normal jumps, teching will always force the character to do a full hop, regardless of how long the button is held.

Weight

Each character in Jump Jousts Jam has a weight value. This determines how far they get sent by any attack without a Gravity tag. Character weights are listed from lightest to heaviest in the below table:

Character Weight
Kelsey 0.75
Raven 0.85
Beast Boy 0.9
Bugs Bunny 0.9
Robin 1
Gumball 1
Shaggy 1
Bears 1
Finn 1.1
Starfire 1.15
Garnet 1.3
Cyborg 1.4
505 1.75

Characters with higher weights are sent less far by moves, which generally results in a more limited combo structure and less safety on hit. This means that, generally, being heavy in Jump Jousts Jam is a strength.

List of Defensive Actions and Properties

  • Armor: Several moves have the armor property. This will allow them to absorb damage and still continue the attack. Gets beaten by any moves that break armor. Armor will not save characters at 1 hp.
  • Parries: Some characters have parry attacks that will activate a followup when their hurtbox is hit. Will activate even on projectiles and assists. Can be used reactively during super freeze.
  • Invulnerability: Most characters in Jump Jousts Jam have a move that is invulnerable on startup, usually their super. Removes the character's hurtbox, causing all attacks to pass through. Can be used reactively during super freeze.
  • Tag: Each character in Jump Jousts Jam will do an attack upon being tagged in. Combined with the evasiveness of the tag out animation, this can be used as a way to reactively beat certain approaches.

Attacks/Combos

Most moves in Jump Jousts Jam will send thr opponent into uncomboable hitstun. They will be fully immune to all attacks until they touch the ground, where they can potentially tech, removing infinite combos present in previous Jump Jousts games.

Projectiles

All projectiles in Jump Jousts Jam have a Lifetime, after which they are deleted. They are able to be destroyed by moves with Bullet Break and reflected with Reflectors.

Most projectiles will clash with other projectiles, as they have the same projectile priority. A few projectiles have increased projectile priority, beating other projectiles. These include Robin's super and Finn's super.

List of Unique Attack Properties

  • Gravity: Sets the opponent's weight to a certain value, removing weight specific knockback.
  • Armor Break: Causes an attack to ignore armor property.
  • Bullet Break: Causes an attack's hitbox to delete projectiles upon them colliding with the attack's hitbox.
  • Reflector: Causes an attacks hitbox to reverse the direction of projectiles upon them colliding with the attacks hitbox. Does not reset projectile lifespan.
  • Ground Bounce: Causes an attacks hitbox to bounce the opponent on the ground once before being able to tech. Generally makes moves safer on hit. Can cause strange interactions with armor or parries where they bounce afterwards regardless.
  • Finisher: A property that allows an attack to combo into itself. This is used on some attacks intended to have 2 parts.
  • Pin: Causes an attack's hitbox to attach the opponent to the user for a certain period of time, usually to hit a second landing hitbox. All attacks with Pin function as armor breakers.
  • Spinstun: Launches the opponent in a spinning animation, during which they can be hit by a followup attack.
  • Restrain: Holds the opponent in place for a certain number of frames before sending them flying in the opposite direction from where you are. They can be hit by a followup attack at any time until they touch the ground. All attacks with Restrain function as armor breakers. The direction that they are sent after Restrain finishes changes upon swapping sides.

Combo Rules

  • Comboing any Spinstun into any other move with Spinstun will result in the move losing the Spinstun property.
  • Comboing any Restrain into the same move with Restrain will result in the move losing the Restrain property.

Meter

Meter is made up of up to 5 bars of meter, each consisting of 5 globs. Meter can be spent on either specials, which cost 1 bar, or supers, which cost 4.

Meter is only built by either hitting someone or getting hit. Hitting an opponent results in you getting 3 globs of meter, while the opponent gets 2.

Metergain rules

  • Projectiles and assists are not counted as hitting your opponent, resulting in only your opponent getting meter when being hit by a projectile or assist.
  • Special moves which are not projectiles will build back one glob of meter if they successfully hit an opponent.
  • Parries count as being hit and will build meter as if they were hit even if the parry hitbox whiffs.
  • Hitting a projectile will build meter as if the opponent was hit with an attack. While most commonly seen with moves with the Bullet Break property, any attack is able to build meter when hitting a projectile.