Ougon Musou Kyoku/Jessica Ushiromiya

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Jessica Ushiromiya

Introduction

Jessica is Ougon's "gorilla" character meaning she excels at close range rushdown. She wants to get in, and this is where she is the scariest. All her B normals have alot frame advantage on block which means her pressure is very hard to escape since opponent cannot rely on parry touch. She can easily cause guard breaks with with in conjunction of her mash, multihitting special, and her pressure is very hard to challenge in general. Her install (22x) gives her new specials what are the main tool for her really high damage output. These specials allow her also to stun opponent from antiair, combo from her quick overhead and tech chase from her throw.

However true to her rushdown nature, she doesn't excel at neutral against character with better pokes and can be badly outzoned. She also needs her install all the time for damage, to play good strike/throw game and score knockdown from her pokes. With these reasons she's an excellent anchor to maximize her chances to get in with install and meter and add huge damage for the team.


Strengths Weaknesses
  • Insane close range game: Absolutely every one of her normals is plus (even her overhead) while moving her forward, and her conversions do a lot of damage even without meter, which tend to lead into stun for even more damage, making her one of the most damaging characters in the game.
  • Shave-Booster can force a lot of checkmates: Doubling chip damage and not allowing it to be recovered makes some partner combinations basically win the moment they MetaDeclare while their opponents are at low health.
  • Great conversions: Even from stray hits, she can convert into very damaging combos with her 236X specials and 623X hitting OTG.
  • Very momentum based: She is very depended on her 22x for scoring knockdowns and damage and also to convert from her mid range pokes.
  • Struggles against zoners: She is a very close range fighter but lacks more movement options than the universal ones and her speed is just average, so keeping her out can be more easily achieved than with other Rushdown characters.

Ability: "Shave Booster"

Increases chip damage and prevents recoverable health accumulation.

Move List

Normal Moves

Standing

5A
Jessica-5A-Raw.png
Jessica-5A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
54 - 5 4 4 HL Special, SP, Meta +1 +1 x
  • Jessica jabs forward.
Toggle Hitboxes
Toggle Hitboxes


6A
Jessica-6A-Raw.png
Jessica-6A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
72 - 12 4 6 HL Special, SP, Meta ±0 ±0 x
  • Jessica steps forward and jabs.
Toggle Hitboxes
Toggle Hitboxes


c.5B
Jessica-c5B-Raw.png
Jessica-c5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 - 8 4 6 HL Special, SP, Meta +6 +4 x
  • Jessica does a quick strike to the kidneys.
Toggle Hitboxes
Toggle Hitboxes
f.5B
Jessica-5B-Raw.png
Jessica-f5B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
135 - 8 7 8 HL Special, SP, Meta +1 -1 x
  • Jessica punches forward, generating wind around her fist and sliding forward.
Toggle Hitboxes
Toggle Hitboxes


6B
Jessica-6B-Raw.png
Jessica-6B.png
Jessica-6B2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
90,90 - 20 4,4 10 H Special, SP, Meta ±0 -2 x
  • Jessica steps forward before doing an overhead strike.
  • Hits twice. Meta, special and attack touch cancelable for combo potential.
Toggle Hitboxes
Toggle Hitboxes


c.5C
Jessica-c5C-Raw.png
Jessica-c5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
270 - 10 3 13 HL Special, SP, Meta +9 +6 x
  • Jessica does a left hook.
Toggle Hitboxes
Toggle Hitboxes
f.5C
Jessica-5C-Raw.png
Jessica-f5C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
240 - 14 8 16 HL Special, SP, Meta +1/+8 -2/+5 x
  • Jessica leans forward as her sprite inches forward, punching ahead of her.
  • Slow start-up, but fantastic range.
Toggle Hitboxes
Toggle Hitboxes


6C
Jessica-6C-Raw.png
Jessica-6C.png
Jessica-6C2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
255 - 11 7 19 HL Special, SP, Meta 1 -4 x
  • Jessica steps forward and does an uppercut. Launches if opponent is in the air.
Toggle Hitboxes
Toggle Hitboxes

Crouching

2A
Jessica-2A-Raw.png
Jessica-2A.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
45 - 4 4 3 L Special, SP, Meta +3 +3 x
  • Jessica does a crouching jab.
Toggle Hitboxes
Toggle Hitboxes


2B
Jessica-2B-Raw.png
Jessica-2B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
165 - 6 4 11 L Special, SP, Meta +1 -1 x
  • Jessica crouches and does a low straight.
Toggle Hitboxes
Toggle Hitboxes


2C
Jessica-2C-Raw.png
Jessica-2C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
255 - 12 3 12 L Special, SP, Meta KD +7 x
  • Jessica slides forward and strikes at their feet. Hits low. Knocks down.
Toggle Hitboxes
Toggle Hitboxes

Jumping

j.A
Jessica-J8A-Raw.png
Jessica-JA.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
60 - 3 6 6 H - ? ? x
  • Jessica jabs downwards, with almost no horizontal reach.
Toggle Hitboxes
Toggle Hitboxes


j.8B
Jessica-J8B-Raw.png
Jessica-J8B.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 - 7 6 7 H - ? ? x
  • Jessica does a jumping straight. Hits high
Toggle Hitboxes
Toggle Hitboxes
j.7/9B
Jessica-J79B-Raw.png
Jessica-J79B.png
Jessica-J79B2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
150 - 8 13 0 H - ? ? x
  • Jessica does her uppercut in the air.
Toggle Hitboxes
Toggle Hitboxes


j.8C
Jessica-J8C-Raw.png
Jessica-J8C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 - 11 6 12 H - ? ? x
  • Jessica punches downwards diagonally. Hits high.
Toggle Hitboxes
Toggle Hitboxes
j.7/9C
Jessica-J79C-Raw.png
Jessica-J79C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
252 - 11 3 11 H - ? ? x
  • Jessica swipes downwards. Hits high.
Toggle Hitboxes
Toggle Hitboxes

Throw

Throw
B+C
Jessica-BCwhiff.png
Whiff animation
Whiff animation
Jessica-BC.png
Jessica-BC2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
300 - 0-1 ? 27 (whiff) UNB - ? x x
  • Jessica grabs the opponent by their collar, punching them silly before tossing them into the air. Air techable.

Special Moves

【Enchant】
22A/B/C
Jessica-22X.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
x x ? ? (total) x - x x x
  • Jessica enchants her brass knuckles, enabling her to use enchant specials.
  • Recovery frames negate most projectiles.
  • Can be interrupted.
  • Every version is identical


【Maiden's Heartbreak!】
236A/B/C with Enchant on
Jessica-236X.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236A 300 x 17 4 10 HL - +14 +11 ?
  • Jessica punches forward horizontally, leaving a wave of flames as she does.
  • Can only be used when you hold Enchant. Uses up the Enchant at the start of animation.
  • All versions of Maiden's Heartbreak! can be comboed afterwards.
  • A Version comes out the quickest, recovers the quickest, is the easiest to combo after, but travels the smallest and does the least amount of damage.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236B 330 x 21 6 14 HL - +10 +7 ?
  • B Version is somewhere between A and C, and is so the recommended version to use unless you feel confident about linking after the C Version.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
236C 360 x 24 8 18 HL - +6 +3 ?
  • C Version comes out the slowest, recovers the slowest, is the hardest to combo after, but travels the farthest and does the most amount of damage.


【Maiden's Explosion!】
623A/B/C with Enchant on
Jessica-623A.png
623A version
623A version
Jessica-623B.png
623B version
623B version
Jessica-623C.png
623C version
623C version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623A 300 x 13 ? ? HL - KD -5 ?
  • Jessica does a ground pound, making a small explosion upwards.
  • Any version can lift lying opponents off the ground.
  • Can extend aerial juggles.
  • Can only be used when you hold Enchant. Uses up the Enchant at the start of animation.
  • Explosion does not get stopped if Jessica is hit anytime after her fist touches the ground.

A Version comes out the quickest, and does the least amount of damage.

Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623B 320 x 16 ? ? HL - KD -6 ?
  • B version comes out in an in-between of the A and C version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
623C 360 x 19 ? ? HL - KD -7 ?
  • C Version comes out the slowest, but does the most amount of damage.


【Maiden's Invincible Punch!】
214A/B/C
Jessica-214A.png
214A version
214A version
Jessica-214B.png
Jessica-214B2.png
214B version
214B version
Jessica-214C.png
Jessica-214C2.png
214C version
214C version
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214A 330 x 20 10 14 HL - KD -4 Full invul 1-14
  • Jessica does one of three different feints.
  • All versions are charge/delayable, and all knocks opponent into the air.
  • A Version: Jessica steps back and feints right, unleashing a powerful punch after a moment.
  • Dodges High/Mid/Lows.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214[A] 450 x 34 10 13 HL - KD ±0 Fulll invul 1-28
  • Charging this move delays and increases the damage of the punch, also turns the punch into a hard knockdown.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214B 360 x 14 4,14 26 HL - KD -16 Low profile 1-14
  • B version: Jessica crouches down before doing an uppercut.
  • Dodges High/Mids.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214[B] 480 x 28 4,12 16 HL - KD -18 Low profile 1-28
  • Charging this move increases the damage of the punch, changes the height of the uppercut, turns the punch into a hard knockdown, and gives full body invincibility.
  • Useful in air juggles due to the fully charged version allowing to combo afterwards, maybe with another 214[B] if the opponent is high enough.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214C 330 x 22 7 16 HL - KD -4 Low profile 1-18
  • C Version: Jessica feints to the left before striking.
  • Dodges High/Mids.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
214[C] 450 x 36 7 17 HL - KD -1 Low profile 1-32
  • Charging this delays and increases the damage of the punch, turns the punch into a hard knockdown, and gives full body invincibility.


【Maiden's Heartbeat!】
Mash A/B/C 5 times
Jessica-MashX.png
Jessica-MashX2.png
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
Mash A ±500 x 9 8 14 HL - ? ? ?
  • Jessica's variation of the hundred hand slap, punching rapidly until the button presses stop or after a short duration.
  • All versions can be cancelled into attack touch.
  • A version doesn't travel any distance.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
Mash B ±500 x 12 8 14 HL - ? ? ?
  • B Version is somewhere in between.
Version Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
Mash C ±500 x 16 8 14 HL - ? ? ?
  • C Version travels the farthest.

SP Supers

【MAIDEN'S HEARTBREAK!】
236A+B
Jessica-236SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
390 x 15 8 10 HL - +16 +12 x
  • Jessica does a super version of the heartbreaker, crossing half of the screen in an instant. Hits mid.
【MAIDEN'S EXPLOSION!】
623A+B
Jessica-623SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
540 x 11 ? ? HL - KD ? Full invul 11-17
  • Jessica puts her fist into the ground and launches an even larger explosion.
  • Invincible during first frames of super.
  • Explosion is not stopped if Jessica is hit the moment after the fist touches the ground.
  • Can lifted grounded/lying opponents off the ground.
【MAIDEN's INVINCIBLE PUNCH!】
214A+B
Jessica-214SP.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
540 x 18 7 22 HL - KD -8 Full inful 1-14
  • Jessica feints to the right before doing a powerful strike.
  • Fully invincible during the dodge.
  • Wall Slams and does high amounts of stun.
【MAIDEN'S HEARTBEAT!】
Mash A+B 5 times
Jessica-MashSP.png
Jessica-MashSP2.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
573 x 7 14 12 x - KD +2 x
  • Jessica does a super version of her Maiden's heartbeat, traveling across the screen extremely fast.
  • Wall Slams on the last hit.
  • 50% Break Limit Damage.

Level 2 Super

【JESSICA'S DEMPSEY ROLL】
236236C
Jessica-236236C.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
645 x 6 52 29 HL - KD ? Low profile 1-58
  • Jessica demonstrates her variation of the Dempsey roll, travelling across the screen until it hits the opponent or a certain distance.
  • Low profile during animation.
  • Costs 2 meters.
  • Leaves the opponent knocked down right next to you, allowing for OTG 623x

Meta Super

【Sweet! Thanks for coming to see me Today!】
641236C during MetaWorld
Jessica-MetaSuper.png
Damage RecDamage Startup Active Recovery Guard Cancel Adv Hit Adv Block Invul
±1250 x 72 ? 21 HL - KD ? Full invul 72-?
  • Jessica changes into her Marisa Kirisame cosplay costume and has a Master Spark fire upwards diagonally directly in front of her.
  • Extremely slow startup with no invincibility, but Jessica is fully invincible during the duration of the beam. How long is that? See for yourself.
  • Best used in the corner as oki after you've knocked the opponent down with 6C. If used midscreen, the blocking opponent will get pushed back far enough for the beam to eventually miss.
  • Safe on block if spaced correctly.
  • Does high amounts of chip and guard damage.

Frame Data


UNDER CONSTRUCTION (Format stolen from ABK Wiki. Don't sue!)
KD = Knockdown
+- = May be more or less than
Move = Fully Charged

                              |          Frames             |  Frame Advantage |
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |  300  |  0-1   |   --    |    --    |  TKD  |    --    |27 Duration on Whiff
             Normals  ------------------------------------------------------------------
                  5A  |   54  |    4   |    3    |    6     |  +1   |   +1     |
                  2A  |   45  |    4   |    4    |    3     |  +3   |   +3     |
                c.5B  |  150  |    8   |    4    |    6     |  +6   |   +4     |
                f.5B  |  135  |    8   |    7    |    8     |  +1   |   -1     |
                  2B  |  165  |    6   |    4    |   11     |  +1   |   -1     |
                c.5C  |  270  |   10   |    3    |   13     |  +9   |   +6     |
                f.5C  |  240  |   14   |    8    |   16     | +1/+8 |  -2/+5   |
                  2C  |  255  |   12   |    3    |   12     |  UKD  |   +7     |
                j.5A  |   60  |    3   |    6    |    6     |       |          |
               j8.5B  |  150  |    7   |    6    |    7     |       |          |
               j8.5C  |  252  |   11   |    6    |   12     |       |          |
           j(7/9).5B  |  150  |    8   |   13    |    0     |       |          |
           j(7/9).5C  |  252  |   11   |    3    |   11     |       |          |
     Command Normals  ------------------------------------------------------------------
                  6A  |   72  |   12   |    4    |    6     |  +0   |   +0     |
                  6B  | 90,90 |   20   |   4,4   |   10     |  +0   |   -2     |
                  6C  |  255  |   11   |    7    |   19     |  -1   |   -4     |
             Specials  ------------------------------------------------------------------
             22A/B/C  |  --   |   25   |    ?    |    ?     |  --   |   --     |
                236A  |  300  |   18   |    ?    |    ?     |  +15  |   +12    |
                236B  |  330  |   22   |    ?    |    ?     |  +11  |   +8     |
                236C  |  360  |   26   |    ?    |    ?     |  +7   |   +4     |
                214A  |330/450|  20/34 |    ?    |    ?     |   KD  |  -4/+0   |           
                214B  |360/480|  14/28 |    ?    |    ?     |   KD  |  -16/-18 |
                214C  |330/450|  22/36 |    ?    |    ?     |   KD  |  -4/-1   |
                623A  |  300  |   13   |    ?    |    ?     |   KD  |   -5     |
                623B  |  320  |   16   |    ?    |    ?     |   KD  |   -6     |
                623C  |  360  |   19   |    ?    |    ?     |   KD  |   -7     |
             A/B/Cx5  | +-500 |10/12/14|    ?    |    ?     |   ?   |    ?     |  
         SPs and Meta  ------------------------------------------------------------------
              236A+B  |  390  |   15   |    ?    |    ?     |  +16  |    +12   |
              214A+B  |  540  |   20   |    ?    |    ?     |   KD  |    -8    | 
              623A+B  |  540  |   11   |    ?    |    ?     |   KD  |    -10   | 
               A+Bx5  |  573  |    7   |    ?    |    ?     |   KD  |    +2    |
              236x2C  |  645  |    8   |    ?    |    ?     |   KD  |    -5    |
             641236C  |+-1250 |   72   |    ?    |    ?     |   KD  |    -10   |

Strategy

Feel free to edit this part of the wiki with your tips/strats on how to use Jessica and her strategy vs specific characters. Remember I'm watching you.

Jessica by herself, has arguably a terrible neutral game. Having only two normals with which to poke with, and abysmal aerials makes her neutral game a little tough.

f.5B: Jessica's signature poke/hitconfirm. It moves Jessica forward a bit, has good recovery, and can easily hitconfirm a f.5C off of if it hits a careless dasher. You'll be using this move a lot as the neutral game goes on, hoping for a random hit so as to hitconfirm.

f.5C: Another one of Jessica's long range normals. It moves her forward a good distance, and if it hits, you'll be able to dash cancel and start your oki. However, the recovery frames are very long so if she whiffs this move, expect an aware opponent to punish. It's a nice move to throw out randomly since it's even more effective than f.5B at punishing bad jump-ins and dashes.

2C: The hitbox of this move lingers, punishing dashes and bad jump-ins, along with giving Jessica somewhat of a low hitbox. This move is much more useful in blockstrings however, as on block it gives an massive advantage of +7, literally forcing most opponents to block your next mixup or eat a very damaging frame trap. 2A into 2C is a deceptive frame trap. Be wary of parry guard touches though, so don't be too 2C happy.

6C: Jessica's anti-air move. If you can hit an airborne opponent with this move, you can get a 214B loop, which will do a ton of damage. The hitbox is not high enough to catch some jumpers, like Erika or Bern, so you may whiff this move. However, this move makes Jessica something to fear when you're in the air. You can dash in and 6C after making your opponent block 2C. 2C has a couple frames where they can jump out, and 6C can launch them and guarantee you a high damage combo for an Enchant setup. If it's blocked, you can just cancel it with another 2C and continue the blockstring from there.

8j.B: Jessica's only decent air to air move. You can attempt this to knock enemies out of the air, but it's not as reliable as Battler's 8j.B

A+Bx5: This move is Jess' definitive guard break special. It does 50-60% damage to the opponent's Break Limit, and it can't be guard touched, making it one of the best options to guard break with. Ronove can still guard kick this however so be careful.

214A: The small invincibility frames this move gives you will help you punish dash ins, jump ins, and even attack touches. It's not recommended to charge this move however, since any low will go through it.

214C: It is recommended to charge this move however. During the last part of the charging animation. Jessica becomes invincible during the entire attack, making it an extremely useful tool to punish wake-up reversals, and jump ins. The best way to use this move is to use it as oki, as the opponent is waking up. Charging the move will give you reversal coverage, and the move is relatively safe on block if spaced well. 214C cannot be guard touched, making it a good move to use to guard break the opponent. 214C > 623A+B is a good frametrap to use to punish enemies that try to punish your 214C or jump out, or even finish off the opponent's Break Limit.

Team Building

Feel free to edit this part of the wiki with your tips/strats what partners are best for Jessica to use. Remember I'm watching you.

The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.

Reasons to choose Jessica for your team

  • A Jessica that has resources ready and her ability up is probably the scariest character to fight in all of Ougon. Her insanely + ob normals and specials, great damage, and ludicrous chip damage thanks to her ability, make her a complete bulldozer once she gets going...But she needs to get going. A Jessica that doesn't have Enchant up, and is at a close distance to the opponent will tend to do moot work most of the time.
  • She prefers partners that can help her transition into her mad offense, or more specialized teams centered around big damage on block.
Image Team Composition 1 Bar of Health Notable information
ANGJESS.png Jessica/Ange health
  • Jessica does not need StunBoost to stun as most of her standard combos will do this anyway. Ange gains nothing from ShaveBoost and her neutral, while decent, doesn’t really complement Jessica’s due to poor corner carry and unreliable Attack Touch conversions that aren’t 2C (Jess can capitalise much more on a grounded Attack Touch due to her link and poor aerial combos uncharged).
  • Other partners suit each better, especially Jess.
BATJESS.png Jessica/Battler health
  • ShaveBoost has synergy with Battler’s screenwiping MetaSuper, but Jess/Bern generally does this better and the damage on this team is not at all comparable to Beato/Jess.
  • Resurrection conflicts with Jessica’s predominantly rushdown-based playstyle and Battler prefers Beato for a highly damaging partner.
  • This team can also struggle to keep a meter advantage.
JESSBBAT.png Jessica/Black Battler health
  • In no way preferable to Bat/Jess,which isn’t the best option for either character in the first place.
  • Massacre doesn’t activate for chip damage which means it has zero synergy with ShaveBoost, although you can still spam BB’s MetaSuper fullscreen to get damage and meter. *Jess can have a habit of getting hit a lot because her meterless 214X series is so tempting but doesn’t tend to work if the opponent has wised up to it, so less health for her is not a good thing.
  • Nevertheless she’s one of the best users of Massacre with her huge damage.
BETJESS.png Jessica/Beatrice health
  • If you like big damage however you can get it, this one’s for you. Jessica with an SP lead and a free SP2 is pretty threatening and the massive damage this pair do, both to the healthbar and to guard capacity, is beyond anything any team can endure. One 5B from charged Jessica can win the round.
  • This team stuns extremely easily, and there’s a lot of momentum looping too. The combination of ShaveBoost with the completely unavoidable nature of corner towers (you can even prevent Assault Touch from being a way out) is free damage pure and simple. Three tower shots will land you about 75% of a guarding opponent’s healthbar, and neutralise any SP lead, and also do big guard damage to them, and then you throw Jessica at them.
  • It’s probably unnecessary to go on. With that being said, Jessica will probably be handling pretty much all of your neutral, since you want to open with her and give her an SP lead for most of the match, so don’t expect everything to always go to plan.
  • Dealing with neutral-heavy characters can be a real difficulty for these two.
JESSBERN.png Jessica/Bernkastel health
  • Two very strong characters who can cover different elements of pressure. Jessica is deadly in the corner and Bernkastel excels at driving the opponent there with her strong neutral game. ShaveBoost combined with Bern’s MetaSuper is not only free, largely unavoidable damage, but also builds up a good amount of meter for Jess, so you might want to just fullscreen troll with it for a while if the opponent’s team has no answers to it.
  • Bern is more competent than Lambda and Beato meterless, so this team is a bit more balanced, but generally less damaging, than Jess/Lam and Beato/Jess which are its closest analogues.
  • Nevertheless, rushdown is probably the best option for these two. Also, 15-second MetaBoost is not to be underestimated and hogging the MetaWorld is an option for these two.
JESSCHIE.png Jessica/Chiester 410 health
  • A team that really rewards players who have experience and quick reactions. 15-second BreakBoost Jessica is a force to be reckoned with, and guard damage options like her 214B in the corner at sufficient guard capacity (beats almost all reversals and backdash and you can combo off a break) and her mash A+B become not only threatening for longer, but at lower capacities. You do however need a pretty advanced feel for when the opponent will guardbreak.
  • 410’s MetaSuper is a little more threatening with ShaveBoost involved, and Jessica can capitalise on Attack Touching into it with her fast and adaptable pressure, but like many 410 teams this is relatively hard to get the hang of.
  • Nevertheless this team has a unique and deadly momentum when used right. Beware of Assault Touch, but the opponent does themselves no favors wasting SP on that against this team.
DLAJESS.png Jessica/Dlanor health
  • Solid, but there’s no suitable reason to pick Dlanor over Beato, or Will for that matter. This team has better defenses than either but Jess isn’t exactly built for defensive play.
  • Dlanor can tack on a little unprorated damage to Jess’s high damage combos that tend to stun, but she can do this herself with chip damage from her MetaSuper, so it’s not a truly unique advantage although it is more generally usable.
  • ShaveBoost combined with Dlanor’s MetaSuper spam blockstring is pretty funny though, and has some utility.
ERIKJESS.png Jessica/Erika health
  • Roles clear as neutral character and damage character but no reason to choose one another for that role. Both would prefer Rono or Will, who form a similar dynamic with each.
  • Jess can make surprisingly decent use of Force Counter but she doesn’t need it.
EVAJESS.png Jessica/EVA-Beatrice health
  • Potentially solid neutral and very high damage combined with pretty deadly pressure.
  • If you can do Jessica’s link,there’s a neat trick where you can do it multiple times against yellow or green jelly, but you’re not too likely to see that often in general play.
  • Nevertheless these two have a lot of stun and killing power between them, and their corner is a big kill zone. Jessica loves Berserk but overall this team is good because its two members are so individually good.
  • You want to keep pressure up pretty much constantly to prevent Jessica from becoming a weak link in neutral. If you can do that this team is very hard to hit.
  • Faster and more direct than Jess/Beato, but less damage (for what that’s worth).
JESSGEOR.png Jessica/George health
  • A balanced and honest team with no huge strengths or weaknesses. Both characters just kind of do what they do without special interactions.
  • Neither typically benefits much from the other’s ability, but both last for 15 seconds which is cool for what it’s worth.
  • George’s larger normals and better aerials complement Jessica’s high damage and shorter, faster normals designed for pressure.
  • Solid but both have teams that are more damaging and more efficient. Jess/Rono outclasses this team in most ways, though George’s neutral is a bit more unpredictable which can be a good match Jessica’s punishing damage.
JESSKAN.png Jessica/Kanon health
  • High damage and gradual SP advantage combined with varied neutral and mixup game makes these two pretty overwhelming. Jessica’s guardbreak-oriented playstyle, including her MetaSuper, really appreciate Silent Attack.
  • The opponent is probably going to get pretty staggered as both have fast and unpredictable movesets that flow into one another nicely. Kanon can handle neutral against characters that are a bit too fast or zoning-focused for Jess, such as Luci and Lambda, and Jessica more than compensates for his low solo damage.
  • These two aren’t bad at escaping the common setplay that poses a massive threat in the current metagame, but can struggle with careful pressure. Bat/Rono is a nightmare for them.
LAMJESS.png Jessica/Lambdadelta health
  • A pretty fun team, just not for the opponent. Jessica’s corner carry and high stun give Lambdadelta plenty of opportunities to start on her powerful setplay, and ShaveBoost not only increases the damage of these setups, but enables them to keep doing a little even when the opponent’s guard capacity has increased.
  • This team revolves around guardbreaking with a bit of mixup added in, so it’s pretty dishonest. However it can struggle in neutral; teams like Bat/Rono or Ange/Rono give these two trouble. *Nevertheless both characters do so much damage and stun, they can blowopen any team as long as you play right. Compared to its closest analogue Jess/Beato, you can play a little more defensively at times, and focus more on mixup.
LUCIJESS.png Jessica/Lucifer health
  • High damage and great mixup, but both characters have better options. *Jess can’t capitalise fully on Attack Touch because she needs to charge for her combos. She generally prefers Kanon as a fast, neutral-oriented partner.
  • Luci has a better dynamic with Beato, Lia and Will as damage dealers as they can capitalise fully on her confirms without having to score a hit of their own straight after. Jess’s MetaSuper partly makes up for this but it’s not as good as the aforementioned options for corner setplay/combos.
JESSRON.png Jessica/Ronove health
  • A rushdown team that’s also bulky. Some of the most reliable damage in the game. The ability to punish hard combined with heavy pressure from both characters mean a lot of stagger from your opponent against a team where just a handful of mistakes from them can mean a loss.
  • Comebacks are easy with these two,but this team really shines when Jessica has the opponent in the corner with meter advantage built up by Ronove. It goes without saying that CounterBoost Jessica is a serious threat, but this is also one of the teams where ShaveBoost actually makes a noticeable difference in a situation not involving a ton of projectiles. This does, however, mean that Guard Touch can be a really annoying thing to deal with for these two.
  • You generally want to maintain advantage as best you can by resorting to mixup in the form of Jessica’s high/lows and successful grabs from either character. This shouldn’t be too hard, but it means this team does run somewhat on reading and stagger.
  • This team generates advantage largely through forcing the opponent to Damage Touch, so keep pressure up and know when to capitalise.
  • You probably need to be pretty good at Jessica to bring the most out of these two.
ROSJESS.png Jessica/Rosa health
  • Detachment deals with Jessica’s biggest vulnerability, Guard Touch, which is kind of like taking the leash off a wild dog. You can basically just pressure the opponent with her nonstop, guardbreak and get straight into huge damage. In this way there’s rare synergy with ShaveBoost that isn’t related to projectiles.
  • Apart from Rosa’s gun these two have some range issues though, socharacters with big normals such as Lucifer and Battler can pose a threat.
  • Both of these characters have good high/low mixup and big damage in the corner, so they tend to win before the opponent has a chance to bounce back.
  • Very stagger-oriented. Keep it dynamic to avoid reversals when going for overheads or Attack Touch.
JESSSHAN.png Jessica/Shannon health
  • A poor man’s Beato/Jess. It’s hard to come up with a reason to pick this over that. Together the two do way less damage, despite ShaveBoost working kind of well with Shannon’s 22SP at the correct range, and the relatively high damage this team does overall.
  • Jess doesn’t really need AutoGuard although it can help her if she makes a mistake; her pressure is comprised of frametraps anyway.
  • These two don’t have the most amazing neutral either.
VIRJESS.png Jessica/Virgilia health
  • Both characters play a clear role here, but there is no reason to pick Lia over Beato for Jess. The unique synergy between ShaveBoost and towers is too much to pass up, and Jess probably prefers Beato’s approach of giving everyone 5SP rather than Lia’s slower accumulation, as she can struggle on low meter and is built for rushdown.
  • Either can handle damage on their own and their movesets don’t flow into each other in any special way.
JESSWILL.png Jessica/Willard health
  • Compared to Lucifer, Jessica has worse neutral but higher damage. Will can tack a ton of damage onto Jess’s inevitable stuns, and she can even round things off with chip damage from a MetaSuper after Will’s SP is exhausted.
  • Jess can use SPCancel to land her MetaSuper in combos too. Still, this means the two end up playing pretty similarly to Beato/Will and there’s no obvious reason to pick it over that.

Combos

Feel free to edit this part of the wiki with your tips/strats what combos to use. Remember I'm watching you.

Meterless

No Enchant

Combo Damage Cost Meter Gain Location
  • Basic setup for Enchant.
  • May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
  • Delay after 5C is necessary in order to be able to hit with 2C.
  • Setup for Enchant in the corner.
  • May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
  • Delay after 5C is necessary in order to be able to hit with 2C.
  • The latter 2B may have to be omitted against opponents with thin air hitboxes, like Beatrice and Lambda. Switch it with 5B.
  • Can be used midscreen if dash is used between 2C and the latter 2B. Will not work against characters with thin air hitboxes, like Beatrice and Lambda.
  • Basic combo that ends with a knockback instead of Enchant.
  • If used midscreen, essentially another 22A/B/C setup, but you lose the oki that would have been gained by using 6C instead, therefore this combo is not recommended.
  • Anti-air combo which does a lot of damage and sets up Enchant.
  • [Move] = Charged
  • [AA] = Anti-Air (Must hit an airborne opponent).

With Enchant

Combo Damage Cost Meter Gain Location
  • An Enchant loop followed up by another Enchant setup.
  • May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
  • Combo that uses 623C to OTG opponent off the ground to hit with 6C for enchant setup.
  • May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
  • Delay after 5C is necessary in order to be able to hit with 2C.
  • Use in case you're scared of opponent damage bursting, not recommended otherwise however.
  • Corner only combo which guarantees stun against most characters.
  • May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
  • Delay after 5C is necessary in order to be able to hit with 2C.
  • The latter 2B may have to be omitted against opponents with thin air hitboxes, like Beatrice and Lambda. Switch it with 5B.
  • [Move] = Charged
  • Definitely recommended every time you're in the corner with enchant up.
  • Combo success varies according to hitboxes of opponents.
  • Anti-Air combo that uses Enchant's 623 series to extend the combo.
  • [Move] = Charged
  • [AA] = Anti-Air (Must hit an airborne opponent).
  • The latter 2B may have to be omitted against opponents with thin air hitboxes, like Beatrice and Lambda. Switch it with 5B.
  • If used in corner, instead after 623C, use 214[B], then follow it up with "2B > 6C" for more damage.

With Meter

No Enchant

Combo Damage Cost Meter Gain Location
  • Basic combo that ends with a SP knockback.
  • Only recommended to be used if opponent is near stun, or the extra damage given by 214A+B KOs the opponent. Better off just setting up another Enchant.
  • Combo into meta super.
  • May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
  • Delay after 5C is necessary in order to be able to hit with 2C.
  • You MUST dash after 2C if you are midscreen in order to hit 2B.
  • Guaranteed meta super.
  • Recommended to just use 214[B] loop since it does more damage, but this combo has a high chance of stun and it looks cool so...


With Enchant

Combo Damage Cost Meter Gain Location
  • Combo that leads to a guaranteed stun.
  • May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
  • Delay after 5C is necessary in order to be able to hit with 2C.
  • 3.2k damage, before stun.
  • 214A+B ender actually does less damage but is easier to execute.
  • Skipping the 2B after the 2C might be necessary against some characters;
  • The 2B after the 623AB is necessary, or else 5B will launch & knockdown.
  • Ridiculous damage, and doesn't require any touch meter/can be touched into.


  Will SP Cancel Specific Cancels

2A > 2B > 5B > 5C > A+B+C > Dash > 2B > 5B > 5C > 2C > 623B/C/A+B > Cancel > 641236C: Guaranteed stun. = Up to 2564 Damage

  • May need to delay the 5B after the 2B hits in order to use to Far 5B against crouching opponents.
  • Delay after 5C is necessary in order to be able to hit with 2C.
  • Will need to dash after 2C if used midscreen in order to combo the 623.

214A+B > 623B/C/A+B > Cancel > 61236C: Wonderful combo to punish wake-ups with. Corner only. - 1701 Damage

  Ronove CH Boost Specific Combo

9j.C > 9j.B > 66 > 2B > c.5C > 66 > 5A > f.5B > f.5C > 236A+B > 66 > 2B > c.5C > 66 > 5A > f.5B > f.5C > Attack Touch > 66 > c.5B > c.5C > 623A+B > 66 > c.5B > c.5C > A+B+C > 66 > c.5B > c.5C > 623A+B > 66 > 5B > 2C > 6C > 641236C > Raw Touch > 22A/B/C > 9j.C > 9j.B > 66 > 2B > c.5C > 66 > 5A > f.5B > f.5C > 236A+B > 66 > 2B > c.5C > 66 > 5A > f.5B > f.5C > Attack Touch > 66 > c.5B > c.5C > 623A+B > 66 > c.5B > c.5C > A+B+C > 66 > c.5B > 2C > 6C/f.5C -> 641236C: Around 7600 damage, started from CH Boost. If done w/o CH Boost, around the 6000s.

  • Requires a lot of links

Video Examples

Pictures

Early concept art of Jessica Ushiromiya.
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