Jakor Blood type: Type B
Pronoun: She/Her
Race: Cat
Birthday:
Background
Jakor lives and breathes S&M, willing to dominate anything that moves. She made a name for herself doing live performances for afterwork parties. Though she took it very seriously, most saw her as some kind of comedy act. Knowing that there are people out there that don’t appreciate the beauty of S&M makes her feel very sad and lonely. To help share the joy of S&M, she started various social media accounts to spread her brand, eventually making herself a very well known personality among anyone that spends a lot of time online. With her millions of followers, she makes money through making sponsored posts and selling premium videos and selfies. She often gets hateful comments, but she will not rest until everyone on Earth understands the beauty of sexual torture.
Likes:
- BDSM
- Taro
- Retweets and Likes
- Tier 3 Fan Club Members
Dislikes:
- Dislikes and Downvotes
- Chat Bots
- Content Farms
Win Quotes:
- "Was it good for you, too?"
- "Ahhh, I really needed that"
- "I didn't say you could stop! I'm not satisfied yet!"
Overview
Playstyle
Jakor is a mid/close range bully that likes to play at the edge of her whip range and abuse her EX fireballs to keep the opponent cornered.
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Pros |
Cons |
- Meter Queen: Jakor Excels at building meter with multi-hitting moves, Taunt, and U1 FB combos.
- Zone BONDAGE: She's able to lock down areas of the screen with fireball and whip attacks, making it hard for some characters to approach.
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- Only Fans Damage: Your gonna be spending a lot of meter to KO an opponent.
- WEAK Reversal and Knockdowns: Needs meter to either reversal or Knockdown. Getting knockdown without meter for reversal is usually a death sentence outside of a good parry read.
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Tech
Option Selects / Neutral
When you trap someone is U1, you are able to flash bonus repeatedly if timed correctly. Taunt, 2X always nets a FB on the 2X
Movelist
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Mid
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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1 frame. Medium range, but the hurtbox extends past the hitbox.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Low
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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3 frames. Longer range than 5A.
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J.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Whip attack. Long range poke with a thin hitbox and long startup. It should hit most chracters crouching.
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*2(28)
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Low
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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disjointed poke using Jakor's whip. Not particularly long range, but it hits twice.
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J.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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Jumping version of 5B. Great Air to Air move against people trying to jump over fireball.
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J.2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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-
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Overhead
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N/A
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Until Ground
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Until Ground
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0
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N/A
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Drill kick. Lots of hits, and very active. Great positioning tool.
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5X
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Fireball. Speed between Kyanta's and Anna's projectiles.
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2X Dance of death Dance of death
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*4(48)
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High
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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KD
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Capoeira spinning handstand split kick.
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J.X
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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20*3(54)
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Overhead
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N/A
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N/A
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N/A
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N/A
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N/A
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Whip jumprope attack. Much thinner hitbox than you might assume, so be careful using it as a jump-in.
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5EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20*2(38)
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD, KB, C
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EX projectile, faster than 5X.
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2EX Main Reversal Main Reversal
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*4(48)
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High
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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N/A
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KD
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EX version of 2X. Only the first two hits are invulnerable damage. Your go to Reversal most likely.
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J.EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15*6(60)
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Overhead
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N/A
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N/A
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Until Ground
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N/A
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KD
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EX version of j.X. Can be looped for some good damage
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Ultra 1 (5Y) HEARTSTOPPER HEARTSTOPPER
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N/A
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N/A
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Mid
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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?
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-
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Trap projectile. Boosts damage of subsequent hits. Most Jakor players' game plans revolve around trying to hit with this Ultra and doing a big combo.
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Ultra 2 (Y) BDSM LOVE BDSM LOVE
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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90
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Grab
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N/A
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N/A
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N/A
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N/A
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Knockdown
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N/A
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-N/A
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-
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A grab with Jakor's whip leads to a 90-damage ranbu. You can combo into it using a projectile, and because it's a grab, the damage will be unscaled.
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Grab (AB) 3 spanks 3 spanks
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*3 (45)
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Grab
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N/A
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N/A
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N/A
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N/A
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Knockdown
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Knockdown
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N/A
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KD, KB
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Can combo in the corner, otherwise cancel after the first for a pop up combo
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Taunt (Select) Like and Subscribe Like and Subscribe
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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1 Bar
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Bar Taunt, pretty decent.
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Combos
Notation Help
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Disclaimer:
Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.
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FB
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Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
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KC
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Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
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DC
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Refers to cancelling a move by activating Demon type's buff, similar to KC.
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XEX
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Refers to pressing X+Y on the same frame, or the macro-button for X+Y.
This is known as an EX move, for example: j.EX>5EX>2EX.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#X
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Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
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(X)xN or (X)xN-N
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Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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j.X
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Button X is input while you are in the air jump.
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X(whiff)
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Indicates that X is intended to whiff.
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(Delay) or (Wait)
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Indicates a short delay on the hit.
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(X)
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X move is omittable from the combo, this will be mentioned in the hover text.
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tk.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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AA
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Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
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[X]
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Indicates if a move should be held down.
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]X[
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Indicates if a held move should be released, for example: 5[B] > 5]B[.
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MID
A , 2B
A , 2EX
A , 5EX
1.75 Bar Grab(1Hit), KC, 5XxxU1,j.X(FB), j.X, 2X, Taunt, 2X(FB), KC, 2A, 2X, 210 DMG
2 Bar j.EX, U1, 2EX, Taunt, 2Xx2, KC, 2A, 2X 168 DMG
Corner
Taro Infinite
2A,3X*
Other Resources
Guides/Showcases
Notable Players
Mental Minx
General
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Advanced
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Characters
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