Verdict Guilty/Jae

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Jae Jae.png
VG-JaeVS.png
Ammo Capacity 2
Reload Time 53 frames
Throw Stun
Playstyle Poking
Rushdown
Preferred Range Mid-Close

Introduction

Jae is a Criminal character with good normals, high mobility, great defense and the ability to ToD, which is counterbalanced by rather weak offense.


Playstyle
Jae.png Jae is a high risk, high reward character who can kill (or bring close to death) anyone off of any opening.
Strengths Weaknesses
  • Good Normals: Jae's normals (that hit crouchers) have good range and are hard to whiff punish. On top of that, they can be made BC-safe on block thanks to his backdash.
  • High Damage Output: Jae's BnB, his signature Dash Loops, do so much damage it can ToD given the right circumstances.
  • Great Defense: Breakdance is an amazing BC option that punishes almost everything in the game while still doing great damage.
  • Says No to Zoning: Jae's dashes allows him to reflect bullets, neutralizing most characters' form of zoning.
  • High Corner Carry: Because of how Mad Dash works, Jae can very easily perform corner-to-corner combos. However...
  • Counterproductive Combos: ...due to how launches works in the game, Jae's damage output becomes way smaller in the corner.
  • Easily Gets Hit: Due to the extremely lenient buffer, it's very easy for Jae to accidentally dash towards an enemy attack.
  • No Mix: Jae's only way of hitting a crouching opponent on offense is to perform an IOH, which aren't great in this game.
  • Extremely Telegraphed Gameplan: Since Jae is a ToD character, the opponent can very easily play around his gameplan.
  • Controller Dependant: When using a controller on player 2, Jae loses access to Mad Dash, which essentially kills his gameplan.

Move List

Normal Attacks

5A
VG-Jae5A.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 7 1 - +1 -
Total: 9

5C, except it does less damage. Don't use.

5B
VG-Jae5B.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 3 7 2 - 0 -
Total: 11

Jae's main grounded poke, boasting good range and low startup. Also very good for hitconfirming into 46D.

5C
VG-Jae5C.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 2 7 1 - +1 -
Total: 9

Fast close-range anti-air when CS'd. Not much use outside of that

5D
VG-Jae5D.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 4 9 3 Launch -4 -
Total: 15

Jae's main anti-air. Unlike most 5Ds, this one knocks down on ground hit.


AA
VG-JaeAA.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 1 4 0 - +14 -
Total: 4

Only used for going into AAB.

AAB
VG-JaeAAB.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
160 Mid 4 7 3 Launch -2 ~ +5 -
Total: 13

Whiffs on crouchers, but can also be used as a traversal move in midrange. While forward dash is better at far range against bullet characters, AAB is unpunishable and completely safe, when combining CSing and the Block OS. This makes it more suited for close range situations.


c.P
VG-JaeClosePunch.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Mid 2 6 0 - +8 -
Total: 7

Universal unexploitable plus frames.

c.K
VG-JaeCloseKick.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
60 Mid 2 7 0 - +2 -
Total: 8

Whiffs on crouchers. At least the animation looks funny.


2A
VG-Jae2A.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 2 8 1 - 0 -
Total: 10

Technically outclassed by 2C, but frame advantage doesn't matter in this game.

2C
VG-Jae2C.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 2 7 1 - +1 -
Total: 9

Close range abare option. Not really used since Jae lacks real mixups.

2K
VG-Jae2Kick.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 Low 3 8 3 - -1 -
Total: 13

Jae's other main poke, alongside 5B. While more commital than its counterpart, it does slightly more damage on hit, which can make a difference when Jae does get the hit.


j.K
VG-JaejPunch.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 1 13 0 - ~ -
Total: 13

Pretty good air-to-air, decent jump-in. Can be used for IOHs.

j.K
VG-JaejKick.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
80 High 6 10 5 - ~ -
Total: 20

Jae's main jump-in. Its unusually slow frame data makes it a poor option for IOHs, but other than that, there's nothing particularly interesting about this move.


Special Attacks

Bullet Deflect
66/44
VG-JaeBulletDeflectForward.png
Forward
How to get hit 101
Forward
How to get hit 101
VG-JaeBulletDeflectBack.png
Back
Back
Damage Guard Startup Active Recovery On Hit On Block Ammo
- - - - Total 20 - - -

Forward dash is a great way of getting in against players who likes to zone with bullets, even if it can't be CS'd.

Back dash is how Jae makes his normals "safe" on block against most characters (he still goes back to neutral after that but it's not like his neutral is bad or anything). Be careful when using them, because they lack any sort of invincibility and can sometimes come out at the wrong time because of how the game read inputs.

Machinegun
]A[
VG-JaeMachinegun.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
75x3 Mid 3, 13, 23 - Total 48 Launch -11 1
Total: 48

Jae's projectile. Despite shooting 3 bullets at once, it shouldn't be used for zoning, but rather for getting in, especially when coupled with dashes and reflected bullets. It can kinda be used at the end of combos, but it's only really worth it if it's gonna kill.

Breakdance
Keyboard: 64B
Pad: 214B
VG-JaeBreakdance.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
220 - 2 21 20 - -32 -
Total: 42

Jae's main BC option due to it's speed, range and invnicibility against non-weapon attacks. Also works well as a combo ender.

Mad Dash
Keyboard: 46D
Pad: 236D
VG-JaeMadDash.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
220 Mid 8 13 4 Launch ~ -
Total: 24

The combo move. Despite not looking like it, it hits OTG and thus can combo into itself, leading into his signature Dash Loops. These loops do obscene damage, can be performed off of any starter and can even ToD under the right circunstances (AKA when Jae is cornered). In neutral, it can be used as a sort of advancing anti-air, but it's not exactly its intended purpose (if there was even any intention behind VG's balance).

  • Can be cancelled into Breakdance if you're playing on keyboard
  • Can't be used by player 2 if they're playing on controller


Universal Moves

Grab
VG-JaeGrab.png
Damage Guard Startup Active Recovery On Hit On Block Ammo
220 - 2 13 0 Launch - -
Total: 14

Stun throw. Does more damage than a regular throw!

  • Applies stun on hit


Strategy

General Gameplan

Get a hit in and hitconfirm into Dash Loops. This might sound obvious (and a bit too simplistic), but those loops does tremendous damage and can even ToD some characters. If the combo didn't kill, either play defense until the timer runs out or get back to step 1.

Note: If you're player 2 and use a controller, Jae loses access to his Dash Loops. His goal then turns into poking the opponent to death, using his big, safe buttons and slowly chip away the opponent's HP.


Neutral

Jae's neutral is excellent. He is the only character with access to dashes, with said dashes also acting as reflectors. This lets him skip neutral against bullet-happy players/characters. He also has his own gun (]A[) which, while it whiffs on crouchers, makes for a good counter-zoning tool, especially when cancelled into from dashes.

Jae is most comfortable at mid to close range, where he can abuse his great buttons, namely 5B and 2K. Jae gets to press them more often than most characters since he can dash cancel these normals to make them safe from BCs. Dashes doesn't have any invincibility, though, so don't do this when in the corner.

Once he gets a hit in, hitconfirm into 46D (Mad Dash) and loop it until you reach the corner, in which case it's better to end the combo with ]A[ or 64B.

When it comes to anti-airs, Jae will rely mostly on 5C and 5D, depending on the opponent's position. The former leads to a throw (which starts Dash Loops) while the other leads straight to Dash Loops. Make sure to CS these two moves when anti-airing someone.


Defense

Jae has three BC options that particularly stand out:

  • AA, which will generally whiff but allows Jae to start a combo. Ideal at close range since Jae gets to do slightly more damage before having to do into Dash Loops
  • 46D, which leads to raw Dash Loops. Ideal against pokes and/or projectiles because of the distance covered
  • 64B, which is insanely fast and punishes most attacks. You only really use it in case Mad Dash isn't available


Offense/Okizeme

Jae is one of the 3 characters without a grounded overhead, meaning he has virtually no oki. However, his dashes allows him to apply minimal traditional pressure with spaced pokes.


Matchups

Gun

  • Placeholder

Gyeong

  • Placeholder

Hyuk

  • Placeholder

Jae (mirror)

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Minso

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Reese

  • Placeholder

Si'u

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Yohan

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Combos

Midscreen

  • 2K, 5B > [46D]*N > 64B > (]A[) (580/805 to 2000 damage)
The Dash Loops. Jae's signature combo, it does obsene amounts of damage, having the potential to ToD if Jae was cornered at the start of the combo. Gunshots should only be added if you're 100% sure this will kill, as they're more valuable in neutral than in combos.
  • 2C, 2K > Dash Loops (600/825 to 2000 damage)
This loop starter is best suited for when Jae is at close range. It also works well after BCing with AA (it will whiff but Jae will have enough time to hit 2C regardless).


Corner

  • 2K, 5B > 46D > ]A[ (585 damage)
The BnB, but worse. The reason you only go for one 46D is because only projectiles can hit OTG in the corner. Still good damage regardless, just not as high as other characters.
  • 2C, 5B > 46D > ]A[ (220 damage)
Same combo as above, but for when Jae is at close range.
  • Throw, walk 5D > Dash Loops (740/965 to 2000 damage)
Throw loop starter, for the rare occasion Jae lands a throw. Technically a midscreen combo, but it's most effective when Jae is at the corner (basically a ToD!), hence why it's here.


Anti-Air

  • 5C/D > Dash Loops
Anti-air into Dash Loops. Very simple confirm.
  • 5C/5D > Throw
Throw confirm. Should be prefered at close range since it leads to excellent damage, even with just one rep of the loop!




General
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Controls
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System
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Characters
Gun
Gyeong
Hyuk
Jae
Minso
Reese
Si'u
Yohan