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=== Combos === | === Combos === | ||
{{ComboLegend-MVC2}} | |||
Note: Juggernaut is only allowed a 2 button chain unless he is super jumping so his combos tend to follow a very simple path. Adding to that limitation, a solo Juggernaut can only combo a ground chain into the following buttons: | Note: Juggernaut is only allowed a 2 button chain unless he is super jumping so his combos tend to follow a very simple path. Adding to that limitation, a solo Juggernaut can only combo a ground chain into the following buttons: |
Revision as of 11:17, 19 September 2021
Introduction
Cain Marko is a regular human who was empowered by a gem belonging to the deity Cyttorak, becoming a literal human juggernaut. He possesses superhuman strength and durability, and is virtually immune to most physical attacks; his helmet also protects him from mental attacks. Although not a mutant, Juggernaut has been featured as a prominent member of the Brotherhood of Mutants. He is also the stepbrother of Professor X.
Juggernaut is the great equalizer. With the help of the Power-Up Glitch even a solo Juggernaut can touch of death most of the cast for next to no execution. A simple Headcrush is usually all it takes to force your opponent to adjust their behavior and shift the momentum of the match. Your normal buttons occupy very popular sections of the screen and the hits add up fast, even more if you're already Glitched. Any assist that you chose will be impossible to ignore, offering many characters the damage they need to compete.
On the other hand, Juggernaut has few decent defensive options but ultimately struggles. Juggernaut's Headcrush is great for blowing through projectiles and block strings, Super Armor provides some much needed breathing room when dealing with your opponent's offense, and his Defense is among the highest in the game. However, Juggernaut's large body makes him an easy target for being rushed down, his moves are very slow and punishable, he can't really deal with pressure from above, and he has no strong options for dealing with runaway. These weaknesses really add up against Juggernaut, making him much easier to utilize as an assist.
Gameplay
Juggernaut is a simple and powerful character to help with learning the fundamentals of defense in MvC2; A character that is great for beginners and can remain viable in higher level play but might be seen as a gimmick.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Juggernaut Punch
+
- Juggernaut Body Press
+
- Earthquake Punch
+
- Cyttorak Power-Up
+
- Juggernaut Headcrush (Dash super)
+
+
- Type α - Ground Type
- Assist:
Earthquake Punch
- Counter:
Earthquake Punch
- Combination: Juggernaut Headcrush
- Type β - Dash Type
- Assist:
Juggernaut Punch
- Counter:
Juggernaut Punch
- Combination: Juggernaut Headcrush
- Type γ - Variety Type
- Assist:
Body Press
- Counter:
Body Press
- Combination: Juggernaut Headcrush
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 3 | 20 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
a quick short attack. Decent damage for a jab. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 10 | 6 | 29 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super, SJ cancellable frames 17~33 | - | - | - | |
This is the second jab hit. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 8 | 8 | 41 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
will stun anything known by man. 5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 20 | 8 | 28 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
Juggernaut's longest normal |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 1 | 21 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
generic low kick |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 24 | 22 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
The stomp! |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 14 | 3 | 40 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher | Special, SJ, Super | - | - | - | |
a pretty powerful, high, slow kick. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 3 | 11 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
OTG | Chain, Special, Super | - | - | - | |
5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 13 | 6 | 32 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super, SJ Cancellable 22~38 | - | - | - | |
generic |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 11 | 6 | 39 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, SJ, Super | - | - | - | |
Our primary launcher. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 5 | 14 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, SJ, Super | - | - | - | |
very fast, has slight advantages compared to 5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 10 | 3 | 35 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super SJ cancellable 22・42 | - | - | - | |
is a sweep, generally useless since Juggernaut usually knocks away opponents in combos and doesn't benefit from being super close to his opponents |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 14 | 5 | 44 | L | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
slow and not useful. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 14 | 8 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | 5 | 24 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
5 |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 12 | 5 | 32 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying screen | Special, Super | - | - | - | |
a giant swipe |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 6 | 12 | 8 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Chain, Special, Super | - | - | - | |
has an alright downward angle |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 11 | 5 | 16 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
None | Special, Super | - | - | - | |
filler air combo move |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 12 | 6 | 18 | H | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Flying Screen | Special, Super | - | - | - | |
5 |
Special Moves
First set of damage is for normal. Second set of damage is for Power-Up. Third set of damage is with Power-Up glitch applied.
/
- Power-up
/ Power-up
- Glitched
/ Glitched
![]()
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
20 / 28 -- 30 / 42 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Knock away on hit | Chain, Special, SJ, Super | - | - | - | |
Probably Juggernaut's most important special move, due to its insane range, damage and super armor. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
19 / 25 -- 23 / 29 -- 29 / 38 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() ![]() ![]() |
Chain, Special, SJ, Super | - | - | - | |
Jugg jumps in the air and does a body press |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
18 / 22 -- 27 / 33 | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
![]() |
Chain, Special, SJ, Super | - | - | - | |
Slams the ground and sends shockwaves forward |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
N/A | - | - | - | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, SJ, Super | - | - | - | |
Increases damage for Juggernaut's next attack.
|
Super Moves
Assist Moves
The Basics
Beginner Overview
Advanced Overview
Combos
Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
> | Proceed from the previous move to the following move. |
![]() ![]() |
Either light or heavy version of Punch/Kick can be used. |
2.X / ![]() |
Button "X" is input while Crouching. |
j.X | Button "X" is input while jumping or in the air. |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
J.(X>Y>Z) | Inputs are done in the same jump |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
Sj.X | Button "X" is input while super jumping, some combos have a height requirement and won't work with a standard jump |
(X > Y > Z) x N | Signifies an infinite, N being the number of repetitions until the opponent dies, the timer runs out or you drop the combo |
X(#) | Attack "X" should only hit # of times. |
/\ | Jump up to continue the combo. |
\/ | Land on the ground to continue the combo. |
-> | Indicates cancels (basic attacks into special moves/supers) |
~> | indicates a Rekka followup |
Note: Juggernaut is only allowed a 2 button chain unless he is super jumping so his combos tend to follow a very simple path. Adding to that limitation, a solo Juggernaut can only combo a ground chain into the following buttons:
Your bread and butter. Easy to perform under pressure and, even unmashed, will seriously damage any character when Juggernaut has the Power-Up glitch. If you have the meter, unless you have a specific plan for it, it's highly recommend you just pull the trigger any time you land a hit.
c.LK > s.HP xx Headcrush
A simple, meterless combo. Low damage but can be useful for dealing with assists that might be preventing some other combos.
[Close] c.LK > s.LP xx HP Earthquake
Your strongest, inescapable, meterless combo. Will send the opponent flying which will cause a flying screen dash for you, which can be potentially fatal for Juggernaut depending on the matchup.
[Close] c.LK > s.HP xx LP Juggernaut Punch
A simple way to scramble for damage off of an accidental c.HP.
j.HP \/ c.HP xx HK Body Press
Rollable. The strongest, meterless option off of a sweep. Either strength Juggernaut Punch will connect but LP is safer when the opponent rolls.
c.LK > c.LK xx LP Juggernaut Punch
F + HP is a pretty lackluster move in this game but it might be useful as a meaty in the corner. Also note that this is a superjump cancel, not a jump cancel. Instead of holding up to leave the ground you have to return to neutral, then down, then up.
(Corner) [Close] F + HP /\ sj.LK > sj.MP xx LK Body Press
The dash-in is crucial. A high damage, unrollable route for midscreen Juggernaut Punch.
j.HP \/ d.s.HP xx LP Juggernaut Punch
Meterless style combo for the corner. Builds a ton of meter compared to your other combos. Flying screen is set so you really can't get any more than this. You have the option of leaving the final hit off which forces your opponent to roll into the corner, allowing you to continue your pressure.
(Corner) j.HP \/ c.HP /\ sj.LK > sj.MP > sj.HP > sj.HK \/ c.LK > F + HP
Rollable. The most damaging, midscreen combo Juggernaut has access to.
j.HP \/ c.LK > c.LK xx HP Juggernaut Punch xx Headcrush
This combo allows for Headcrush to be mashed a little easier than others due to the spacing. Useful for when you find yourself without Power-Up glitch and need a little help getting the full 8 hits on Headcrush.
(Corner) j.HP \/ d.s.LK > s.HP xx LP Juggernaut Punch, c.LP xx Headcrush
Rollable. The only possible damage extension after a midscreen ground throw. Works with either throw. Doesn't work on heavy characters.
Throw, HP Juggernaut Punch xx Headcrush
Juggernaut's answer for people putting him in the corner. Juggernaut has surprisingly amazing juggle potential after a throw into the corner which makes this combo pretty forgiving to execute. Works with either throw. Doesn't work on heavy characters.
Throw /\ j.LK > j.HK \/ Headcrush
Strategies
Juggernaut offers the most utility as an assist. With no real options for dealing with runaway a lot of matchups are going to feel like a struggle. Juggernaut is slow, easy to cross-up and combo, uses meter far better than he builds it, everything he does is relatively unsafe and expensive to protect, and he has no super armor in the air. However, Juggernaut has one thing that changes him from an annoyance into a problem, the Power-Up glitch.
Your first goal with Juggernaut is to activate his Power-Up glitch as soon as possible. The fewer bars of meter the opponent has when you change to another character, the harder it will be for them to punish you, especially if you change to a character with high vitality. Once glitched, your assists offers game-changing amounts of damage and your Headcrush threatens to one-shot many popular assists.
Your second goal with Juggernaut is to land his assist as many times as possible. Juggernaut has a lot of health but he's not invincible, his large size means it's going to be harder for him to avoid damage so be ready to protect him when your opponent retaliates. A glitched Juggernaut Punch can kill any assist in 3-5 hits instead of 5-7 hits which makes counter-calling your opponent's assists a powerful, meterless threat.
Your third goal with Juggernaut is to land his Headcrush as many times as possible. Headcrush is pretty easy to combo into from most of Juggernaut's normal buttons, but landing that initial hit can sometimes be difficult. The best buttons to approach an opponent with are probably going to be jumping and jumping
. A throw when near the corner often turns into a guaranteed Headcrush and a potential touch of death with the right assist. The THC Headcrush is unmashable but has a faster startup than a normal Headcrush allowing for monstrous whiff punishes. A DHC from a better point character into Headcrush can turn a stray hit into a potentially favorable match.
Cyttorak Power-Up Glitch
The Power-Up glitch increases the damage for Juggernaut on every attack, not just the very next one. The glitch only needs to be performed once per match unless you accidentally deactivate it later. To activate the glitch Juggernaut needs to Power-Up, then change to a different character without finishing an attack or otherwise canceling the effect. If Juggernaut isn't flashing when he leaves the screen then the glitch probably wasn't executed correctly.
When Juggernaut is brought back into play and uses Power-Up again the glitch is deactivated.
When attempting to setup the glitch, the following moves can be whiffed without removing any of the Power-Up effect:
+
+
+
Juggernaut will remain flashing if any of these moves hit, but he will not have the increased damage. Also, performing an additional Power-Up in this state will not give the increased damage back. In this exact situation, the only way to be sure you're gaining the damage increase is to remove the original flashing effect by using any other attacks, then performing another Power-Up.
THC Headcrush
The normal Headcrush is one of Juggernaut's most consistent and punishing threats. The THC Headcrush, on the other hand, has some interesting differences that bring some much needed depth to the table. THC Headcrush is unmashable which might mean less damage up-front, but is Juggernaut's fastest attack by a huge margin. This extra speed allows it to punish basically everything your grounded opponent might consider safe and has the added benefit of being unblockable in certain situations.
Unblockable THC
Having Juggernaut on your team grants you access to the THC Headcrush, even when he's an assist, abuse it if you have the meter and your team allows for it. With Juggernaut as an assist you can THC and his Headcrush has a chance to be unblockable as long as your opponent isn't already in blockstun and you are relatively close to them. This works because THC Headcrush will reach the opponent before the super freeze signals that the opponent can block, but frame skip is what ultimately decides if the Headcrush will connect.