X-Men: Children of the Atom/Juggernaut/Introduction: Difference between revisions

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Juggernaut -PLACEHOLDER-
Juggernaut -PLACEHOLDER-
=== Attack Chain ===
'''Ground Chain''': Kick to Punch (any)<br>
'''Normal Jump Chain''': Kick to Punch (any)<br>
'''Super Jump Chain''': Zig Zag 2<br>
'''Stamina Rank''': (TBD)<br>
[[File:Jugg Pose.png|thumb|center]]


{{ProConTable
{{ProConTable
|pros=
|pros=
* All Normal attacks chip (save air LK)
*Deals massive damage and stun
* RaiMeiKen (lightning super) does good damage and chip, can be comboed into
*Constant and hard to break armor
* Easy trap vs inexperienced players
*All normals deal chip damage
* Decent pokes, though their range is deceptivly bad and some may miss if too close vs some characters
*Standing kick normals are overheads
* Has good stamina
*MP throw can stun/loop
* If you're hit out of Shadow Clones startup, you still keep the powerup, unlike element swords
 
* Evasion X-special (grounded in particular)
* Relatively low execution requirements. 
|cons=
|cons=
* Slow, even his SJ and jump have some kind of short delay.
*Huge target
* Weak comboability compared to the rest of the cast, especially off of throws (few exceptions, more detail below)
*Long recovery on normals that are not super jump cancelled
* ALL of his attacks can be blocked high, including the 2nd hit of s.HP and his c.HK
*Vulnerable to hit grabs
* Size and weight make him a combo dummy, the dumbest things work on him
*Being thrown breaks armor
* Start up time for element swords is too long, though ice sword combos and resets (if they're bad at mashing) can be worth trying for
*Super has incredibly slow start up
* Doesn't gain meter during element swords or shadows
* Doesn't really build meter all that easily unless you're touching them
* RaiMeiKen has a bit of startup, and begins using X-Power/meter before the attack comes out.  If you're hit out of this, you'll lose about 1/4 of meter
* Since you'll likely be leading with lights, that means your damage will be scaled harsher. Damage on single hard pokes isn't really all that good either.
}}
}}

Latest revision as of 22:36, 27 June 2022

Introduction/Summary

Juggernaut -PLACEHOLDER-

Attack Chain

Ground Chain: Kick to Punch (any)
Normal Jump Chain: Kick to Punch (any)
Super Jump Chain: Zig Zag 2
Stamina Rank: (TBD)

Jugg Pose.png
Strengths Weaknesses
  • Deals massive damage and stun
  • Constant and hard to break armor
  • All normals deal chip damage
  • Standing kick normals are overheads
  • MP throw can stun/loop
  • Huge target
  • Long recovery on normals that are not super jump cancelled
  • Vulnerable to hit grabs
  • Being thrown breaks armor
  • Super has incredibly slow start up